If you’re having trouble being consistent with the LL (like I am lol), the worst thing you can do is completely avoid it. I’ll be straight up, I still have yet to finish one 100%, but I always attempt it. At a couple of reps, you’ve already out-damaged Rekkoha, and if you screw up, you get a free reset. There’s really no good reason not at least try insert it at the end of your combos.
I don’t think this is the proper thought proccess in a tournament setting. Whats the worst that could happen? You drop your LL immediately and get no damage for a meter, no reset, and possibly make yourself vulnerable if the opponent tech rolls forward, losing probably the mainstay of your team. Lets say you only drop it halfway, now the opponents character potentially lives and gets to invincible hard tag out, even going on to reverse Dark anchoring your whole team because you didn’t want to burn the extra meter for the safe kill. You see this happen all the time, even with low execution characters, they drop that last tidbit of damage because they didn’t want to super and it comes back to bite them.
Then you have to consider the mental and physical fatigue that comes with doing the LLoop, which can go on to dramatically affect your regular combos and thought process/gamplay in general.
For casuals though I definitely agree, I see Chrisis do it all the time in casuals, and I respect that. Guy doesn’t really care about the W it seems, just wants to get better, he’ll go for a LLoop every time even though Rekk will easily do the job. But of course, eventually you’ll have to start doing this in tournaments when you get consistent enough, but I don’t think this mentality goes for those who have trouble pulling this off even in training mode
I can definitely see your point; in a tournament setting where my opponents HP is low enough that a Rekkoha will kill them, then I’ll just do it. On the other hnd, if they’re still carrying around a decent sum of HP (and Rekkoha wouldn’t kill them), then you may as well try your hand at a LL. I mean, it’s a pretty gutsy move with tournament nerves potentially having an adverse effect on your execution, but at the same time it’s also a good way to get used to landing certain combos in pressure situations like that.
I’m messing around with Zero/Ironman/Strider and I’m really liking it.
I didn’t know that Ironman can confirm off Vajra with Smart Bombs > s. from about mid to (maybe) 3/4 screen. It could act as the lockdown he needs and could keep him safe with Repulsor Blast > Spread
which iron man assist is best for Zero?
I use Repulsor. Working on a spiffy hit confirm off of it. The thing to remember is that after that particular assist hits, the opponent lands on the opposite side. So what I do is j. teleport xx lvl3 Buster -> j.:l: Raikousen -> s.:h:
I still haven’t gotten it down, but it’s really a nice confirm that you can hit anywhere on the screen.
Alright, I’ve been messing around with Zero/Dante/Sentinel like NiniHeart, and I’ve been having a difficult time doing a lot with Dante…
This team is entirely different than Zero/Vergil/Hawkeye. 90% of what that team taught me was how to get in on people. After a while, I didn’t need Hawkeye anymore, and my Vergil is lacking and dislike how punishable even his most punishing moves are.
ZDS is awkward to me, Zero getting Combo extensions off of Jam session is gorgeous, If timed right Sentinel can help carry corner to corner in full combo, and all 3 of them have enough synergy to be played in any position at any time and still do a solid 1.1k.
BUT, Dante when alone, or on point, is really new to me. I’m looking for help on certain things like hitconfirms, and often after a Hammer lands I blank because there is so many different variables and moves to it. The Sky Dance glitch is also confusing.
Yes, I realize this is the “Zero MvC3 Team” thread, but this is a Zero team, just having problems with getting him the proper support, even after death D;
That’s Toaster’s team. Nini is Zero/Sent/Dante
After a Hammer do early Volcano, j.M, j.H, Killer Bee, backdash, S~H, Stinger, etc.
If you’re late on a Hammer confirm do the old Cold Shower BnB
Dante’s standard hitconfirms are fairly simple, LMH Stinger gives you a lot of time to confirm a hit, if you notice a block then Reverb > Fireworks for a safe blockstring ender
Sky Dance stuff can be found here
so does anyone know of any zero/firebrand synergy? There are no unblockables, but maybe there are some lightning loop dhcs or whatever.
With regards to iron man, messing around with him makes me realise how bad he is, he also just feels really unstable
Firebrand’s flame hyper DHC to H Raikousen, LL is a no brainer. Rekkoha into Fire Breathe works perfectly too.
Rekkouha DHC into Luminous Body vs incoming characters
What? Sorry I’m completely new to zero, still trying to get the regular LL down - how does starting it with H raikousen work?
Good point, but I suppose the unblockable synergy still isn’t great because you need two meters
This:
[media=youtube]HQWdZMYKNKU[/media]
As for needing 2 meter being a problem? It’s Zero, it doesn’t matter at all considering his net meter gained efficiency.
wow that’s pretty cool - I was thinking of making a zero/firebrand/sentinel or zero/firebrand/ammy team, and it seems like it should probably work. Should firebrand be first, or zero? And also, is ammy definitely a better choice as anchor over sentinel - I know she’s better for the team in so many ways (unblockables, thcs, better anchor and overall character) but I much prefer drones to cold star.
Playstyle preference on both of your questions. Zero/Firebrand and Firebrand/Zero can both work, they both provide not that much to each other in the neutral, but I suppose FB/Zero fixes the issue of FBs low damage, I really think Firebrand needs multiple assists to be optimized however.
Ammy is undoubtedly the better anchor, but again, playstyle preference. If you’re okay putting all your eggs in one basket with Sent ( Either with accepting you lose if your 1st 2 characters get bopped, or trying to gambit it with XF3 Sent - which imo deserves more credit than he gets ), then thats fine. I switched from Sent to Ammy and I haven’t looked back, I enjoy Cold Star way more for rushdown, as her lockdown is almost immediate, her THCs are amazing for mixups, and I don’t feel that i’ve automatically lost when she comes in, because she has some pretty broken normals that I can use to outfootsie people.
how do you engage the opponent? what i mean is how do you initiate pressure with Iron Man if your assist is Vajra. Or do you let them come to you and use Vajra to get a hard knockdown and carry them to the corner with Iron Man’s ADF combo’s?
On topic,
what is the best team shell that involves Zero? I don’t want a shell like
Zero-alpha or beta / Dante-alpha/ Vergil-gamma
which from what ive seen on stream maximizes Zero’s damage and meter output, but isn’t as efficient once Zero dies.
would
Zero-alpha or beta / Dante-alpha/ Strider-gamma
be an over all better team?
And can I also have suggestions for a lame Zero team? I was thinking
Zero-alpha or beta / Doom-missles / Dante-gamma
Zero-a/Dante-a/Strider-y is a good team, but requires a lot more effort than Zero/Dante/Vergil, Zero/Dante/Sentinel/, Zero/Dante/Doom etc.
Zero pick-ups from Strider are not free, and you have to be aware of the assist at all times.
ah, I noticed that while experimenting with the team last night. thanks
Some other things you might wanna try in the lab:
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Dante can use Vajra to combo off his back throw from anywhere. Just do cr.:l: to tick, walk forward, then Vajra > Back Throw. After that, just dash up and OTG with Cold Shower (dunno if Volcano combos are good after the Back Throw HSD).
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Strider can kill of any hit if he has Zero and if he 1. has 1 meter before starting his combo or 2. gets a grab/combo midscreen. Any combo ending in the corner is a Legion > LL DHC (use
Raikouzen to start the loop). Anything midscreen ending with a ground bounce from his Wall Cling :h: move can be followed up with Zero’s Raw Tag into a linked s.
(2 frame link?) to continue the combo.
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Zero combo extender with Vajra is: OTG Setsuizan xx Buster xx :l: Raikouzen > land > call Vajra >(wait as long as possible) :h: Ryuenjin (Vajra hits) > OTG Setsuizan xx Buster xx :l: Raikouzen > Dante extension. Always do the Strider extension before the Dante extension.
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Take note that Zero can only combo from his grabs with Jam Session, and Dante can only combo off his throws Vajra.
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In a rare situation that you are fighting a high life character and you have Strider/Zero with only two meters (at the end of the combo), after a Strider combo in the corner, you can set up an unblockable. After Strider’s j.:s: (flyscreen) dash back then do Legion and immediately DHC into Sougenmu. In Sougenmu with Zero, dash up j.:s: xx qcb.:l: > cr.
.
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Best pickup from Vajra midscreen (with Zero) is OTG Setsuizan xx Buster xx Air Dash Forward > j.
> j.:d::h: > land > :s: > continue the combo.
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The strategy is to always keep Zero and Dante alive, doesn’t matter the situation. The team needs to be completely alive for the team to work properly, this is not just let everyone die and don’t care like Zero/Dante/Vergil or Zero/Dante/Wesker.
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Dante has extremely unpredictable and hard to block resets with Vajra (so does Zero but he doesn’t need them), so experiment.
thanks a lot for this info. Will definitely put it to use.