UPDATED (3/10/2012) "This will be over in a nanosecond" - UMvC3 QuickQuestion/QuickAnswer

Hello,

I’m having a hard time against zero. I feel like theres no opportunity to punish his blockstrings, at any time. I just stand there blocking and advance guarding all the time.
Like today, I was playing against a Zero/Ammy/Morrigan team. I was Taskmaster/Dante/Akuma. He just did his blockstring, and during his :f:+:h: he called the Ammy ice assist (which is ridiculously long) and mixed me up, and again started a blockstring… he could do this forever. I think there is no gap to do anything except adv guarding

How would you guys handle this? Is there a specific time to adv guard and punish with hyper afterwards? Because I think this is the only option.

If you Advancing Guard the :h:, the :f::h: will whiff.

I find the best way to fight Zero is to never let him get in to begin with. Runaway/Keepaway strategies are the bane of my existence as a Zero player, and I usually switch in Dante, who is much more well-equipped to deal with it.

You use three characters with viable keepaway options.

Or just pick Ammy/Wesker. Seriously. I think those two are Zero’s worst matchups.

Do not press buttons on a character like Zero, that buster and the reach on his normals are annoying at best. Watch his teleports and try to catch him or just superjump away.

Keepaway seems to work well against him for best results

If you wanna beat Zero Just run away and use Screen taking assist, He cant do shit against a cluttered screen.

Zero is a BS character his atks are so fast that once you’re in his combos your done for I just faced Koalariachi(master lord) I could’nt do anything aganist his zero and chun li

Then Learn to fucken practice and play bitch.

How is Wesker a threat? Doesn’t Zero just out-prioritize everything he does?

Hit him, DHC reset him or blow 18 meters until he’s dead. That’s the matchup. Can’t touch his swords so you have to just catch him slipping and unload everything on him to make sure he can’t come back to haunt you. Anytime I hit him and the DHC reset portion of my team is available he gets the one shot and done deal. He’s too powerful to hit and not kill. If you hit him and dont kill him you’re playing the matchup wrong.

If you’re using another pixie character like X23 or Magneto or whatever you just have to do a lot of running around until you can find a chance to touch him and just make sure that touch ends him. The reason characters like Zero have 800k is because when you hit them you’re supposed to kill them or they will come back to kill you.

Against assist block string lock down just chicken block by jumping in the air so you reduce the mix up to left or right instead of dealing with 4 way plinko mix up.

^^^thats really good advice DJ, and lots of the other advice is great as well.

so basically the way i see it is just try to get the little guy in helper blockstun so that you dont have to deal with his broken normals, then mix him up. if you have a rushdown character against give him respect and dont try to outprioritize cause it wont work… look for that magical opening/ wiffed move.

keep him away, fill the screen with shit.

CHECK.

-dime

how are you guys setting up the screen trick? after you launch and hit s…what are you using to stay in the air as they are getting up

He’s using QCF light a couple times (the dive “feint” move).

Why aren’t more people using jump chargeshot to beat teleports?

The best thing to do is:

  1. air dash
  2. H Hienkyaku (teleport)
  3. H Sentsuizan (dive) OR H while you are coming down OR L Raikousen (lightning) while you are coming down.

This is the best setup because the dash plus the H teleport gives you enough time to see how your opponent is recovering and the H teleport also do cross up. So you will find yourself in a situation where you are hidden outside the screen behind your opponent and you can choose to do a Sentsuizan (which can cross up again or not, depending on when you do it), or a simple H which will always put you behind your opponent (because you used the H teleport in the air), or a L lightning which reach farther.

^^^thanks man great info there. Once i realized my bnb only did 100k less without rekkhoa i definitely decided to switch to going with a mix up afterwards instead.

What’s the best way to end the Sentsuizan loop (while in Sougenmue)? I can sometimes end it (after 3 reps) with Rekkoha but oftentimes the shadow hits them and causes them to recover before it comes out. I’ve also been able to charge shot to Raikousen but hit stun deterioration kicks in after the launch.

What I do for the D-loop (starting from Sougenmu) is:

:s: sjc j.:qcf::h: [:s: sjc j.:m::qcf::h:]*2 :s: sjc j.:m::m: Release Charge Shot :qcf::h: Rekkoha

It’s not really perfectly optimized damage, but it’s a lot of damage that is easy and consistent (and will kill anyone off a DHC glitch)

I typically go with S >sj236H->S->(sj.M->sj236H)x2->S->sj.M lvl3 chargeshot->623L (double lighting dash)->land->62369L (TK lightning dash)->2369H->rekkoha.

If I have assists available I’ll go for the typical combo ender instead of rekkoha (and then rekkoha :p)

Hmm about combos with enders like these; i’m having issues with Sentsuizan doing a knock down after a combo string.

My string would be like this for example: [(Zero aerial combo) > Assist > Sentsuizan OTG > Buster > Raikousen > Sentsuizan] but the last sentsuizan won’t do a knock down.

Sentsuizan only knocks down in an air string that begins with a ground S launcher. j.S behaves the same way.

For example, if you hit them with a long lasting assist, you can do: > assist > j.236C > 5S > j.lvl3 buster > j.623A > tk j.236C. And it will knock down.

are there any examples of extended zero combos with skrull? heard someone mentioning it in the matchup thread. thinking about dropping task for skrull. there are far too many task masters in my area