DHC synergy is pretty good, if I remember correctly it was flawless (meaning they could DHC from anywhere). Cap’s assist is very good for any rushdown characters because it maintains good pressure, but it leaves a gap which is very good to switch sides because they don’t remain in that absolute blockstun which obligates them to block. Zero helps Cap with the fireball assist.
How is this for a team: Spidey Zero and Ryu.
I like Zero and Ryu (actually two-thirds of my team), but I don’t get where Spidey fits in. Need a little more information about your gameplan.
Just to note: Health wise that team seems pretty vulnerable.
EDIT: Let me add I’ve never been one to worry about health #s, but there’s A LOT of damage being thrown around MvC3. Since you can literally lose your whole health bar to chip, I think it’s a valid concern to make sure that if you do have a low life team that you gameplan accordingly.
Zero (Handeki), Doom (Plasma), Ryu (Tatsu)
After months of experimenting, I’ve settled on this team. I want test Shippuga assist with Zero, but for now I’ll stick with Handeki to help Ryu zone and to pickup after Doom OTG.
Now that I’ve got the team down, time to develop some technology. Fun times.
I’d honestly recommend either of Zero’s other assists. Hadangeki isn’t very good outside of Sougenmu as an Assist and you don’t need much extra help when you have Doom Beam backing you up. Shippuga can give Ryu some good combo extensions on the ground and if you happen to get in on them, it can be a bit tricky to block Shippuga while you have an ambiguous Tatsu on top of them to potentially cross them up. Shippuga would also help Doom out combo wise not that he really needs it given he hits 900,000 on his own in the corner. But Beam and Tatsu assists for Zero are very strong since they both carry them to Zero and it keeps them in the corner should you cross behind them while cornered which is a big plus. Only REAL downside is Doom Beam scales damage to shit but not much you can do about that. Although you could also consider switching out Ryu for Akuma. Better Tatsu assist, faster Beam Supers(Akuma’s is 8 while Ryu’s is 19) and his mixup is all around better cause he doesn’t require an Assist to pick up the combo like Ryu does. Doom Beam with Akuma on point is my favorite pairs since Akuma gets in easy and gets free high/low mixup.
But just my thoughts, I prefer Akuma over Ryu personally.
Reasons I prefer Ryu:
[LIST]
[]Better all-around character (not entirely dependant on one move)
[]Better DHC capability with other two characters
[]200k more health
[]More suited for role I want to fill
[/LIST]
This team is built around Zero getting in with Doom’s beam assist. Doom can turtle or rushdown depending on the situation. Ryu is there for finishing off characters via DHC and ending matches with lvl3 X-Factor if need be. His Tatsu assist may not be better than Akuma’s but it fills the role it needs to fill. Pressure is coming from Zero mixups and beam assist.
Overall, Akuma in MvC3 depends too much on just Tatsu. I prefer characters with a larger set of viable tools.
My r
Akuma is definitely not entirely dependent on tatsu. It’s just not true. What happens is tatsu is so strong and easily spammable that it’s hard NOT to do. Aside from the tatsu (which is great on point and as an assist), he has a comboable ground overhead, A BnB that does 700k solo and up to 800k in the corner, a free super from throw, dive kick pressure, air FB pressure, fast ground dash, an invincible DP super and a demon punish with 3 meters.
Seriously, Akuma is one of the better characters in the game, maybe top 10 (if not for his health).
Currently running Mag (a)/Zero (a)/Task (a). Just curious if this team has potential.
Also, what assist for zero would best compliment Mags in this team? (a) seems easy to combo off of in an AA situation, although a powered up (y) would help with pressure more. Any opinions?
I use Zero on point with Akuma and Dante. It works well, but I sub Akuma for Ryu sometimes and Dante for Cap America for kicks and giggles.
wht do u guys think of zero task tron?
It’s a pretty solid team comp. Both tron and task have alot of health. Task ludicrous zoning and tron assist is straight retarded.
Plus, parabolic arrow hyper will work with both rokkoha and king servbot. Synergy is a plus.
uh why is Doom a gdlk partner for Zero? am I missing something? Besides plasma beam assist
btw does Dante work with zero? if so, what other char should I add to make the team competitive/tournament worthy
so should i have it as zero, task, tron or task, zero, tron im not sure what order it should be in
Plasma beam assist is great for covering approaches and fighting against keepaway, and it works to extend or start Zero’s combos, and there’s flawless DHC synergy between Doom/Zero.
Rekkoha > Sphere Flame
Sphere Flame > Rekkoha
Aerial Photon Array > Rekkoha
Photon Array (Aerial or ground) > Genmu Zero
All of those work anywhere onscreen without losing any hits from either super.
As for Dante, DHC synergy is somewhat limited (Million Dollars > Rekkoha only works in the corner, and Rekkoha only DHC’s into Devil Trigger then into acid rain or lightning bolt loops), but Jam Session is an unbelievable useful assist for Zero because not only is it an amazing anti-air but it completely limits the amount of space your opponent has to work with which is exactly what a mixup/rushdown character like Zero wants…it’s also one of the only assists that allows the double Raikousen combo finisher in the corner.
On another note though, if anyone looks hard enough there’s actually footage of me playing in tourney up on youtube now, but it’s so embarrassingly awful that I’m not even going to link it =p. I was hungover and hadn’t played the game in a month…that’s my excuse and I’m sticking to it. From this tourney though I realized that Dante/Doom do have their limits as partners for Zero, but a big part of that was probably me dropping Dante combos all day; my Dante felt entirely like dead weight. Theoretically Dante can set up the DHC glitch into Sougenmu but to do an optimal combo into that is so difficult that I can’t even tell if it’s worth it. I’m thinking of trying out Tron or Storm on point, keeping Zero second, and my third could either still be Doom or I could try Sentinel, Chun, or Taskmaster… I like Chris too (both as a character and as a partner for Zero) but I don’t think he’s a viable anchor.
…or I could just tough it out and stick to my team until I get good enough that I can actually legitimately critique my own play (something I have a terrible habit of not doing through other games I’ve played).
so im digging dante/zero but im searching a 3rd, i’ve tried doom but he is not that good as an anchor once your oponent figures him out and i like to use xfactor with zero so no lvl 3 xfactor doom for me, sentinel looks nice and the assist is almost as good as the plasma beam but he is too vulnerable, akuma is a good anchor with or without xfactor but the assist is not as good for getting in, wesker is really good and you can setup unblockeables but you have no assist to get in , so i really dont know who to go
opinions about who is better with them
?
Played a tourney and got 13th with Zero/Cviper/Sentinel out of a large group, the team works because vipers overhead assist helps with mix ups since it also clutters the screen.
BUT I am going to try Zero/Sentinel/Phoenix
Before you say " fucking scrub using a broken team " the synergy breaks down well
Zero, Battery character does not need meter at all, does his job and if he dies you usually you have 3 meters maybe 3.5
Sentinel comes in can clear up some of your opponents team and help get that extra 2 meters or so
Phoenix… you already know
its worked well in a few sessions so in tourney.
You should definitely use Zero as your point character. With Ryuenjin assist.
With any hard knock down with tron you can Cr H + P1/2 xx Jump Cancel J.S. - L Servbot Trap - King Servbot/King Zero - Dive Loop OR Lunch Rush - Rekkoha OR King Servbot - St H xx Lunch Rush - Rekkoha. This works off throws, air magic series, air throws, and her command grab if you’re in the corner. Tron is my favorite character in the game because she can do alot of stuff on her own but can also make Zero’s mixup game really safe because her assist is broken tier.
Also a funny “glitchy” thing that happens with Zero/Tron is if you are doing Rekkoha and you DHC to lunch rush, if the ball hits them the servbots still come out but the rekkoha pulls them off the ground. After Rekkoha is over and the opponent lands on the ground, if they try to push a button when they land they will be hit by the last of the servbots in line. This can backfire on you if they end up behind you because the servbots pull them into Tron’s back. So, use this at your own risk, if it’s going to kill a character, go for it. But it’ll be hard to tell because you have to do it almost as soon as Zero does his Rekkoha. So unless you’re really familiar with the characters health and how much damage numerically your combos do you will not be able to tell and could potentially have to burn more meter than you wanted to for the situation.
Blah blah blah blah…
thanks for the advice
Guys just wanted to remind you, this thread is not for saying: “My team is Zero/Ryu/Wolverine lol” but to explain why you use your team, what do you need help for, what’s your game plan, how do they cover Zero and each other etc.
Reposted from Haggar team thread.
The team I run is Zero (rangeki)/Haggar (lariat)/Wolverine (berserker barrage).
It’s a pure rush down team with advantages for each character on point. Zero is better for aerial approaches than Wolverine, but on the ground they both play off of each other.
Zero can use wolverine for for offense and Haggar for defense for his pressure/mix up game. I just now started putting Zero on point, so I can’t really go in depth with him. Right now this team is much more effective than Haggar/Zero/Wolvie. Push blocks already have little use against Zero, and with Wolverine backing him, they’re damn near useless. Throw in the warp dash and your opponent better block like J Wong to have a chance if you can hit your combos.
Haggar requires Zero to be in Sougenmu to maintain constant pressure and to have any hope for strong keep away teams, but he shouldn’t be out against those anyways. Either way, before putting Haggar in, it’s best to combo into a Sougenmu/Rapid fist DHC. Now Haggar can get in and apply pressure, which either assist can help him with once he’s in. Zero is the ideal whether Haggar’s in or out since his assist doesn’t put him next to the opponent, cutting down on two for one punishes and allowing Haggar bigger frame advantage once he’s in.
Wolverine is the anchor as he’s the best on his own, but if he gets into a match early, Zero (Sougenmu again) can help his mix up and Haggar covers his ass. He’s the best to use if you come across a good keep away team unless fighting Dormammu. Leave that guy to Zero since carpet flame destroys any ground approach this team can make. On the ground, he’s pretty much interchangeable with Zero when it comes to approaches I think, but Wolverine has Zero beat as an anchor period.
ADDED:
DHCs
Rekkoha>Haggar Body Press> Fatal Claw
Fatal Claw>Rekkoha>Haggar Body Press (only if low enough)
Sougenmu>Rapid Fist>Fatal Claw/Berserker Barrage X (edit: probably better off with an air combo instead after rapid fist)
Rapid Fist>Zero’s lv 3/Weapon X
Haggar Body Press> Rekkoha
probably more but this is off the top of my head