" Tons of damage to report, moving to next area." - Zero Combo Thread

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Im having problems hitting the first j.M after the j.H in the DarkDeath loop.

DarkDeath Loop - (Midscreen, Corner)
s.:l:>s.:m:>s.:h:>:f::h:>:s:>j.:m:>j.:m:>j.:h: (3 Hits)>j.:m:>land>j.:m: (Normal Jump Forward)>j.:m:>j.:h: (3 Hits)>j.:m: (Normal Jump Forward)*>j.:m:>j.:h: (3 Hits)>s.:h: (1 Hit)>:s:>j.:m:>j.:m:>j.:h: (3 Hits)>j.:s:>Rekkouha

Can someone give me some tips?

I actually ansewered this on a different forum so im gonna copy paste it here, it seemed to help the person

as a visual cue do this, just regular super jump without hitting the opponent then use j.h, wait until the sword attack is finished and you will see the blade start to shrink into his hand, before the sword is gone you will be able to use j.m and it should connect.

For timing, if you use j.h at the top of the super jump it is about halfway down

So I can do a basic magic series to at least 2 flying windmills reps to a buster loops…well its in the proceess but basically

Jc ac6c s j2c c s j2c c s j bb buster 623 a s jbcs 2369 a,akuma assist rekkhoka.

Still working on hitstun scaling but on paper should do massive damage also if dhced to dante or wolvie.

After the first hit with a just hold buster on a since you don’t use it again till lightning.

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You guys ever have issues with Zero’s combos being inconsistent? Like sometimes the opponent won’t tech out, sometimes they will, even when you’ve done the same combo so many times? I have problems with the final j.C j.S at the end of my air strings randomly being teched… I was in a tournament yesterday vs Steve H and dropped a kill combo I intentionally shortened so I wouldn’t run into this problem… somehow he still recovered between the j.C and j.S…

Is there any way around this?

It depends on how the combo starts. If they got hit with an assist first, or a special move first, or if they were airborne, etc. Could also be you’re just not chaining j. H into j. S fast enough, possibly.

Either way, I never have problems with this with my main BnB.

Hitstun scaling actually seems to be affected by the amount of total time between hits in a combo, so for example in the Shippuga loop during the first launch if you do j.BB buster as fast as possible after the launch there’s less chance that they’ll tech out of the second launch than if you delay the j.BB after the launch. Stupid system.

Hmm I did not know that, if that’s true that’s a really strange mechanic. I’ll keep that in mind though. My BNB is usually: xxx > 5S JC j.BB j.C j.B land j.BB j.C land j.BB j.C land j.B Buster Raikosen 5S j.BB j.C j.S land, call Dante, OTG 5S JC buster Raikosen Sentsuizan Super.

So usually if I really don’t want to drop a combo I’ll just omit one of the j.BB j.C reps. That combo seems to vary wildly in if they can tech out or not though so I guess maybe it is what Avarice mentioned about how fast you do the moves or something.

Zero/Dante are honestly on best friends status now. I think if you’re running Zero without Dante you’re doing it wrong.

Shippuga loop replacing the ending (Rekkoha) with:
Call Dante, OTG Sentsuizan, :s: :dp::uf::l: j.Buster :dp::l: :qcf::uf::h: Rekkoha DHC Devil Trigger, Acid Rain, sj.:s:, Cold Shower, Stinger bc j.:s: call assist 2 Volcano jc. j.:s:, Volcano~beehive, :f::h: bc Volcano~Beehive or Jetstream~Fireworks, Million Dollars

(assist 2 has to be something that works with Dante’s combos…Akuma, Doom, Dormammu, Ammy…etc.)

and

Air-throw, :m:-Hienkyaku, :h:-Sentsuizan XFC1, c.:l: c.:m: c.:h: slight delay :f::h: :l::m::h::f::h::s: j.slight delay BB Buster, :l:-Hienkyaku, dash forward, :s: j.:m::m::h::s: Call Dante, OTG Sentsuizan, :s: :dp::uf::l: j.Buster :dp::l: :qcf::uf::h: :qcf::uf::h:

Both do enough damage to kill Thor. Level 1 XF combo from Air-throw that costs no meter (and builds 2.5) and kills the whole cast…how about that…

Never happened to me except in training mode when flirting with Zero’s max HSD. Just know that a combo that starts of an air hit, off a buster, off an assist prorate differently and that you need to modify your combos for those situations.

As for the jump loop, it’s pretty consistent, it’s just the above factors that can cause them to drop out off it.

Second what Nini said – seriously, the number of variations for the jump loop you have to consider so they don’t tech out is outstanding. Almost makes them not worth learning, if not for the extra meter gain (damage diff is insignificant from a complete air loop and a standard J.BB air buster 3 -> launch)

Also, remember that hitstun deterioration is based off of how much time has elapsed during the combo, not the number of hits. So things like delaying hits to get enough charge for chargeshot, or delaying hits for positioning, will make a combo drop when it wouldn’t have at max speed.

Something to remember because Zero has lots of points in his combos where he’d be able to delay hits to make sure certain parts don’t drop, but if you take to long your ender drops.

Good news everyone. You didn’t think I was done breaking Zero did you? I was working on sort of a proof of concept combo for UMvC3 to try extending our combos with an additional buster shot now that we can cancel specials into it. I’ve been unsuccessful so far, but during all this I stumbles across a BnB that does more damage than every version of the shippuga loop (and by extension, more damage than every BnB we have until now). It’s not really a game changer, but it does make the difference between killing Magneto with a combo into the steb finisher and not killing him (about 35k damage). There are a couple drawbacks though: a) You have to have at least level 2 buster charged at the start of the combo - as soon as the buster turns green you can start, any time before that and it won’t work; b) It only carries a little over half screen, so unlike the shippuga loop you can’t do this from anywhere on the screen. The next advantage though, is that this can combo into the lightning loop without an assist and keep them in launch state until the end to allow for hard knockdown from j.S or Sentsuizan. Finally, for those of you who don’t believe in charge switching (I still can’t understand you guys) this combo doesn’t require it.

So, here’s 4 versions of the combo, complete with damage numbers:
1 - Basic assistless version into Rekkoha
c.:m: c.:h: :f::h: :s: j.:m::m: Buster.3 :qcb::l: (Hienkyaku) dash forward, j.:m::m::h: (3 hits), j.:m::m::h: (3 hits), j.:m::m: Buster.3 :dp::l: (Raikousen) j.:h:(3 hits):s: :qcf::atk::atk: (Rekkoha)
670,200 damage

2 - Assistless version into Lightning Loop (Slightly meter-negative; requires about 1/3 of a bar to start)
c.:m: c.:h: :f::h: :s: j.:m::m: Buster.3 :qcb::l: (Hienkyaku) dash forward, j.:m::m::h: (3 hits), j.:m::m::h: (3 hits), j.:m::m: Buster.3 :dp::l: (Raikousen) :qcb::atk::atk: (Sougenmu) jump Buster.3 :dp::l: (Raikousen) [:dp::uf::l: (TK Raikousen)]*2, jump Buster.3 :dp::l: (Raikousen) [:dp::uf::l: (TK Raikousen)]*2 jump Buster.3 :dp::l: (Raikousen) :qcf::uf::h: (TK Sentsuizan) :qcf::atk::atk: (Rekkoha)
1,003,200 damage

3 - Steb ending version (Dante Jam Session assist used, other prolonged assists will work but damage will vary)
c.:m: c.:h: :f::h: :s: j.:m::m: Buster.3 :qcb::l: (Hienkyaku) dash forward, j.:m::m::h: (3 hits), j.:m::m::h: (3 hits), j.:m::m: Buster.3 :dp::l: (Raikousen) :qcf::uf::h: (TK Sentsuizan) :a1: :qcf::uf::h: :s: :dp::uf::l: (TK Raikousen), jump Buster.3 :dp::l: (Raikousen) :qcf::uf::h: (TK Sentsuizan) :qcf::atk::atk: (Rekkoha)
850,200 damage* - just enough to kill Magneto, and this combo is meter-positive*

4 - Bringing it all together: Lightning Loop + Steb ending
c.:m: c.:h: :f::h: :s: j.:m::m: Buster.3 :qcb::l: (Hienkyaku) dash forward, j.:m::m::h: (3 hits), j.:m::m::h: (3 hits), j.:m::m: Buster.3 :dp::l: (Raikousen) :qcb::atk::atk: (Sougenmu) jump Buster.3 :dp::l: (Raikousen) [:dp::uf::l: (TK Raikousen)]2, jump Buster.3 :dp::l: (Raikousen) [:dp::uf::l: (TK Raikousen)]2 jump Buster.3 :dp::l: (Raikousen) :qcf::uf::h: (TK Sentsuizan) :a1: :qcf::uf::h: :s: :dp::uf::l: (TK Raikousen), jump Buster.3 :dp::l: (Raikousen) :qcf::uf::h: (TK Sentsuizan) :qcf::atk::atk: (Rekkoha)
1,188,700 damage
- The meter for this combo is entirely self-contained (you can start this from 0 meter).

Some notes:
-In the basic assistless version j.HS at the end does more damage than a TK Sentsuizan - I was actually surprised all3 hits of j.H would connect at the end of this, but in every other version of the combo it won’t work at the end because of scaling so use TK Sentsuizan instead.
-The timing for this is quite a bit stricter than most of our combos, including the Shippuga loop I think. It may just be that I’m not used to this combo yet, but I found it significantly more difficult than my usual combos. The main reason for this is after the hienkyaku you have to dash forward and jump before you can actually see where you are while also spacing yourself so that all 3 hits of j.H will connect in the jump loop.
-Comboing into a second lightning loop will always do more damage than Rekkoha, but usually when you’re doing this much damage it’s safer to go for the easier option anyway, and I didn’t have time to test the damage of multiple LL versions.
-Can we name this one after me? ^^

I’ve used this combo before. Personally I don’t think it’s worth it to use jump loop combos. Far too inconsistent. Works differently on every character, difficult to time and space correctly, specially due to the fact that you start it off of a level 3 buster.

One of the reasons why it’s so damaging is because you start with cr. M, cr. H, which is a terrible way to hitconfirm. Wiffing a cr. H is a bad thing and it almost forces you to cancel into buster to save yourself from a punish.

And of course, it requires buster charge before the combo. Not a huge problem but since shooting buster shots of all levels is a huge part of Zero’s game, there are lots of times you’ll start a combo without charge. Plus you say it doesn’t go full screen, which is trouble because Zero always needs to carry to the corner, even from corner cross up combos.

Also, for the very end, use j. down H into j. S instead of j. H. Back when I tried to learn this combo I was pretty sure it was more consistent that way. Comes out one frame faster and keeps them more airborne.

In theory you should be able to start with s.m s.H; I’ve never noticed a difference in hitstun scaling between them (all of the combos I use I can freely interchange them anyway), I just used c.M and c.H for testing because they do more damage. I do agree though on all counts.

Hey guys, I figure I’ll write the combos and then explain them afterwards, these combos are more for specific situations than to be applied as BnBs, and can be extended to include damage as well, but I’ll just post the bare bones of them.

  1. (Have some charge) S.:l:, S.:m:, S.:h:, :s:, (Neutral Jump), J.:m:, J.:m:, J. Lv. 3 Buster, (J) :qcb::m: (Strong Hienkyaku), J.:h:, :s:, J.:m:, J.:m:, J.:h:, J. :s:.

[media=youtube]agI6zY6G2M0[/media]

(Don’t mind the quality or the account it’s under, I don’t have one, so I had to use my sister’s)

This combo does about 324,000 damage with no super. I normally use this combo when I have my back to the corner, or close behind (which doesn’t happen very often thanks to air teleports, but if it does and you get a hit in…). The neutral super jump after the first launcher makes sure the target and I do not move too far from the corner then the Medium Hienkyaku switches our positions and then the finisher places the opponent in the corner, the ideal position for Zeros to come in. Also ideally, with the second launcher you would super jump forward in order to ensure they are in the corner, but that is not always so consistent as neutral super jumping.

  1. (Charge) J.:m:, J.:h:, J. :s:, S.:m:, S.:h:, :s:, J.:m:, J.:m:, J. Lv. 3 Buster, (J) :qcb::l: (Jab Hienkyaku), (Dash), :s:, J.:m:, J.:m:, J.:h:, J. :s:.

This combo does about 342,000 damage with no super. I use (and I’m sure you all use a variation of it especially those of you with the Drones) this when my opponent is in the air. Whether it be in the beginning of a match during the initial staredown (Start with J. :h: since we are either teching or going for air throws, and if neither happens and you get and air hit continue with the air loop), during any normal jump air hit, or while an opponent is being juggled by an assist (mostly Sentinel assist). This uses one rep of the air loop, but you can do more if you want (If you initiate it with a Forward jump make sure the next Jump is Neutral and vice versa to make sure the second rep hits). I’ve seen several Zero users in my area drop precious combo opportunities off of continued juggled hits via Drones assist hitting an unwary foe in the air, and seizing these opportunities is vital.

I know one (or both) of these may be of common knowledge to experienced Zero players, but I thought they should be put up just in case. Also, either of these can have their ends extended for more damage a la any Zero combo, so the low damage output of these exact ones shouldn’t be a problem. If anyone wants, I can post up videos of these.

I don’t know about you guys, but nowadays I confirm every hit, whether it be air to air, grounded or off a buster, into 5S, (neutral jump) j2H, jH (land) 5S jMM (release buster) 214L (command dash down) forward dash 5S jMMHS (ender). The initial relaunch will always give enough time to charge a full buster. The whole thing gives about 400K meterless. The trick is stabilizing the relaunch link.

Yeah, same here, once you get the hang of it, pretty easy. I stole the J.2H, J.H part straight from one of Toaster’s BnB’s I saw a while back, haha.

Yeah, I actually “stole” it from Marn when he did it to me at NCR. It does good damage and it looks fancy, which is always a plus.

I go with that as well, but I do the jump loop variation rather than the relaunch.

something into 5s->j2H->jH->jMMH->jMMH (if my hit confirm wasn’t super long)->5H (one hit)->5S->sjM->buster->623L->j.H->j.S.

if I’m worried about HSD (hitconfirming off of buster->623L or something)

something into 5s->j2H->jH->jMMH->jMMH (if my hit confirm wasn’t super long)->jMM buster->214L->5S->sjMMHS

if I want “the combo that you can’t possibly drop because it’s so easy” I go with what tastylumpia posted.

btw, does anybody have some good x-factor level 2 combos? In xf3 I go with the relaunch loop, and in xf1 I just stick with his BnBs and delay them a bit, but in XF2 I really don’t know what to do. I get by with an OTG assist, but if they’ve killed X23 them I just get kinda lost with Zero in XF2.

Hey guys, wasn’t sure where to post this, so I’m hoping I got the right thread…

I just started playing MvC3 again and I’ve been trying to pick up Zero. I can only do the Shippuga Loop without buster (working on it) as of yet. I only found this out a few days ago, but after turning on the input option, I’ve noticed that I’ve been pressing certain buttons more than I should be (Mostly H and L). Is this considered a really bad habit? Should I be trying to get rid of it or is it okay as long as I can execute the combo?