The Zero MvC3 "Team" Thread

Hey guys, how good is missiles for zero? I’m using zero doom(beam) strider and haven’t tried missiles in casuals yet, but a lot of people are saying that missiles are the future. The use of two vertical assists seems redundant, but seeing missiles do what they do makes me think twice. If missiles were more optimal, should I switch out strider for someone else, like morrigan second or something? Only character loyalty I have is zero doom, fyi

When I was heavily considering Zero/Doom/Strider, I went beam b/c as you said - it’s redundant to have two vertical assists, especially when Doom’s beam is so good.

Ignoring that though, Missiles are great for Zero. I haven’t done much experimenting w/ it though as I don’t enjoy playing Doom, but the consensus here is that it’s one of Zero’s best assists.

think about it like this

depending on how you play personally, where does your opponent wind up the most? In the air or on the ground. If you tend to force your opponent skyward then missles is great. If they stay planted on the ground, then thats where beams would hit.

Also consider the different ways both assists help you out. When dashing forward, beam assists are incredible to cover your assault. Where as missles can annoy your opponent if you put yourself in the missles path and make your every move safe, generally in the air.

Speaking on Zero and Doom, I’ve been playing Zero/Doom(a)/Phoenix for a while now, and while it’s easy peasy building meter for phoenix, I want to be able to use meter when I need it. Lightning loops are no problem for me, and the Zero Doom DHC is always pretty.

Zero/Doom(a)/Vergil. Problem is I’m having trouble finding a good consistent way to convert off of Doom’s assist without them teching.

I can cross up with the beam, full combo to the corner, and get some extra damage off of Vergil’s assist, but it still only ends up being around 590k Before LL’s.

Any more optimized way about this?

I thought I was a big, strong, independent zero, who don’t need no jam session…

…but…


:frowning:

Then use the meter. I’m of the opinion that w/ Frank and Phoenix teams, if you have an opportunity to kill (even if it means using a meter or not leveling Frank) then 9/10 times you should do it.

If you can get a kill using a 1 meter LL, then I’d say go for it. With Zero/Doom/Phoenix, as long as you hover around 3 bars w/ 3 characters left you should be good to go.

I agree. I almost always take out the first character still having at least 4 bars left, thanks to Zero’s dumb reset of Buster, Lightning, Jump UB j.LxxL Lightning for a full ToD without wasting meter.

the 3 ways out that no one ever thinks of round 1, if at all, are to just forward tech as much as possible, Block after the j.L Forward, or Double jump straight up.

but it usually takes untill I’ve won my set for them to think of such easy options.
or to expect such a baby reset that’s almost too good to be true.
And still, worst case scenario, your Doom doesn’t have to do much of anything to get the last bar, even getting bodied gets you a bar haha.

I’m still trying to find a Zero/Doom/Vergil Or Zero/Doom/Phoenix combo that does higher damage though. Damage scaling from Plasma beam is ridiculous.
for ZDoomV, I’ve got this;

MIDSCREEN.
Zero(Charging): Cross up with Doom Beam; If in Air, D+H, if on the ground, cr.M, st.H (3 hits), f+H (3 hits), S, j.m, j.m, j.H, S, Call Vergil, Delayed QCF+H, Jump, M Hyeinkyaku, Buster, Lightning, Sougenmu
Before LL’s does about 540k. pretty weak if you can’t do them or even attempt a DHC.
Corner is the problem.
Hitconfirm off Beam again: st.H (1 hit), S, j.m, j.m, j.h, S, DivexxBuster, L Lightning, Call Vergil, S, S, DivexxBuster, Lightning.
Another 510k. Before LL’s. If I attempt a relaunch off of Vergil, I can usually get a D+H in air, but when grounded again, the Dive immediately techs them.

This game and HSD, I swear…

I’m not gonna lie - I’m horrible at coming up w/ combos in this game. I’d say every combo I do is some type of variation of something I’ve found on SRK. I still don’t fully understand the HSD.

To add to that, I’m horrible at lab work as well. Most of the tech I use repeatedly originates from something I do on the fly in matches out of necessity. I then take that home and work on it.

This.
I get questions all the time where I learn my combos, and it REALLY is just watch and steal. Zero isn’t Dante where you can fit 100 different moves into a combo with hidden resets, he’s pretty linear once he lands a hit.

HSD will always kick my ass randomly. If I try the vergil extension on the second relaunch with the first one having a cr.H before launch, they tech before I can launch them back down. If I try to Dante extension after doing the Vergil one during the FIRST relaunch, They’ll randomly tech in the pillar. and Unless you go straight from Doom’s beam to the Vergil assist on the first relaunch (and Still randomly inconsistent) there is No optimal way of getting damage out of the combo.

messing around with training mode with zero/dante/strider. should dante be on weasel shot since strider is always vajra? Zero loses a great combo extender but weasel is just as good for his neutral game right?

Just started playing umvc3 again recently after not playing very much since vanilla. Looking to make a Zero team but I’m not really sure what other characters to use.

The other characters I am comfortable using atm are Doom/Strider/Akuma/Ryu/Sent/Cap/Vergil in no particular order. So I guess my question is; what would be the best two chars + assists out of that group with Zero on point?

Any advice would be greatly appreciated, thanks in advance.

Jam Session is still way better. Zero can cover the space that Weasel Shot would cover by himself pretty well anyway, and Jam Session gives you access to really stupid mixups. Blockstring into call Jam Session + M-Hienkyaku then normal jump and j.d+H - the Jam Session pushes them back into your j.d+H and it’s completely ambiguous (or you could lightning for more ambiguity, or jump and L-Hienkyaku into a low…). Jam Session is also a guarantee that the opponent has to deal with your welcome mixup and can’t just double-jump, air-dash, fly, or foot dive out of it.

Fortunate for you - all those characters are awesome with Zero, except for maybe Ryu. He can work, but the others are miles ahead.

In order for the rest
[LIST]
[]Doom Missiles
[
]Doom Plasma Beam
[]Sentinel Drones
[
]Akuma Tatsu
[]Strider Vajra - for zoning this is right behind Hidden Missiles, but in general it’s a challenge to convert from
[
]Vergil Rapid Slash
[/LIST]
Keep in mind they’re all INCREDIBLE assists for Zero.

Tried zero/mag/verg its a no go. Zmc is way better. I am testinf teams at locals. I have a super weak dante but his assist is to good.

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I been messing with Zero/vergil/mag. But I know I’m alone but I really don’t like Zero/Mag beam. Zero/jam session seems way too good to give up. But I don’t like dante/vergil I feel like i have dante waiting to die so lvl 3 vergil can come out.

I rather play Zero/Dante/Mag but then I miss rapid slash for zero :frowning:

well yeah… thats something you have to accept when you pick them up. its hard to get started but dante can do work with vergil behind him.

Awesome! Ryu was the only one I didn’t really want to use anyway. Thanks for the help/advice

Is there a good way to use Repulsor Blast as an extender?

Ive been Fucken with Zero may Cry a lot more, last tourney though I played Zero/Mag/Vergil ( I honestly threw that team together so I had no team synergy with Mags and Vergil at all ) ( and my execution was ass that night =/ )

But I just need to Bust a nut with dante and make him a crazy rushdown

http://www.twitch.tv/final_bout/b/324844643

go to about 1 hour in and 15 mins is right when I start trying out Zero may cry. Sorry about my ass play I was a little intoxicated >_<