You’d be asking me to write a novel.
Challenge accepted. Currently editing this post with my teams.
edit:
Okay here’s all the Zero teams I know.
Guide:
I play this team
I know someone who plays this team
Theory team**
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- Zero/Dante teams
As discussed many times, Zero/Dante is best in game. Picking the third character is what changes your “flavor” of Z/D. Sentinel gives you Zoning and Okizeme, Akuma gives you better rushdown and better combos off air throws, Ammy gives you longer pins and and a useful THC, etc.
Zero/Dante/Sentinel (The world famous) - This is what I consider to be the optimal Zero focused team. Touch of death is capable without ever losing meter, anything is comboable and safe. Zero/Dante DHC on deck of course.
Dante exists to ‘complete’ Zero with Jam Session assist. It gives him an assist for pinning, mixups, anti air, combo extending, chip setups, and safety. The character himself gives him the best DHC option he can get, ensuring the death of anyone when you have 2 meters. Can also DHC to Devil Trigger raw for a safe tag out, etc.
Sentinel gives Zero the assist that lets Zero control the entire screen at once. My entire neutral gameplan is based around this assist. Call drones, super jump, move forward in the air. Drones take care of the ground, while Zero dominated the air. If the drones hit, Zero gets pressure. If they avoid the drones, they have to deal with air Zero. Drones also give Zero a use for Raikousen H, as the Drones will combo after it well enough to get a full combo after. It’s the perfect move for incoming mixups and catching random jumpers.
Drones also shoot up Zero’s okizeme. Zero can keep an opponent cornered for the entire match using the drones to cover all tech roll options. There’s specific setups for this, and I think I listed them in the reset/option select thread in these forums. Go there.
The only major weakness is that Sentinel is not the world’s greatest anchor. He has the ability to run it back, but certain matchups are a pain. It’s no where near as bad as anchor Haggar though.
Zero/Dante/Akuma (Team Japan) - Mostly the same idea as above, but with Akuma assist. It serves many of the same functions as Dante assist, so it’s basically just like having two of them, which is surprisingly strong. It’s also better for Dante’s rushdown. Akuma is also a stronger anchor by most people’s standards.**
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*Zero/Dante/Amaterasu *- Amaterasu, again, serves similar functions to Dante, but is more potent in the pinning department because of the longer active frames. Combo extension works the same, etc. DHC’s are good, surprisingly good anchor, good for Dante, blah.
-Zero/Phoenix teams
As mentioned before in the main Zero thread, the Phoenix Factor is great for Zero. No one will waste the time to kill Zero upfront when they know you got a Phoneix in the back.
Zero/Phoenix/Arthur
Originally an experimental “two comeback character” teams, it’s turning out to be very strong. Zero has to play a more “flocker” style of defensive and patient neutral game, but he’s perfectly capable of this with two projectile assists behind him. Phoenix herself also gets great use of projectile assist with her teleport.**
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Zero/Sentinel/Phoenix
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Based on the popular someone/Sentinel/Phoenix model. Same gameplan as every other X/S/P team, but Zero has the uncounterable TAC on his side. Combined with the 2 extra meters you build with the Sentinel TAC, you can guarantee Phoenix in one combo.
I have lots more teams (I may be up in the 20’s now) but not all have Zero. That’s as much as I care to elaborate on my Zero teams at the moment.