Hulk works well with zero actually. But Zero/Doom works MUCH better. So I’d say Zero/Doom/Akuma. Btw, does zero/akuma have any DHC synergy? I can’t test right now
I run zero, wesker, akuma. Occasionally I DHC rainbow into gozanku , most of the gozanku will connect if you dhc right when rainbow comes out, and it does around 720k~ worked in my bnb. But it’s situational since akuma makes the better anchor in general match-ups. You can also DHC rainbow into akuma’s shoryu super in the corner for more damage, you have to time this differently so when rainbow ends, the 3rd hit of the shoryuken connects. You can also relaunch with akuma after you J QCF H after J S (580~640k depending on team)
[media=youtube]8guzgo-Rn6U&NR=1[/media]
This guy utilizes zero and akuma very well.
@kkslider Thanks so much for the post, that team is really similar to the one I want to run. I am still having trouble comboing after my assists scoop them up after the dive kick… no idea what I’m doing wrong.
insert character I like here
Who has better synergy with Zero, Wesker or Dante?
The team thread.
Yeah, team thread. But my vote’s on Dante, all the way.
The answer is obviously Dante because of the DHC glitch. If the DHC glitch will get patched it would be wesker for the unblockable setup.
(probably the sentence above hasn’t been wrote in a correct english)
Dante. Please use team or quick answer thread
Sent from my Eris using Tapatalk
It’s been 3 months since the game has been released, and this is my summary of any team building tips with Zero.
First, in my honest opinion, any team with Zero should atleast heavily consider adding Sentinel-a, Amaterasu-b, and most importantly Doom-a
on the team. This are Zero’s best assist by far (even do Wesker-b and Chun-y are an honorable mention). Sentinel-a just adds MVC2 style screen
control to the match and great rushdown opportunities. Ammy-b keeps pressure and close mix-up potential like no other, it’s long active
frames and Zero’s positive on block offense are a nightmare to deal with. Doom-a, widely considered Zero’s best assist, is the best assist for
teleport cross-ups and for fast fullscreen control. The beam helps Zero zone and mix-up, and thanks to Zero’s loop, it doesn’t matter at all that
the beam doesn’t make the opponent stay grounded.
Those are the best assists IMO, but as partners it’s a bit more different. In my personal experience, Doom is an amazing partner for Zero. Their
TAC combos are amazing and build tons of meter. Their DHC, specially in the corner, does tons from either path (Doom>Zero or Zero>Doom).
Amaterasu makes a good partner too because she actually can make use of Zero’s assist like Ryuenjin and Hadangeki. Hadangeki extends
ground combos and helps zoning, so it is probably the prefered one. Ryuenjin covers the space above Ammy, which isn’t that useful IMO seeing
Ammy is hard to attack from that direction, but it might serve in combos do to it’s long active frames and hitstun (it might allow for Ammy to do
air qcf.H to ground bounce and then finish with an OTG Sword Stance air 3H + Ryuenjiin > Ammy’s air qcf.S). Sentinel needs more experiment, but
is good with DHC synergy. Other mentions include Wolverine, Skrull, and Wesker. Wesker is above the rest just because Sougenmu Hadangeki
assist is great for teleport mix-ups (also helps Dante).
Doom if you want a nice dhc buddy and plasma beam makes getting in MUCH easier. Tron is also nice.
So I’ve spent some time with other teams and I just wanna give my feed back on findings, hope this helps a bit:
Zero / Ammy / Phoenix was my tournament team. They build an assload of meter for Phoenix, and so I almost always had phoenix. The biggest problem is the low health of all the characters, but with DHC glitch and ridiculous combos abound, you’re probably dying in one combo anyway so health isn’t really a factor anymore. Very good team IMO, but you have to be a bit careful with assists. Phoenix teleshot assist is good for combos and you can safely call it with block string / command dash without her getting blown up, since people can’t really attack behind themselves that well.
Also tried Zero / Dorm / Ammy, this team’s DHC damage is pretty good, and Dorm / Ammy have the exact same timing to do OTG combos with their assists so that makes playing them a bit easier. Ammy extends dorms OTG combos and Dorm Ball from Rekkoha is a pretty good DHC as well. This is definitely a viable team, need to spend more time with it. If you want a quick assist punish as Zero you can activate sougenmou and DHC to chaotic flame, so then you just melted their assist and have Sougenmou Hadangeki for dorm’s zoning.
Lastly, this is probably the best team I’ve come up with so far, Zero / Storm / Ammy is VERY good. Storm’s assist is normally shitty, but since it pushes people away, if you teleport behind a person while calling storm, she actually pushes them into you. If you do this while air command dashing, it actually makes for really confusing cross ups depending on how you time storm’s assist. For combos, Storm assist functions as usual in the corner, or mid screen you can OTG dive, storm assist, standing lvl 3 buster command dash over and Rekkoha. The real strength of this team comes from the DHC glitch though. Zero combo into TAC storm, do a storm flight mode combo and now you’ve build 2 meters, just enough to DHC glitch BACK to Zero, and basically kill any character off any hit (including throws from Zero). Also, sougenmou DHC into hail storm is a super fast full screen punish for assists and other things. All of hail storm’s start up is contained in the super freeze, and with sougenmou being instant, you basically get a 1 frame full screen punish. Very dangerous.
Also full zero combo into rekkoha > hail storm > okami shuffle does close to 1 mil. I might try this team with Dante instead of Ammy… they both probably do about the same, although Dante’s DHC glitch damage is a little higher than Ammy’s. Ammy can 236A loop off of storm DHC glitch, Dante does a full 750K combo off it… so choice is your sdepending on what you want to do.
currently running TASK/ZERO/AKUMA
task is the meter builder, zero is the meter user and akuma is assist
Task builds the meter for zero, extends MY bnb combos and helps him get in an zone with arrows (im thinking of replacing him tho or at least switching my team around).
My main purpose is to get zero in with 2-3 meters to use on shadowclones. I think the clones is easily his best hyper for several reasons.
zero clones- augmented offence, chip damage, assist buff, shadow dive loop, screen filler with his buster/hadeneki unblockable, more BLOCKSTUN which means more times to mixup and unblockable
I think the sheer versatilty is what makes this move great especially if u activate this in the middle of ur pressure like for instance standing heavy and tatsu, while tatsu is hitting go clones, after that ur offence just got more added pressure. Also add into the fact that if ur oppenent calls an assist while u r cloned and attacking the assist will get punished and yes that includes hagger and tron
I love his level 3 which is the other reason i need meter 3 meters (i mean seriously this thing punishes EVERYTHING especially if the oppenent doesnt have xfactor) but honestly its MAIN purpose is a failsafe if ur about to get chipped by shinku hadoken an u have no xfactor crack open genmu zero and refresh and the punish inflicted on the opposing player
Honestly in a way zero reminds me of strider, with his clones doing a lot of what the orbs did minus the automatic hit on touch
akuma is all tatsu assist and punisher he can surprisingly when a lot of games if u have him last with meter but with this team it doesnt get that way too often zero generally does all the work himself so that akuma doesn see the fight except as the assist. Probably the most important reason for akuma is phoenix killer task and zero cant handle her but xfactor akuma can chip her to death OR raging demon her transformation for free
THIS TEAM hates ppl like wolverine with godlike rushdown and phoenix eats this team like nobodies business minus akuma. Havent had much problem with zoners granted i havent played too many of them but ppl like phoenix who can stay airborn and spam hurt this team, outside of that this is a solid team and o yea before i forget zero is on shoryuken assist and task is horizontal arrows
i use taskmaster and he pretty much handles all of the mismatches that zero has and his arrows help too
zero doom sent looks like an interesting holdover till strider comes knocking. clone super+ rocks plus crossup and zoning/ otg potential form sent. tons of unblockables and mixups.
This was my original Zero team, obviously based on Team Clockw0rk, Zero being Strider and Doom being Doom. I still have it in the back but right now I think Dante’s Jam Session serves better than Doom for the position of Doom Rocks. And if you do use Doom, Plasma Beam is a better assist for Zero and Sent IMO. I also think it’s not a bad idea to have Doom on point. Doom/Sent have some nasty tricks on their own, and Doom builds plenty of meter through combos and even chip damage. Once it’s time to lock 'em down, you can Photon Array DHC to Sougenmu and trap them till you run out of meter (or if they figure out how to get out of the trap).
If you play Zero/Doom/Sent, you should see this video I made long time go. Even though it’s potentially escapable now I still get great mileage out of it.
[media=youtube]0ggRGoweVwQ[/media]
holy zoning batman!
I actually used to run Zero/Sentinel/Doom as well as it was relatively close enough to my Sent/Strider/Doom team. I actually used missile assist which worked wonders for zero’s zoning and trapping game and Sentinel rocket punch assist to maximize damage in combos. There was just one major flaw: the second Zero died, Sentinel had too many bad matchups to handle. So unless I was fighting a keepaway character, I pretty much lost. It’s still a team I run when fighting slow runaways.
After that, I messed with Zero/Wesker/Doom as wesker’s gun was a less damaging but more versatile sentinel rocket punch assist. It was okay, Wesker needed something that was active sooner to aid what he does on the battlefield. So I swapped Doom out for Sentinel Drones, and I had a team that pretty much had an answer to most matchups.
The magic of Wesker/Zero is that neither of them will be throwing out random supers, nor do they need to. So at the start of the match, you can build a little meter w/ either one w/ some basic zoning until you land a hit. ANd when you land a clean hit, that’s where the magic happens. Landing a clean hit w/ either one will guarantee at least 800 + damage and up to 980 depending on who your third character is simply because you’ll build at least a bar and a half upon landing that hit. With Wesker, you could do basic launch into enders, gun, call zero, relaunch, end, then gun THC and that will kill 95% of all characters that are mobile enough to hang with Wesker. With Zero landing a hit, you can build 1.9 bars of super in one combo, meaning if you did anything to build meter at the start of the round, one clean hit means a full combo ended w/ Genmu Zero for about 950 damage. Pretty good for a duo if you ask me. Paired them w/ Sentinel Drones, and I was pretty much set. Then I played a couple games w/ Combofiend…
Running sets vs. Combofiend’s She Hulk/Task/Spencer pretty much showed me the few glaring weaknesses that my team at the time has. For one, the damage i do is maxed out at 980. Look at his team. Every member of that squad has above average health and will survive a full combo from me. Secondly, if Sentinel drones are your main projectile assist , don’t expect too much from the mid to far range if you’re fighting anyone w/ a quick projectile assist and a character to back it up. And thirdly, as much damage as Sentinel does, he still has too many bad matchups that involve him getting rushed down. While overall, Wesker/Zero/Sent is a great team, it’s not perfect and you won’t be beating a lot of great players w/ it.
So for the last week, I’ve been running Wesker/Zero/Taskmaster. It took a while to pick up since it’s a faster paced team compared to Wesker/Zero/Sentinel. And Taskmaster is quite simple enough to pick up. His projectile assist is brilliant for both Wesker and Zero in their rushdown game and it’s much more combo friendly. While I lose long duration zoning that covers the entire ground plane, keepaway and in your face rushdown is much better as well as damage output as a whole. Both Wesker and Zero DHC relatively well to Taskmaster and vice versa. So I’ll be running this squad for a while and see what comes up.
Any team with should have either one of these without exception IMO:
- Doom-a
- Sentinel-a
- Akuma-b
- Taskmaster-b
- Amaterasu-b
- Storm-a
- Chris-b (M Gunfire?)
- Chun-Li-Y
Isn’t that generally considered his worst assist?