Marvel vs Capcom 3 · Combo Video · 2011
Zero's Marvel vs Capcom 3 combo potential gets a thorough workout in this 2011 breakdown, breaking down everything from zero-meter starting points to full three-meter sequences. The video explores practical damage routes alongside impractical aerial marathons, examining how snapback mechanics chain together to keep opponents airborne. Early combos against Akuma prioritize duration over raw damage, while the Deadpool sequence demands precise input timing on the Hyper Zero Buster to land consistently. The Tron Bonne section layers multiple Zero tools—Sougenmu, Genmu Zero, and alternate enders—to show the character's versatility in mid-combo transitions. Throughout, frame data work becomes evident in the snap sequencing required to maintain momentum. Rather than settling on damage-optimized routes, the video treats Zero's toolkit as a laboratory for what's possible when you push the character's air control and meter usage to their limits. Useful both for players hunting practical team synergy and those curious about the ceiling of what Zero can accomplish in isolation.
--- Marvel vs Capcom 3 combo video (ver. 1.03) showcasing what Zero is capable of doing whether if the combo is old or new, practical or impractical. -COMMENTS- If frame data helped me with any of my videos, it was definately this one. All the snap backs in the video were needed to continue the combo one way or the other. -NOTES- 01) Akuma: Combo starting from no meter.…
Show more →--- Marvel vs Capcom 3 combo video (ver. 1.03) showcasing what Zero is capable of doing whether if the combo is old or new, practical or impractical. -COMMENTS- If frame data helped me with any of my videos, it was definately this one. All the snap backs in the video were needed to continue the combo one way or the other. -NOTES- 01) Akuma: Combo starting from no meter. I'm pretty sure there's variations to the combo that does a bit more damage but I just wanted to see how long I could keep the opponent in the air. 02) Trish: One me