The Zero MvC3 "Team" Thread

Sorry I meant Doom isnt a good meter builder

I just want to do a quick over view of my team and describe how it functions. This is my first post on SRK but it is an slight analysis and I am an experienced player!

It consist of Wolverine/Zero/Taskmaster.

Assist:
Wolverine: Berserker Slash

  • Weird choice I know. Thinking of switching it. I for now use this for extremely ambiguous cross ups that even I can’t follow sometimes due to not understand the Assist sometimes :smiley:
    Zero: Shippuga
  • Pressure assist. Pretty low tier really but it can pick up Wolverine’s OTG slide.
    Taskmaster: H. Arrows
  • Heart of the team’s assists. Great projective that allows Wolverine and Zero to cross up and covers their unsafe moves (Dive Kick etc.)

**DHC Opportunities that I most often utilize: **

Fatal Claw --> Rainbow
Rainbow --> Fatal Claw
Fatal Claw --> Legion Arrows
Rainbow --> Legion Arrows
Fatal Claw --> Rainbow --> Legion Arrows
Berserker Charge --> Genmu Zero
Berserker Charge --> Clone Mode
Clone Mode --> Berserker Charge
Clone Mode --> Aegis Counter
Berserker Charge --> Aegis Counter
Legion Arrows --> Rainbow

There are several you can create by utilizing Wolverine’s Berserker Charge hyper. I just don’t often find myself in that situation.

Character Roles:

Wolverine: Rush-down and cross-up master. Wolverine is one of the best characters at finding hit-confirms and his combo’s are incredibly punishing. He likes safe air mobility but does have speed and a great over head game. Just remember, don’t super jump and dive kick. Normal jump and call an assist. Faster recovery time on the kick and coverage. Wolverine is used to open up the opponent and lead into a fatal DHC.

Zero: The heart of the team. Zero is also a rush-down master but his rush style is oriented more towards pressure. His multi-hitting normals and command dash allow him to stick to an opponent and cross them up. Zero’s versatility does not end there however. His zoning game is notable with his Z-Buster, Fireballs, and Clone Mode. Also, his mobility is ridiculous. Command Dash, a good but slow Air Dash, and a lightning teleport. Zero functions as a meter builder and as a way to DHC back into Wolverine in a damaging combo. Zero also has many trick techs such as Clone loops, projectile traps, and a plethora of BnB combos that serve different purposes.

Taskmaster: The tank of the team. A meter building boss and his BnB’s hit hard. Taskmaster is one of the most versatile characters in the game. His main weakness is mobility but he sacrifices that for a fierce projectile game, wave dashing, and Mighty Swing. Taskmaster can DHC easily with the other two for extra damage and his TAC capabilities are wonderful.

Team Synergy Notes

Strengths:
[LIST]
[] Each character is a fairly good User and Battery
[
] Each character can DHC
[] Each character can effectively act as a Point character.
[
] The assist complement one another
[/LIST]

Weaknesses:
[LIST]
[] A bit low on the health side but as indicating by streams, the HP in this line up is pretty standard. Go pixies!
[
] The assist are not top tier
[] Rush-down oriented. Good keep away can call for character adjustments.
[
] No DHC trick. But I personally find it distasteful. [/LIST]

Actually I like this Minus the Taskmaster ( I dont feel like he fits to well with his Run away style/Zoning with your Rushdown Characters. )

You should Try Wolve/Tron( or Thor )/Zero
I feel like Thor would Compliment your team more since he has he HP to back up your Glass canons. I know you dont like DHC glitch but thor can set you up pretty well for this. Any videos of your team in action>?

I understand the sentiment. I’ve considered this but there are a few reasons why I stick with Taskmaster.

  1. His assist. I need some sort of projectile. Taskmaster’s is very nice at that. (Thor does have mighty spark though.)
  2. His change in style doesn’t compliment, but it adds variation to the team. Synergy is a mixture of working well together and variety I think.
  3. I am good with Taskmaster :smiley:

I hope I can get some videos up soon! I don’t have a capture card though :frowning:

Wolve/Zero pretty much works with anyone that has a decent assist.

I’ve been using wolv/zero/sent since day 1, and been screwing around with wolv/zero/akuma.

That is a boss team. I love it!
Sadly the health is so low, you can get bodied in one combo. Oh well, at least you have 3 characters :stuck_out_tongue: and with the DHC glitch going around any character can get bodied almost.

Does anyone know any good reasons why Zero and Wesker would work well together? His Jaguar Kick assist is great for extending corner combos (trust me), but other than that, I don’t see much. Anyone use this pairing and know something I don’t?

Jaguar Kick should be unnecessary for Zero really, any assist lets him extend combos coupled with Buster and Sentsuizan. Samurai Edge assist however is godlike for Zero since you’re gonna be in the air for 90% of the game when not doing combos and that gives you unblockable setups. Other than that, you can DHC cleanly between Rekkoha and Phantom Dance, as well as Phantom Dance to Genmu Zero, and you can ghetto DHC glitch with a command grab into counter super into Sougenmu.

True, but only Jaguar Kick (and very few other assists) can let him combo like this. [media=youtube]bwimdSvBpe0[/media]

The gun assist would be nice but since most people are going to be pushblocking Zero all the time, it’s a little less realistic. Felicia assist is better for unblockable setups for Zero IMO

Dante Jam Session and Chun legs both allow that exact same combo extension.

edit: Just noticed you said a few other assists. It’s actually news to me that Jaguar Kick works for that combo, so good find.

Still, combo extension (especially when it only works out to an extra ~60k compared to other assists) isn’t nearly as important as other aspects of synergy like DHC’s or unblockables.

I play Zero Wesker Akuma, and I think Wesker works pretty well with Zero. They both benefit from a good horizontal assist (Task Arrows, Akuma Tatsu, Iron Man or Doom Beam) for teleport or dash mixups. Wesker Samurai Edge assist sets up unblockables for Zero’s great j.H. Zero Shippuga assist helps Wesker extend combos, perform resets, and land a level 3. The best part about this is, assuming you start the combo with a fully charged buster, you are absolutely guaranteed to take the opponent to the corner with Wesker gun relaunch from anywhere off the screen, even after a j.H scales it. This allows you to go for corner mixups, Sentsuizan OTG with your remaining assist, or the Ride the Lightning Loop. Still working on that last one, but being able to land the Lightning Loop from anywhere full screen due to Wesker assist is hardcore incentive to learn it.

DHC-wise, it’s not too great, especially Wesker to Zero, but I make due.

Rekkouha -> Maximum Wesker works well enough.
Maximum Wesker -> Rekkouha is a gamble, as Zero comes in at Wesker’s currently random position. So it may combo, may not. I seem to have pretty good luck with it though. I figure you can time it based off of the rhythm of Wesker’s hits, but I don’t have anything solid.
Rekkouha -> Wesker level 3 (forgot what it’s called) works as well, but 4 bars is pricey.
Maximum Wesker -> Genmu Zero doesn’t work so hot either at times due to height restrictions.

Also, if you land Wesker’s command grab in the corner, activate counter super and DHC into Sougenmu, you get a free DHC glitch. Though, the benefits aren’t nearly as great as a true DHC glitch combo since you’re resetting the scaling only on a single throw. Still though, 800k damage for 2 bars off a grab isn’t bad.

Wesker’s high health helps offsets Zero’s too, when fighting keepaway teams. Everyone says health doesn’t matter much in this game because most characters get killed in one combo, but if you’re playing against a good keepaway character with Zero, by the time you get in you’ll be at half health from just chip. Wesker has to get in somewhat similarly, but his health gives him more breathing room.

In all honesty you can make Wesker/Zero work together very well. You have some unblockable set-ups with low gun assist, DHC options, and a health boost to your team. I think the point is that the synergy (for now) stops there. People in this thread are usually looking for really optimal synergy and unique character specific set-ups.

Zero/Wesker/Akuma is definitely a good team regardless of that special synergy though because of each individual characters performance abilities plus 2 great assist.

Things you’re missing that others in this thread value highly are:

  • An assist that benefits Zero’s mix-up game/getting in (Akuma’s Tatsu can make some sick cross-ups and eat some projectiles but it just isn’t as nice as a projectile assist (Iron Man, Doom, Task, etc.)
  • Optimal DHC. Whether it DHC glitch or nice damage output.
  • Characters who benefit from Zero’s assists.
  • Just some overall unique set-ups.

Like I said, regardless though a team doesn’t solely have to be based on SYNERGY. As long as you have a game plan and options then you’ll be able to succeed. It’s like having a three piece puzzle or a twenty piece puzzle. If you can solve it, who cares?

I’ve been thinking of switching to Zero / Ammy / Akuma or Zero / Ammy / Dormmammu … Dante is getting too hard to do this advanced stuff and takes too much work, I hate dropping combos lol.

One thing I do like about Dorm / Zero is calling the homing ball, activating sougenmou and then running up and doing an unblockabe. Any suggestions on those teams.

I’ve been thinking almost the exact same thing, except I might be taking it a step further and switching my team entirely to something easier until I get decent (something like Mags/Wesker/Phoenix). I’ve never finished a Dante combo in a real match, and these are combos that I spend hours training on daily :/. I’ve thought about playing around with Dorm/Zero too, so let me know how that works out if you switch to it.

Even though he’s certainly not my best character, he is my favorite, and I’ve decided to dedicate myself to learning to play him well. Maybe not tournament-level, but enough to push myself out of my comfort zone.

Probably the biggest thing I’ve having issues with, though, is trying to take advantage of his tag-Hyper; it’s so slow to actually deal damage, I feel like I’m actually more vulnerable tagging in that way, rather than a standard tag-out.

The two teams I’m most comfortable with atm are Zero-Chun-Akuma, and Zero-Akuma-Arthur. He’s easy enough to tag-out, as I’m a huge fan of his Sougenmu-Hadangeki assist, but as said, it’s getting him back in to the fight I find myself having difficulty.

Hmm, really? Generally any virtual hitting super is good to DHC into Zero’s hyper…

I can’t try it right now because my Xbox isn’t here, but I’m thinking Chun Li’s Hoyokusen and/or Akuma’s Messatsu-Goshoryu would work…

Well Shogenmu(sic?) is pretty much always a safe option for dhc’s if you really need him in. Other than that on my team x-23’s down to forward hyper is perfect for it and a ryu up angled or regular hadouken super in a corner also work

task up arrows is a great dhc option for the rainbow wall. you can get task’s full bnb…otg arrows call multi hitting assist(i use unibeam) b+h, S, up arrows dhc. for like a mill damage.

Sougenmu is your best option to DHC with into.

If you’re looking to do the Rekkoha, you would need a hyper that launches an opponent a fair height. Only example I can think of is Dante Million Dollars -> Rekkoha right after Dante fires the last hit. Thus the last hit will provide the hit during the long Rekkoha startup.

I’m thinking it would work with Chun’s leg super. I’m not sure if they have enough time to tech after the launch hit but it’s worth a shot.

Hey I use zero and akuma and hulk but I want to switch hulk any suggestions. I already have a idea. But I thought you all might have some ideas