Good man, looking forward to it dude =D
Here’s a small Vergil clip
General Impressions;
-UMvC3 feels a lot different to Vanilla.
-The XF bar is quite hard to see at first, takes a while to discern how much time you have left.
-The overall pace of the game feels different, not as rushdown orientated.
-There have been A LOT of changes to the cast, some for the better, some for the worse. Tasky got raped in the combo department, cannot relaunch using arrows anymore. But his new command grab makes his Shield Skills safe, and on hit, you are guaranteed a super.
-A lot of the old combos are now redundant, hit stun deterioration kicks in very quickly.
Impressions of Zero;
-Cancelling specials into LVL3 Buster is an incredible move, borderline stupid. Lightning>Buster>Lightning. Ryuenjin>Buster>Lightning>Combo. Hadangeki>Buster(fucking awesome). Safe teleports using Buster with added mixup ability using assists.
-Can charge Buster before the round begins.
-Sentsuizan has HEAPS more range now, can be used for ambiguous crossups and easier relaunches with assists(rarely need to dash in anymore). With 2 Sentsuizan.H, it covers approximately half screen now.
-Can self-OTG using Sentsuizan>Buster.
-Shippuga loop, can only do one repetition before the character drops out. cr.M, cr.H, f+H, L, M, H, f+H is all that can be done. Launching after this combo mid-screen tends to be inconsistent, as soon as you press the first j.m the opponent goes behind Zero, making the combo impossible. Unless you’re in the corner, you’ll be dropping it all over the place.
-Once you use the Buster in an air combo, you need to do Raikousen.L or Hienkyaku.L INSTANTLY, as they drop like a rock to the ground. Do it a second late, and you’ll miss it.
-You CANNOT build meter during Sogenmu.
-Mashing during Rekkoha has no additional benefits.
-Teleports seems a bit slower, but shouldn’t be a problem with Teleport>Buster.
-Sogenmu D-loop is gone, as the moves come out quicker, doesn’t OTG>Launch anymore.
-All his normal attacks are identical, still excellent range and priority.
-He only had 2 colours (Red, Black)
-Rekkoha has no visible changes, no wider range, no faster startup.
-Genmu Zero is the same, beats everything.
-Since Buster is soft knockdown, you need to be a lot quicker to pick the opponent up once you hit them, they fall out of the animation VERY quickly.
So all in all. Zero is buffed. Period.
I’m pretty damn tired, I’m sure I forgot some stuff and whatnot, just ask me any questions you have on him. I literally grabbed one machine and hogged it with a friend all day to record and test out stuff. Will have videos up soon.
Looking forward to your videos.
I knew I wasn’t trippin’ when shippuga loop wasn’t working, I kept getting shit for dropping combos >_<
Kinda annoyed D-Loop is out though but a more useful dive? This will be very interesting.
Oh yeah I forgot to add, d+H, H still works in the air.
Good stuff ZeroX - looking forward to the vids.
What about jump loop? I imagine since HSD and j.C pushing further out it probably won’t work anymore and if it does work probably can’t do two reps or probably can’t even do one rep of j.B > j.B > j.C.
I’m guessing that the opponent goes behind Zero because you super-jumped forward instead of neutral jumping after the launcher. Am I right?
I’m saying this because also here in Vanilla you must neural jump after the launcher if you did the shippuga loop as combo starter.
Whoa, thanks for that.
Have you tried Normal jump loop? does is work?
How hard exactly is to launch, MM buster, command dash down, launch? Can we still trust this? I mean… it’s just a litte more strict or you’ve been droping this a lot?
Have you tried lightloop?
If you hit a random buster, can you still combo in reaction?
is it possible to do S MMHS, otg dive into lv3 buster, launch, MMHS, Rekkoha? I’d bet it’s a corner only combo… but still…
Quick post before I head off to work.
When I was doing the Shippuga loop I was neutral-jumping up, not up-forward. So yeah, unless you’re in the corner, try for something else.
S MMHS Sentsuizan.H>Buster S MMHS Rekkoha works, close to corner only.
Jump loop, cr.M s.H f+H S MMH j.M j.M j.H, j.M j.M j.H, that’s it. They drop out after the first hit of the last j.H. Cancel into buster after the second j.M in the loop will work.
Buster in air combos, timing is very strict now. It took awhile to get used to how quickly they drop. Definitely something to work on.
Lightning loop, opponents kept dropping out, I may just suck.
I’ll be back from work in around 10hrs, expect me to reply around then and for me to edit the Zero video with his changes. Cheers
This is nice to know…
well, the nerfs seem negligible and the buffs are amazing…
I’m assuming we can still command dash and relaunch after buster and it’s only a litte harder but not quite to make it unreliable…
Wake me up on november 15th… I can’t stand it anymore.
This make me sad but thanks anyway for the news
Here it is guys!
[media=youtube]C8Mo6QYbIaE[/media]
Great video, i’m interested in that shoryuken xx buster thing.
Maybe something like this will work:
L, M, H, Shippuga, Shoryuken, Buster, Raikousen L, S, j.MMHS, otg, relaunch, …
That does work. =)
In general, it looks as if Buster will allow you cancel recovery and keep a lot of things safe. Can’t wait play around with this.
Lmao, you can charge buster before the round. Loving some of these changes, hating others. I love rushdown but I will admit it was a little bit too ridiculous in MvC3. Can’t wait for this game to come out even more now.
Omg, I just realized I didn’t include Raikousen.M>Buster. I’ll upload it in a sec!
EDIT: Here we go!
[media=youtube]7YFuIe-xjDo[/media]
Very nice vid.
I just posted it as a front page article on Portal Versus (our Brazilian portal for fighting games, right here: http://www.portalversus.com.br/marvel-vs-capcom-3/ultimate-marvel-vs-capcom-3/video-mostra-zero-umvc3-18287) I hope you’re fine with this.
Thanks again for the good work, all of us, Zero players, needed this.
nice!
I can’t wait to try umvc3!