"It's not X you should worry about - it's me!" - The UMvC3 Zero Combo Thread

i’ve been experimenting with different types of lightning loops to do and I definitely prefer the darkhadou method (2 L raikousens, 1 TK H Raikousen, buster)

does anyone have a rough guide as to how much damage each variation of the lightning loop does as well as difficulty? The original one (7 L raikousen 1 buster at end), the modifed version (3 raikousen, 1 buster, 3 raikousen, 1 buster at end), and the H lightning variant? (2 L raikousen, 1 H raikousen, buster, 2 L raikousen,1 H raikousen, buster end)

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Forgive me if someone else posted this before, I just came up with it early today. I don’t ever plan on getting air grabbed out of light raikousen again.

The first combo is midscreen to corner. The second combo is a full corner carry but the first H Sentuizan will not connect on small characters. The third combo is just a Buster relaunch, but at least it works on small characters, even if the timing is a pain.

Speaking of timing being a pain, I also made this, just to prove a point:

[media=youtube]2tFPMkznCUA[/media]

The second combo is very easy, and also very consistent. Doing more damage than a regular air combo and working off of various things such as anti-air standing S are just bonuses. It even works fine on two characters. The last combo just shows that the standing M should be omitted if the combo gets much longer than a jump in + ground chain before the launch. (Or in a situation like the second combo in the first video)

EDIT: The point of this was to show how the second combo in that video is far easier than attempting to do the first one (and more damaging…). Like, don’t ever do the first one. Ever. It’s both hard and pointless as well.

I just spent a good hour trying to land this combo and only got as far as the first Setsu. The air qcb L, dash S is fucking me up every single time. That shit cray. Maybe it’s time to go back to street fighter…

Keep working on it. It comes with practice. You should know this if you play SF lol.

Well, doing dash M > S makes the timing noticeably easier. Assuming you dashed all the way up to point blank before jumping and OTG’ing with H Sentuizan, you don’t actually have to dash very far at all for the S to connect. If you use M, it being faster than S lets you dash a little longer though.

It also helps (assuming you play with a stick) to dash with M+H so that you can input L Hienkyaku with one finger and dash almost instantly afterwards using your other two. Its essentially just one motion.

When i saw that video this morning and read the description, i thought “that’s not proving a point, that’s showing off”.
Anyway, that’s not the first combo that’s hard to me, it’s the “land dash jump dive” and then the “hyenkiaku L dash S” part that are hard. I thought he was alone in that but apparently not.

That’s only if you have no indication about the timing. That’s what nobody tries to explain in the fighting game community. 'cause you know “the timing is strict” doesn’t really mean anything and doesn’t help really. Since you simply can’t buffer any of those move, you have to link them together in the shortest time possible. Links are not lag friendly. 7 buttons press for the first and 6 for the other are a lot of occasions to mess up. Lag and 14 buttons to press, it’s definetely not an easy combo. BTW, if i ear “links”, i also ear “visual hint” to help in doing those links.

So, i spent a good part of the day in the lab. I won’t say that i find the self corner to corner easy but it’s not as hard as i thought it was before i understood two importants facts about that combo.
Those facts might be character dependent but i doubt it since landed that combo on Wesker, Vergil, Ammy and Rocket Raccoon. I still have to try on huge character like Sent or Nememis.

1 - You just want to get to the corner to do a lighning loop. Or a rekkoha to DHC against Amy and Shuma

So HSD is not something you care about. Wich mean that you can take your sweet time performing the combo and forget about the HSD completly . So when doing the self relaunch, you have to be quick to dash, quick to jump and to dive since the timing is so strict.
Yes but no, there is a way to gain some precious frame for those like me that are just too slow to pull it off if you don’t care about HSD. When doing the first MMHS, you just have to wait as long as possible to do the S. Same with the MMH actually, the more you delay the MMHS, the better and there is a good reason for it.
If you do the S late, Zero will be extremely close to the ground and will land faster. This and the the fact that the opponent will also end up closer to Zero make your job easier. If done right, you may not have to dash before the dive buster relaunch.
Now i am facing another problem because of it. If i wait too long, the dive connect but also cross up and the hyenkyaku become a dive L. That’s almost ironic. Or moronic, i just can’t tell

But in the end, the less time it takes to relaunch, the more you have to catch after the buster with the hyenkyaku L, dash S.

2 - Time the dive for it to connect after the opponent ground bounced.

Just like Avarixe stated in his “tips that should be common knowledge” thread when speaking about Strange. If you wait for the opponent to lay still on the ground, the dive buster will actually send them higher in the air wich allow the “hyenkiaku L dash S” to be executed slightly slower. You still have to be quick but the timing is more lenient. You don’t have to wait if you have godlike execution, I think, i don’t have that. It just makes it easier.

@ Vilesofree: That combo, i find it hard and i may be the only one here.
If you have an assist to do a corner to corner use it. If you don’t, i hope that what i just posted might help you. As for me, i’ll stick to Doom’s missiles if i want a corner to corner combo with Zero. It’s easier, lag friendly and as damaging as long as you can do a lighnting loop or two.

I agree that it’s best to stick with what is most consistent, so if you have an assist that will help OTG, use it instead of risking the drop on the slightly harder solo midscreen combo. However, I would never say to swear off the latter combo entirely. Often times the assists we use for midscreen combo extenders are excellent zoning tools, and so if we find ourselves in a position where the assist has just been used and is temporarily unavailable, then knowing the solo combo will be excellent backup. We always see these fancy Zero combo videos with bouncing the opponent off of Drones assist, but rarely in an actual match because Drones are called to get in and start the combo in the first place. Another example is if you use Wesker OTG assist to carry midscreen normally, but instead you use it as an unblockable to start your combo. In that case, it’s impossible to carry to the corner without doing the solo combo, so your options are 1) End it early with a mid screen Rekkouha/reset or 2) Go for the combo and risk dropping it. Either way you’re not gonna kill in one go there, so might as well go for the harder combo unless you really value your reset. Solo, assistless combos, especially one as useful as this solo corner to corner carry, should never be bypassed for this reason.

Okay, I’m going to be mean and rip your post apart.

I know this is hard, which is why you should use MM > H Sentuizan, which leaves you very close to the opponent after the flying screen (And does more damage!), and use L Hienkyaku > Dash > M > S. It’s much easier, but it won’t work if you do a full air series before landing due to HSD, which is why you should use MM > H Sentuizan instead. Which also does more damage.

You can buffer everything in this game. I have no idea what the window for buffering something is, but I know it certainly is there.

Well, considering this combo essentially has to be done with some muscle memory, I would say that lag is rather irrelevant considering you should be pressing the buttons in the exact same way regardless of what you are actually seeing. I’m also going to speak for myself and tell you that I only recall dropping the combo online once in the past week or so, maybe I haven’t been playing online that much.

no

I also noticed that, but you don’t need to dash up that close, though it is still aggravating, which is also part of why you shouldn’t do that combo. If you finish the first air combo with H Sentuizan, I don’t think you actually have enough time for this to happen anyway.

To be honest, the only thing I really drop online is actually the lightning loop. I would much rather do some full corner carry and then do the hidden missiles extension into whatever.

Look at me, I quoted my own post in the same post in which I posted it.

That’s why I made my video, it’s probably the easiest Zero corner to corner combo but you said that it’s not easy because buster needs to be charged for a split second before landing the first hit. Than Darksim made the video but it’s not easy because there are tight links(I agree)

It seems like you want an assistless corner to corner combo that is both easy with no tight timing and does not require a charged buster… One does not exist, you need to just sit in training mode and figure out which BnB is right for you and practice it. Zero is no Wesker or Wolverine, he takes practice and lab time

Nope, you are being constructive not mean.

At least we seem to all agree on the fact all of those links are hard. Well, harder than most of the majority of the combos in this game.

Anyway, i didn’t really practice the MM Dive H version of that combo for the moment. The only thing i noticed yesterday was what i said i my previous post. By waiting before hitting S while in the air and waiting for the opponent to stop ground bouncing i successfully did that corner to corner combo. and all that times, it was with actual visual confirmation of those two factors.
The times when i missed, it was because i haven’t the muscle memory for the hard part of that combo yet. And this is why Tsumuji is right in saying that everybody should always hit the lab from time to time to practice.

@ DrewGrimey : I did said “not easy at all”. Sorry my bad, it was a wrong choice of words on my end and i apology for it.
It is indeed easy to do the MM raikouzen H buster cancel to dive M.
The only problem i have with it is that there are situation where you can’t rely on this combo because you don’t have a buster charged yet. It’s rare but it happens. The same way that you can’t always rely on assist because you have already used them.

As for that discussion, i should probably stop contributing to it since at that point there is nothing much more that i can add on the subject and i have learnt at least half a dozen if not a dozen of corner to corner combos ranging from super easy to harder than most combos.
Of all have those combos i can find a specific use. So for that, thanks for all your inputs.

This is what did it for me. I went to training mode after reading this and I was able to do the relaunch combo 7 out of 10 tries. Whereas before, I get only 1 in 20, maybe. It has improved my LL as well, since before, I almost always drop it after Sougenmu, jump Buster. So maybe I was dropping it because the opponent is too low when I cancel Buster into a.L-Raikousen.

I just kinda glossed over through that part in the Common Knowledge thread since I thought it was applicable only to Dr. Strange. Haha.

xfactor lvl3 is fun :stuck_out_tongue:

[media=youtube]QU5CmFOrOYo[/media]

Yo that was godlike

Yo, what the fuck did I just witness?

Hi guys. What’s the highest possible damage combo zero can get with only Dante’s Jam Session assist? Can it pop DAT MILLION? :stuck_out_tongue:

yes, yes it can.

It’s possible to do over 2 million damage without dante’s jam session assist or x-factor.

Well for that you need multiple lightning loops.

You can get 1 mil for 1 bar easy though.

Hey guys I’m looking for people that are using dante second and what their follow up to a rekoha is

Hello there, I’m a stubborn MvC2 player who’s finally deciding to make the full jump to Marvel 3.
I’m rocking Zero/Dante/Doom(Beam) right now, and I’m looking for input on a few combos:

What’s the most reliable/practical 800k-100% combo I should start off with using Zero w/ Dante assist/Dante DT DHC( don’t even know if this is necessary) not necessarily looking for flash.

I get a lot of mileage out of teleporting with Doom beam assist, what’s the best way to confirm off of beams+teleport?

thanks