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

Was it ever explained why OTG Sentsuizan causes Hard knockdown after a TAC?

Not sure what this means, you’re saying that if you TAC into Zero, knock them down, then OTG with Sentsuizan, it will cause them to be in a hard knockdown state again?

I’ll just assume you meant, why does TACing into Zero allow him to get the hard knockdown out of Sentsuizan. The answer is that they’re are in a SJ/Fly state. You can also see an example of this in Magneto TACs, where TACing will allow him to get that spike/hard knockdown out of his j.S, he can also negate their SJ/Fly state by using Hyper Grav, allowing his j.S to stop causing that hard knockdown spike.

Hope that made sense.

Pretty much. I can’t find the vid so I’ll just run you through it

Do TAC up or down into Zero > j.S immediately (this’ll spike them), then follow up with H Sentsuizan OTG as fast as possible. It’ll OTG them but they’ll remain in hard knockdown state allowing another OTG. All this TAC madness reminded of how random this actually was

Weird, just tried it. Seems to only work if you spike them and hit them with the OTG before you land.

Well anyway, since you have to do it before you land, i’m just going to assume my prior explanation about the SJ/Fly state is correct to a certain degree. The reason I say certain degree is because, the #1 Rule of TACs is that the rules of TACs stop applying ( theoretically ) as soon as you or your opponent touch the ground, but obviously they’re already on the ground if you’re OTGing them, thus ending the SJ/Fly state that TACing causes.

I suppose maybe in this situation for Zero, only Zero has to be in that SJ/Fly state for Sentsuizan to cause hard knockdown. I have no idea if this is applicable to anything worthwhile but who knows, maybe someone can figure something out.

Figure something crazy out…like…trying to hit them with the hit stop of Sentsuizan and jumping up and putting them into infinity hard knockdowns out of a TAC.

Or just convert it into a lightning loop setup, thats cool too I guess.

The sentsuizan causing a hard knockdown is definitely useful. Off a side or up exchange, you can do down+H > S and do sentsuizan which will cause a hard knockdown and will give you enough time to fully charge a buster to go into lightning loop. Off a down exchange though, I think you have to go straight into j.s so you’d have to figure some other way to get a full charge, like in that TAC video a few posts above me.

Honestly, I haven’t liked TACs for a long time. They’re the only facet of this game that I pretty much despise.

That and the fact that Iron Fist sucks.

For every combo I see dropped by a zero at evo, I will shed exactly one tear.

If a Zero drops a Lightning Loop, and theres no Mavericks around to see, does it still count as a ToD?

Oh sorry didn’t see your reply, try slowing down the rate you do LLoop then. If you do it too fast then that happens quite a bit.

yea ive figured it out, its mostly due to the uniformity of the height of all the lightnings slowing it down also helps cuz it allows the opponent to fall down a little

zero and amy… is there any good corner combos with amy?

it was in vanilla marvel too… dont really see anyone do it besides me… i made a vid awhile back.

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Hey Zeros.

I just picked him up yesterday and I already see why this character is pretty much S tier. He can do anything and set up any form of reset, and he gets a hit sooooo easily. haha.

My question though: What is a good standard bnb to do that is not corner or midscreen specific? (no assists)

what ive been doing but needs to end in corner:

L (begin buster charge) MH, Forward H, S, MMHS, Jump QCF H, Release buster, jump S, (as falling) S, MH, TAC to frank instant lvl 4, do stuff, go back to ZEro in Rukkoha (however its spelled) dead character.

I want something that will build more meter and is not corner specific. If i do this outside of corner character gets pushed too far away.

Also, should i buster cancel when Zero is on the ground or in the air with this combo? I’m getting different timings and its odd…

Everything you do with Zero should end up with the opponent in the corner. He has a ton of forward momentum on his ground normals to help with this as well as solo corner carries. Go back a page or two for the most updated ones.

If you like Zero/Frank, you should be using Zero/Dante or Vergil/Frank, since they can setup an instant lv4 or sometimes even 5 for 2 bars without using TAC.

Yeah, Frank goes really well with a lot of characters. Lots of good ways to level him up.

My question is this though…why arent there more Zero and Frank teams? I think it sound really broken. Frank is a good rush down assist and that’s what Zero does. On top of that Zero does A LOT of hits in a combo and can easily TAC into Frank…do his three tools of survival and then do that stuff and have Zero end with Rekoha (or whatever the spelling is)

If Frank doesnt want to go back into Zero to use 4 bars Hadengeki becomes a good assists to help frank get inside when Zero is buffed with the assist. If Frank gets killed you still have to deal with Zero and anchor. lol. still horrible.

I am trying to make Zero-FRank-Vergil work.

What are Zeros best assists overall? Right now I like Sent force so i can just help learn the character. It really gives Zero a lot more ability to care even less about what he does and just go in all the time. I find that is the big problem with Zero players…they just go in and mash shit and pray for the first hit so they can kill the opponent. Zeros lose to a lot of random buttons, hypers, and just scrubby stuff it seems. Sent seems to stop that. Doom missles seem good too.

Can someone please list the characters that are extremely difficult and or impossible to Lighting Loop. So far I’m having trouble getting lightning after setsuzan on She-Hulk Captain America, Shuma, Jill. Also, could you explain why this isn’t working on those characters? I can get Cap but the timing is strict.

Jam session, Rapid slash, Sentinel drones, Akuma’s tatsu, Hidden misiles, Plasma beam, EM Disruptor, Vajra. Not in order, but those are probably the strongest, specially jam session.

If you’re gonna play Frank, I advice you to put him last. So that you can do a combo into DHC and then tag him in and take a pic. Because Zero can’t lv Frank up without using TAC and that is kinda gimmicky, I mean, it works, but when it doesn’t it kinda sucks, also with dante or vergil 2nd, you get another chance to level him up without TAC. I recorded 2 vids some time ago regarding LVing up Frank, hope they help you:

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Super jump then H dive… only person I know for sure it won’t work at all is ammy

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I run Zero/Trish/Frank

Here’s the thing about Zero & Frank: Zero can’t level him up w/o a TAC, which obviously you don’t want to rely on. That’s means you need a buffer in the middle - making Frank your anchor OR putting your anchor second who can level Frank and then fall to the back. A lot of players don’t like playing that shuffle-my-characters mini-game so you don’t see Zero/Frank much.