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

zero

#1

Let’s just finally got the ball rolling with Zero’s useful combos up till this point. PM me whichever ones you feel need to be editted into the OP. And links to vids + damage values will be great.

It should be noted that both, the RBC and Jump Loop combos carry from corner to corner. Also these 2 combos are left open ended so you can decide upon your own extender i.e. Raikousen Loop, Rekkoha or assist extenders.

Further note about Lightning Loop, this generally adds between ~200-400K damage MORE THAN Rekkoha.
======================== LIGHTNING LOOP =======================

2013 Update:
[media=youtube]5CTit_LC4js[/media]
======================== BASIC COMBOS =======================
Combo 1
(mid-screen carries to corner)
[Damage: 435,500 // 615,500 with Rekkoha]
c.:m: :h: :f:+:h: c.:l: c.:m: :h: :f:+:h:,:s:, sj.:m::m::h::s:, j.:qcf:+:h: (OTG) xx lv.3 Buster, j.:dp:+:l:,:s:, sj.:m::m::h::s:
Video: [details=Spoiler][media=youtube]ISMMSWbxPKQ[/media][/details]
====================== ADVANCED COMBOS =====================
Ryuenjin Buster Cancel:[Doesn’t work on short characters unless in the corner]
My Variant (need to be charging already):
** [Damage: 425,900 // 605,900 with Rekkoha // 1m+ with Lightning Loop]**
[S]:l::m::h::f:[/S]+:h:xx :dp:+:h: (2-3 hits) xx lv.3 Buster, j.:dp:+:l:, land and quickly dash, j.:m:j.:m:j.:h:, land, j.:m:j.:m:j.:h:, land, j.:m: xx lv.3 Buster, j.:qcb:+:l: [land], (dash if needed), :s:, sj.:m:sj.:m:sj.:h:sj.:s:

Solo Relaunch:
(Corner to Corner Carry)
[Damage: 368,200 // 548,300 with Rekkoha]
c.:m::h::f:+:h:,:s:,sj.:m::m::qcf:+:h:, land and dash, j.:qcf:+:h: xx lv.3 Buster, j.:qcb:+:l:, land, dash :s:, sj.:m::m::h::s:

Avarice’s Variant:
** [Damage: 384,600 // 564,600 with Rekkoha // ~960,000 with Lightning Loop]**
c.:m: :h: :f:+:h: c.:l: c.:m: :h: :f:+:h: :dp::h: xx lv.3 Buster :dp::l:, land then quickly dash forward, j.:m:j.:m:j.:h: land :h: :f:+:h: (1 hit) :s: sj.:m:sj.:m:sj.:h:sj.:s:

**The Toaster: **
[Damage: 408,300 // 588,300 with Rekkoha]
cr.:m:s.:h::f:+:h:,:s:, sj.:d:+:h:, pause, j.:h:, land, :m::s:, sj.:m::m: xx lv3.Buster, j.:dp:+:l:, land, :s:, sj.:m::m::h::s:

Jump Loop:
[Damage: 429,800 // 609,800 with Rekkoha // 1m+ with Lightning Loop]
:l::m::h::f:+:h::s:, sj.:m:sj.:m:sj.:h:, (wait till you’re close to the ground), j.:m:, (land), j.:m:j.:m:j.:h:, (land), j.:m: xx j.lv3 Buster xx j.:dp:+:l:, (land), :s:, sj.:m:sj.:m:sj.:h:sj.:s:
Video: [details=Spoiler][media=youtube]p9lHNWU4NdU[/media][/details]

The Grimey Corner Carry:
[Damage: 385,800 // 548,300 with Rekkoha]
Requires you to be charging already:
:l::m::h::f:+:h:,:s:,sj:m::m: xx[ j.:dp:+:h: xx lv3 Buster,] (this is Buster cancelling i.e. you cancel the H Raikousen before it comes out by letting go of Buster) sj.:qcf:+:m:, land, :h::f:+:h:,:s:,sj.:m::m::h::s:
Video courtesy of DrewGrimey:

Spoiler

[media=youtube]UnT7RqV-qGM[/media]

Easiest Corner Carry Evar:
(Requires tiny bit of buster charged already)
[Damage: 358,900 // 538,900 with Rekkoha]
cr.:m::h::f:+:h:,:s:,sj.:d:+:h::m: (as you’re falling from d+H) xx lv.3 Buster, j. :dp:+:l:, land, :s:, sj.:m::m::h::s:
======================= HIT-CONFIRMS =========================
Jumping Opponent:
Combo 1 - [Damage: 371,700]
j.lv3.Buster, :dp:+:l:, land then dash quickly, j.:m::m::h:, land, j.:m::m::h:, land, j.:m: xx lv3.Buster, j.:qcb:+:l:, land then dash, :s:, sj.:m::m::h::s:

Combo 2 - [Damage: 333,800]
j.:d:+:h:, land, :l::m::h::s:, sj.:m::m::h:, pause, lv3.Buster (As you’re falling from H), j.:dp:+:l:, land, :s:,:m::m::h::s:

Combo 3 - [Damage: 372,700]
j.:m::m::h:, land, j.:m::m::h:, land, j.:m::m::h:, land, j.:m: xx lv3. Buster, j.:dp:+:l:, land and dash, :s:, sj.:m::m::h::s:

Super Jumping Opponent:
Combo 1 - [Damage: 356,600]
sj.:m: xx lv3.Buster, :dp:+:l:, land, j.:m::m::h:, land, j.:m::m::h:, land, :f:+:h:(1 hit),:s:, sj.:m::m::h::s:

Combo 2 - [Damage: 323,300]
sj.:d:+:h:, pause, j.:h:, land, :m::h::s:, sj.:m::m: xx lv3.Buster, j.:dp:+:l:, land, :s:, sj.:m::m::h::s:

==================== COMBOS WITH ASSISTS ====================
Videos:

[details=Spoiler][media=youtube]0ElIxHWK_ZY[/media]
[media=youtube]uQp307jv7Lo[/media]
[media=youtube]ez6gW33zJeA[/media]
[media=youtube]ZNIifFqO3Vk[/media]
[media=youtube]91Pgwqic908[/media]
[media=youtube]TufRQh4ikCU[/media]
[media=youtube]1uioUeTxnHc[/media]
[media=youtube]fosxfvHSat8[/media]
[media=youtube]Qpi_i1_jzss[/media]
[/details]


New to Zero and MvC
Need some advice on midscreen Zero game
Zero combo help
UMVC3 SRK Tier List/Theory Discussion. (NEW THREAD NOW AVAILABLE)
"Hunting Mavricks, one combo at a time," The MvC3 Zero Combo Thread
#2

This are the following DHCs that can set up the Lightning Loop.

Spoiler

Sentinel

  • Hard Drive
    Timing: Strict. Has to be done quickly after the last hit that send the opponent flying. TK :l:Raikouzen close to the ground to continue the combo.
  • Hyper Sentinel Force
    Timing: No problem. Similar to Million Dollars, you can set up a non TK Raikouzen at the beginning of the setup. It’s also better to go to the variant version of the Lightning Loop (the same one you use with Million Dollars) to build meter.

Dante

  • Million Dollars
    Timing: No problem. You have a ton of time to set it up. It’s preferable to change the Lightning Loop from the standar version so you earn more meter at the end. This would be something like: :l: Raikouzen > Buster xx :l: Raikouzen > TK :l: Raikouzen x3 > Buster xx :l:Raikouzen.

Strider

  • Legion
    Timing: Easy. Because of the distance Strider moves back when he does Legion, you’re gonna have to setup the loop first with a normal jump forward :m: Raikouzen an the continue to loop it.

Nemesis

  • Bioweapon Assault
    Timing: Super easy. You have a ton of time to set up whatever you want because the last hit of the super launches the opponent so high.
  • Biohazard Rush
    Timing: Easy. Just wait until Nemesis hits for the last time in the super and setup first with a TK :l: Raikouzen.

Phoenix Wright

  • "Order in the Court"
    Timing: Easy. Again, just wait till the Judge’s hammer hits at the end of the super and follow up with a TK :l: Raikouzen. The bounce isn’t that high like Nemesis’ supers, but high enough to make the timing on the Raikouzen not strict.

Nova

  • Gravimetric Blaster
    Timing: Very Strict. You have to DHC into Sougenmu as soon as the last hit of Nova’s super finishes and then do a TK :l: Raikouzen as early as possible. Maybe not as strict for a Nova player that know the timing of his super already, but pretty above average in difficulty. It is to note that I tested this after a :f::d::df::l: OTG into Gravimetric Blaster on the ground.

Rocket Raccoon

  • Rock “n” Roll
    Timing: Super easy. DHC when the machine gun bullets are over, before the blue ball is starting to charge. Gives a ton of time to do anything you want, probably one of the highest and most floaty bounces of any DHC.

  • Frank West

  • Blue Light Special
    Timing: Weird/Difficult. DHC right after the last hit of the cart. Follow up with a TK :l:Raikouzen and jump back before releasing the buster. Timing can get a little weird at the beginning of the LL.

  • Funny Face Crusher
    Timing: Weird/Strict. If you hit it while Frank is facing the corner, DHC on the hit before the last hit of the super (so, before Frank slams the opponent on the ground) and follow up with a TK :m: Raikouzen then jump Buster and continue the loop.

  • Survival Techniques
    Timing: Super easy/easy. If you DHC on the last hit of the super, just follow up with a TK :l:Raikouzen. The timing is not difficult on that one. If you wanna make it even more easy, DHC on the hit before the last hit of the super so the opponent flies up really high and you have a ton of time to set up anything.

Dormammu

  • Chaotic Flame
    Timing: Dependent on Hitstun/Strict. If Dormammu’s combo is long, a normal TK :l: Raikouzen setup will not work, so you have to change the first TK :l: Raikouzen into a TK :h: Raikouzen. So, after the last hit of Chaotic Flame, immediately DHC into Zero and do a TK :h: Raikouzen as soon as you can. Time the fall after the TK :h: Raikouzen and release the buster when close to the ground so you can follow up with a normal loop. It is to note that if you somehow land a raw Chaotic Flame or a very small combo in the corner, you can follow up with a normal TK :l: Raikouzen setup at the beginning. Combos used are in the spoiler tag below.
Spoiler

Combo that Required a :h: Raikouzen: [Dormammu] Tri-Dash j.:l: > cr.:l: > cr.:m: >s.:h:xx :f::h: xx Flight Mode > j.:m: > j.:h: > j.:s: > land > :s: > j.:m: > j.:m: > j.:h: > j.:s: > land > :f::d::df::l: xx Chaotic Flame.
Combo that Could be Setup with a TK :l: Raikouzen: [Dormammu] Tri-Dash j.:s: > cr.:m: > s.:h: xx :f::h: xx Flight Mode > j.:h: > j.:s: > land > cr.:h: xx Chaotic Flame.

  • Stalking Flare
    Timing: Needs a Specific Combo Setup/Difficult. I managed to get a LL after a Stalking Flare but I used a very specific, and short combo (see spoiler tag below). It seems that as long as you wait for the Stalking Flare to almost finish, then make Zero jump and do a :h: Raikouzen just after the Stalking Flare dissapears (which means all the hits have connected) then time your fall to release a Buster > :l: Raikouzen to continue the loop. Pretty sure this can be done in longer combos, seeing how Stalking Flare keeps them there enought for the :h: Raikouzen to hit easily. Also try to DHC into Zero a little late, so you have more Sougenmu time while you wait for the Stalking Flare to finish hitting.
Spoiler

Combo into Stalking Flare: [Dormammu] j.:s: > cr.:m: > s.:h: xx :f: :h: xx Stalking Flare > DHC Late into Zero’s Sougenmu.

Wolverine

  • Fatal Claw (Super Jump Height)
    Timing: Weird/Normal. If you DHC really early while Fatal Claw is hitting (before the enemy switches sides with Wolverine) , you can follow with a TK :l: Raikouzen then normal jump back and Buster > :l: Raikouzen to continue the loop.

Ghost Rider

  • Hellfire Maelstrom
    Timing: Varies. You can link a TK :l: Raikouzen if you DHC before Ghost Rider slams the opponent to the ground. It’s better to try and get them as high as possible during the OTG :l:Hellfire so you can more time to link the :l: Raikouzen after you DHC. I found that if you DHC close to when Ghost Rider is hitting the opponent (you can actually see the “hit yellow attack burst” when you are DHCing), it makes it easier to link the Raikouzen.

Viper

  • Emergency Combination
    Timing: Normal. DHC right after the last hit of the super. TK :l: Raikouzen to link at the bottom. It is possible to do it “too early”, so don’t do it so instantly.
  • Burst Time
    Timing: Normal. DHC right after the last hit of the super. TK :l: Raikouzen as fast as you can to link at the bottom.

Spencer

  • Bionic Arm
    Timing: Normal. DHC right after the last hit of the super. TK :l: Raikouzen fast so you can to link at the bottom.
  • Bionic Bomber
    Timing: Normal. DHC right after the last hit of the super. TK :l: Raikouzen fast so you can to link at the bottom.

Tron

  • King Kobunn
    Timing: Easy. While the giant Servbot is hitting, you can setup anything you want. You might be able to add an extra TK :l: Raikouzen at the beginning before starting the loop with buster > :l: Raikouzen.
  • Lunch Time
    Timing: Easy. Just wait until almost all the Servbots are finishing hitting so you can link with a TK :l: Raikouzen to continue the combo.

Hulk

  • Gamma Crush
    Timing: Depends on Combo. If Hulk’s combos is short enough, Zero can OTG with Setsuizan xx Buster xx :l: Raikouzen to continue the combo. Combo that worked and I used below in the spoiler tag.
Spoiler

Combo that Allows Zero to OTG: [Hulk] j.:m: > cr.:m: xx :f::d::df::h: + :h: > land > :m: > :s:> j.:m: > j.:m: > j.:h: > j.:s: > land > :l: Gamma Wave xx Gamma Crush

  • Gamma Quake
    Timing: Easy. Just time a jumping :l: Raikouzen as all the rocks finish hitting.

Storm

  • Hail Storm
    Timing: Easy. Just time a jumping :l: Raikouzen as all the crystals finish hitting.
  • Elemental Rage
    Timing: Normal. DHC before the last hit (wall hit) and time a TK :l: Raikouzen to continue into the loop.
  • Lightning Storm
    Timing: Difficult/Height Dependent. I managed to get a LL after a simple combo on the ground with Storm (combo below in spoiler tag). Do a TK :l: Raikouzen as soon as you can to continue into the LL.
Spoiler

Combo that Allowed for a LL: [Storm] cr.:m: xx :f: Lightning Attack xx :f: Lightning Attack xx Lightning Storm.

Deadpool

  • Cuttin’ Time
    Timing: Easy/Side Dependent. Just DHC before the last hit of the super, but also when Deadpool is on the left side if you are on the right wall, or DHC when Deadpool is on the right side of the opponent if you are on the left wall. Activate Sougenmu for the DHC as if you were facing the wall you are in. Follow up with a TK :l: Raikouzen to continue the combo. Note: You are going to be a little far from the corner than with other DHCs, but the timing for the loop doesn’t change because you are still close enough to continue the LL.

Akuma

  • Messatsu-Goshoryu
    Timing: Difficult/Heigh Dependent. If you can land the super during the opponent is high off the ground, if you DHC into Sougenmu during a certain hit on Akuma’s super, you can link a TK :l:Raikouzen at the bottom. This may even be hitstun specific, so requires more testing. Akuma’s super has 3 sets of 3 punches each. So set one has the 1st, 2nd, and 3rd hits. Set two has the 4th, 5th, and 6th hits of the super. And the last set has the 7th hit, the 8th hit, and final 9th hit of the super. You need to DHC as soon as the 8th hit of the super hits. It seems also that hitstun makes the opponent fall faster on the 8th hit, so I will post in a spoiler tag below the combo that allowed me to do a LL after.
Spoiler

Combo that allowed to Continue with a LL: [Akuma] cr.:l: > cr.:m: > cr.:h: xx :h:Gohadouken xx Messatsu-Goshoryu.

  • Messatsu-Gohado Ungyo
    Timing: Difficult. This is Akuma’s ground version of this super. I will post the combo I got this work with, but I think this might not be affected by hitstun deterioration. DHC into Sougenmu just after the last hit of Akuma’s super.
Spoiler

Combo Used: j.:s: > cr.:l: > cr.:m: > cr.:h: xx :h: Tatsu > cr.:m: > :s: > j.:h: xx :b::d::db::l: + :l: > land > Messatsu-Gohado Ungyo

Haggar

  • Rapid Fire First
    Timing: Easy. DHC right after the last hit of the super. I recommend to dash first before doing the TK :l: Raikouzen, because the super ends a little far from the corner, but it should work if you do it like usual.

Jill

  • Raven Spike
    Timing: Normal. DHC right on the last hit of the super. Follow up with a TK :l: Raikouzen to continue the combo.

Amaterasu

  • Okami Shuffle
    Timing: Difficult. There’s different setups for this because it depends on how high the opponent is when the super hits. You just have to know that it is always possible, just different timings to hit the first Raikouzen. I did my setup after an OTG with Amaterasu with (Glaive)j.:df::h: xx j.:d::df::f::s: xx Okami Shuffle, then DHCed into Sougenmu right when the Thunders appear during the super (after the Ice). Then, I dashed back > normal jump up :l: Raikouzen and then continue the loop. Not that hard, just find the setup for your combo.

Trish

  • Round Harvest
    Timing: Very Difficult. There’s not a lot of combos that allow you to combo into Round Harvest, but if you get it, just DHC into Sougenmu an do the following setup. What I did was: DHC to Sougenmu as soon as Round Harvest hits, then count around 1.5 seconds, then dash back and super jump and do a :h: Raikouzen, then time your fall to release Buster xx :l: Raikouzen to continue into the LL.

She-Hulk

  • Esmerald Cannon
    Timing: Difficult. After the second hit of Esmerald Cannon, wait for She Hulk to cross the opponent up and the DHC into Sougenmu. Then, quickly dash forward and jump to do a :l:Raikouzen > jump forward Buster > :l: Raikouzen to continue into the LL.

Magneto

  • Magnetic Shockwave
    Timing: Very difficult or Easy/Combo dependent. You need to quickly wave dash back until you are far away from the opponent and activate Magnetic Shockwave very fast so it OTGs the opponent. After that, DHC instantly into Zero and do an instant :m: Raikouzen to continue into the LL. This setup is only for reallt advanced and long combos. If the combo is short enough, Zero can just OTG with Setsuizan xx Buster xx :l: Raikouzen to continue into the LL even though the timing for the first Raikouzen is a bit strange (the same as Hulk - Meteor Smash).

Vergil

  • Dimension Slash
    Timing: Random. Depending on Dimension’s Slash hits, you can sometimes link a TK :l:Raikouzen at the bottom. It also matters at what distance you end up after the DHC. Vergil and Zero don’t need this much seeing how Vergil can just loop Spiral Swords, so Vergil doesn’t real’y need DHCs much. If the combo is very short, you can OTG Setsuizan xx Buster xx :l:Raikouzen to continue into the LL.

Viewtiful Joe

  • Desperado (Air)
    Timing: Normal. If you end with a Desperado at super jump height, you can DHC into Sougenmu and do a TK :l: Raikouzen to finish the combo.

X-23

  • Weapon X Prime
    Timing: Normal. DHC until X-23 fully crosses up the opponent after the last hit of her super, and the DHC into Zero and do a TK :l: Raikouzen to continue the combo.

Spider-Man

  • Maximum Spider (Air)
    Timing: Weird/Hard. If you land a Maximum Spider with the opponent being at super jump height, you can DHC into Sougemu, wait until the opponent is near you (normal jump height) and back dash > jump up Buster xx :l: Raikouzen to continue the combo.

Hsien-Ko

  • Tenrai Ha
    Timing: Random/Normal. Tk :l: Raikouzen while the spiked spheres are hitting and sometimes you can get the LL to work. Depends on the hits of the spheres. If the combo leading into this is small enough, you can OTG Setsuizan xx Buster xx :l: Raikouzen to continue into the LL.

Shuma-Gorath

  • Hyper Mystic Smash
    Timing: Random/Easy. If the combo leading into this is small enough, you can OTG Setsuizan xx Buster xx :l: Raikouzen to continue into the LL. If the opponent is high enough when the super hits, if you DHC close to one of the spiked balls hitting, you can link a TK :l: Raikouzen to continue the combo.

M.O.D.O.K

  • Hyper Psyonic Blaster
    Timing: Height Dependent/Level Dependent. (Lv.1 Super) try to bring the enemy above the ground before doing the super so the opponent floats in the air after the DHC as high as possible (OTG cr.:m: xx :l: Psyonic Blaster xx Hyper Psyonic Blaster was enough for me) and the followup with a TK :l: Raikouzen. (Max Level Super) DHC as soon as the last hit of the super hits (very strict) and follow up with an instant TK :l: Raikouzen. If the combo leading into this is small enough, you can OTG Setsuizan xx Buster xx :l: Raikouzen to continue into the LL.

Thor

  • Mighty Tornado (close to the ground)
    Timing: Normal. If you end a combo with a close to the ground Mighty Tornado, you can link a TK :l: Raikouzen at the bottom to continue into the lightning loop.
    Combo used for this below inside the spoiler tag. I am not sure if HSD could affect this, even if it’s so close to the ground.
Spoiler

[Thor] cr.:l: > cr.:m: > :s: > (j.:m: > j.:m: > j.:h: > j.:s:)-delayed- > land > :f::d::df::h: (hold to maximum) xx Might Tornado.

Wesker

  • Phantom Dance
    Timing: Random/Very Strict. Depending on when you DHC, or how the super hits, you can sometimes get a TK :l: Raikouzen to combo at the bottom. If you do the super as high as possible, you get better results becaue you have more time to link at the bottom.

Chris

  • Sweep Combo
    Timing: Easy. Just DHC after the last hit and link a TK :l: Raikouzen at the bottom to continue into the LL.
  • Grenade Launcher
    Timing: Normal. DHC as soon as the lightning shot hits. The just wait for the last hit to OTG and do a TK :l: Raikouzen to continue into the LL.

Hawkeye

  • Super Scattered Shot
    Timing: Combo dependent. If you manage to have the enemy close to the ground enough when the super hits, DHC instantly into Sougenmu and follow up by jumping and doing an :h:Raikouzen and time the fall to release Buster xx :l: Raikouzen and the continue into the LL. As long as at least 2 of the 3 shots that Hawkeye fires hit, you have enough time to link the Raikouzen it seems. May need further testing.

Phoenix

  • Phoenix Inferno
    Timing: Normal. The super will wall bounce the opponent, so DHC fast and do two back dashes so you are well setup for the :l: Raikouzen. After that, just forward normal jump Buster xx :l:Raikouzen to continue the combo.

I will update it later with 2 other DHCs that I didn’t post.


Dedicated Lightning Loop Question Thread: ALL LIGHTNING LOOP QUESTIONS GO HERE!
#3

[media=youtube]Qpi_i1_jzss[/media]


#4

RESERVED JUST IN CASE


#5

Good work on the new thread so far. Finally, no more scavenging through the vanilla thread.


#6

FINALLY NO MORE SCAVENGING LOL…


#7

Just did some testing with Zero and found a new combo extender after that final OTG! Likely old news to you real Zero players but I found it fascinating.

Apparently when you do the normal dive, buster, raikousen. You can immediately summon Vajra assist wait until the enemy is almost to the ground and S xx 6239C (Which I didn’t know combod >.>) and get another extension off of it! It looks pretty snazzy when you do it too. ^.^


#8

Now when you say “get another extension off of it,” what do you mean specifically? Does that give buster enough time to charge again to allow you to cancel the Ryuenjin or something?


#9

Sounds like a standard variant of the “call assist, S, assist hits, j.lighning, buster etc” ender. Which works with a bunch of assists.

Edit: wait that doesn’t work… did you mean jump cancel DP? I guess that works but you’re already pushing HSD by that point so the usefulness of that would depend on your other assist or opening combo, good find though, I’ve been considering picking up Strider. I just don’t think he meshes well with a Zero-centered team though.


#10

Hit Stun Deterioration? We’re playing Zero! What the fuck is hit stun deterioration?


#11

The only Strider/Vajra extension I know is:

blah blah knockdown, otg :h: Dive xx lv3 buster > L Raikousen, call Strider, wait, :h: Ryuuenjin (strider hits) and then another otg into LL if you want.

I couldnt get that other combo to work they pop before Strider hits them


#12

Updated with hit-confirms, added all videos (will try to put notations up for each one if I have to).
Still have to do a bit on extenders and a section for Sougenmu combos. What else am I missing atm?


#13

Great to see the new post up and running. Too much good info was getting buried in the old post. Just wanted to post the combo I use with my zero/nova/hawkeye team.

LMH > 6H > S xx sj > j.M. > 236 H > 236H xx lvl 3 buster > 623 L > c.H > S xx sj > j. MMHS > 236H xx lvl 3 buster > 623L > call nova > H > rekkoha

Does around 720,000.

The H at the end holds the opponent in place so nova can hit and get the ground bounce which gives you enough time to get rekoha off. This extension probably works with other ground bounce assists but I haven’t tried it yet.

You can also add in the invincible dp crossover counter combo starter. I think it was nini that did the video.

[media=youtube]efTKXnMUhwA[/media]

Has anyone tried this using an xfc instead of sogenmu?


#14

Hey zero players, I have a weird problem doing the jump loop, during the last relaunch, after the L lightning, the air series won’t work due to hit stun deterioration, they fall out in between the two Ms.

The weird part is that this only happens in the corner, midscreen the combo works fine.
Is there a solution to this?


#15

They shouldn’t be jumping out unless you’re doing it after some other hit-confirm start or doing MMH too slow.
Either way, there are a few things you can do differently. 1st one is to remove the Raikousen after the M xx Buster, instead :qcb:+:l: to land on the ground, dash if you have to then relaunch.

The other thing you can do is, after the first loop (MMH), land then quickly do :f:+:h: (shippuga) :s: for the relaunch but this has weird timing to it at times.


#16

If they fall out of the last magic series in the air you did the j.mmhs or the st.s too slow.


#17

Question for the advanced zero players…how consistent are the jump loop/lightening loop in online play? I know a lot of viper players (for example) say that it’s pointless to attempt viper’s more advanced techniques online…does zero fall into the same category?


#18

jump loop is not really reliable online but I try it anyway. I don’t really care about doing well online and I’ll be damned if I build half assed combo habits offline because of gimping my combos online.


#19

Thanks for the answers guys, it seems like in the corner I delay the launcher after the L lightning, and hitstun may deteriorate more? idk
but I’ll try the QCB L after buster as well

Thanks again


#20

Delaying launcher after L Raikousen doesn’t affect the hit-stun at all.