Zero’s Assists
α - Ryuenjin assist is good for preemptive anti airs and specialized combos that require extra height (Tron boulder into C beacon for example.) It has a respectable hit box and plenty of active frames. It’s unique to many assists in the game because it is an invincible cross over counter, which helps other teammates tag out safely when under pressure they can’t handle. Many characters also have ways of comboing off a successful Ryuenjin assist hit. During Sougenmu, the number of active frames increase, making it an even stronger anti air. And because the shadow can keep attacking for a short while after Zero is hit, the assist can sometimes protect itself if it is beaten.
β - Hadangeki assist is a generic projectile assist that leaves the opponent standing on hit. It doesn’t have anything extraordinary about it until you power up Zero with Sougenmu. Then the assist becomes much stronger and more versatile. It adds a lot to any zoning team, or to characters that need cover to safely approach an opponent. Its use in combos is limited, because the hitstun is nothing too significant.
γ - Shippuga assist is a simple pinning/combo extender assist. There’s enough hitstun on this move to completely knockdown on hit, and can be used to cover up gaps between blockstrings to maintain pressure. During Sougenmu, the assist only becomes more potent, pinning longer, extending combos further, and closing bigger gaps. Because of Sougenmu, even if the opponent hits Zero out of the assist during the active frames, the shadow may still hit the opponent out of the punish.
Assists for Zero
Dante-α - Jam Session is one of the most versatile assists in the game, and Zero is able to take full advantage of the assist and Dante himself in several different ways.
[LIST]
[]Jam Session has many active frames and hits 10 times, making a perfect pinning/lockdown assist, giving Zero enough time to set up a 50/50 mixup.
[]Is perfect for cross up tricks using Zero’s command dash while calling the assist.
[]One of the best combo extenders for Zero, giving Zero the ability to combo after air throws, full combos, and his even his Ryuenjin uppercut.
[]Keeps opponents out of super jump height, and can be transitioned into a full combo on hit at any height
[]Sougenmu DHC to Devil Trigger gives Zero a quick, easy, and safe way to tag out with no risks.
[]Dante is a strong TAC partner, able to build plenty of meter off of [S]Zero’s uncounterable TAC.[/S] No longer Uncounterable in UMvC3
[*][S]Dante is Zero’s best DHC option. Rekkoha DHC to Devil Trigger will almost always ensure the death of a character.[/S] No longer true for UMvC3
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Akuma-β - Tatsu assist can serve many of the same functions Dante-α can. Because it only hits 3 times, the damage scaling is mostly unaffected. It’s one of the best assists to cross up with using Zero’s command dash, and it can extend combos significantly the same way Dante’s assist can.
Amaterasu-β - Cold Star is one of the longest active assists in the game, and is perfect for pinning down an opponent and mixing them up. Like the previous two assists, Cold Star can be used for cross ups and combo extensions almost exactly the same way.
Sentinel-α - Sentinel Force is another versatile assist. Its main use to Zero is to create a safe opportunity to approach the opponent and start an offense. When the opponent is “caught in the drones,” they are susceptible to many of Zero’s mixups, be it high/low or left/right. The Drones also boost Zero’s zoning game. Filling the ground with drones, hadangekis and charge shots adds up to a lot of chip damage. The Drones can be used in clever ways to extend combos as well. The Drones also provide one unique function to Zero: setups. Through the use of option selects and the Sentinel Force assist, Zero can create situations where the opponent has no option other than blocking during ground recovery or as an incoming character. The drones shoot Zero’s okizeme abilities through the roof.
Doctor Doom-α - Plasma Beam is an all around good assist that’s very helpful to Zero. Useful for cross ups, combo extensions, and zoning. It can make Zero just as annoying as he is up close at full screen, and gives him an fast an easy way to transition from full screen zoning to up close rushdown. Doctor Doom is also one of the few characters with a vertical hyper combo, making it perfect to DHC after Rekkoha, and vice versa.
(Useless in UMvC3) Tron-β - Useful for many characters, Zero is also great at utilizing Tron assist. He can quickly combo after a successful hit without much damage scaling, and can be used for many other functions such as cross up tricks and combo extensions.
Hsien-Ko-α - When Hsien-Ko has the Gold Armor active, she becomes what could be the best assist in the game. Zero is very good at using this assist for pinning and rushdown tricks, while also serving as a strong defensive assist. Zero becomes almost untouchable with Gold Senpu Bu assist.
As an anchor
Zero, simply put, is not the strongest anchor in the game. Many of his mixups, high damage combos, and air throw combos rely on assists. However, with the help of Level 3 X-Factor, he has a few tricks up his sleeve.
[LIST]
[]Comboing off a cross up Raikousen solo becomes much easier with the speed buff of Level 3 X-Factor.
[]The speed boosts make his command dash mixups even harder to see.
[]The Hyper Zero Blaster charges much faster, allowing for combos and loops not possible before, and gives him more access to his best poking projectile.
[]X-Factor Canceling an OTG dive lets Zero combo after it by himself, without an assist.
[*]Repeated Hadangekis become very difficult to deal with. With Sougenmu, it becomes a full screen blockstring that can chip opponents to death.
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The main issue with having Zero as an anchor is dealing with players content on running away from Zero until X-Factor has run out. At that point, Zero’s comeback factor is basically reduced to none. Zero normally relies on assists to catch an opponent and lock them down. Without an assist, this can be very difficult against defensive players.
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