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

WRONG!!

I keep hearing mixed reviews on this team. <_<

Depends who you got between Zero and Strider, the teams got a ridiculous amount of matchups in its favor if itā€™s Zero/Dante/Strider ā€œTeam Ninja Theoryā€ someone in my scene dubbed it. Itā€™s just a substantial amount of work more than say ZMC or Dorm/Doom or Dante/Magneto (which Iā€™m beginning to rate really highly as a shell finally too).

Youā€™re never really gonna have a team thatā€™s suitable for every and any matchup but that team on a whole has very few bad ones. Just get those Dantes up to scratch really.

Zero with strider means you control the air and groundā€¦ back that with Dante jam session or Hiddin Missilesā€¦ fuck shit up.

Iā€™m not telling anyone what to play. Iā€™m telling my experience playing it since ultimate. Zero/Doom/Strider. When I am on I feel unstoppable. There are days though when I canā€™t convert off anything and getting knocked out of tournament because youā€™re executions wasnā€™t 100% against someone you feel has no business beating you ā€¦ man that feeling sucks.

Iā€™m changing my main team because of that. Iā€™ll let you know how that goes.

After Summer Jam (or maybe Seasonā€™s Beatings) I want to pick up Zero/Dormammu/Doom for a couple of matchups and to have something good to switch up to. Anyone have any experience with that team? Iā€™ve used it a couple times in casuals, but since my Doom is literally incapable of defending himself, I canā€™t really play it very well.

In pure theory it seems like it should be effective. Missiles speaks for itself really, pickups from airthrows off of Dormammu assist. Solid DHCā€™s between all three characters, good meter building for Dorm/Doom, solid TACs. Iā€™m gonna put some time in on it, since I donā€™t think enough people (in NYC at least) are playing Dormammu/Doom.

Unfortunately, Iā€™d probably end up playing like a big turtle as a result, but thats ok. =D

Yeah been my main team since the beginning and I fucking love it, again, like Dante/ Strider has very few really bad matchups stuff like Task/Magneto/Hawkeye backed with missiles could be a problem but theyā€™re few and far between in which case youā€™ve got to gauge whether your Dorm/Doom shell will handle those matchups fine or youā€™ve got to switch to a different team.

Though you may not get retarded left/ right mixup with the team your mixups and methods of opening up your opponent becoming significantly easier with Dark Hole pressure for high/ lows (no pushback like Danteā€™s Jam Session means itā€™s safer and easier to open up people at midscreen during pressure strings).

Same goes for Hidden Missiles once theyā€™re petrified of it interrupting them youā€™re free for another high low mixup. Also you get really good unblockable/ hard to blockable setups if you decide to DHC to stalking flare i.e. Buster xx L Raikousen xx Rekkoha (if you need the 180K damage to kill) or Sougenmu [if you want a powered up Hadangeki for Dorm teleport mixup] .soon as you hit the ground then quickly DHC to Stalking Flare before they hit the ground.

Opponent dies while stalking flareā€™s still got atleast 20 hits left in the bank, lay down carpet, call missiles/ hadangeki, power up and youā€™ve got yourself another ToD mixup situation. Can raw tag back to Zero after laying down the carpet too for the unbrockabru.

Erā€¦ thereā€™s so much else but I literally just woke up and wont be going to tonightā€™s WinnerStaysOn =/ Lemme know if you need to know anything else.

iā€™m a total strider fanboy i admit that. but i think iā€™d rather have strider coming in last for my tournament life than doom for sure. and once you get the full screen strider pick ups for kill combos. strider becomes invaluable.

edit-ā€¦iā€™m also not trying to tell people what teams to play. was just giving an opinion.

Yeah that full screen pickup is something I want to abuse soon. Strider last feels good too.

i think weā€™ve actually played online a time or two. just set the computer to random blocking and super jump thats how i work on my sougenmu stuff.

I actually donā€™t practice anything in sogenmu. Never seems like its worth it except for unblockable setups and safety into chip/pressure. Do you think Zero gets access to more tools?

i mean the conversion from the strider assist. you have to use clones to convert that into a kill combo.

Right. Iā€™ll practice that some time soon.

So Iā€™m pretty new to actually playing marvel seriously and wanted some help with zero execution. This is the first basic combo in the combo thread, how do i maintain buster level 3 easily? I find it so hard to do buster/punch button switching to maintain the buster. Is there a technique that makes doing this combo and maintain level 3 buster less difficult. Note, i find it difficult to maintain it after the first cr. :l: which is what i started the buster charge on naturally.

c.:m: :h: :f:+:h: c.:l: c.:m: :h: :f:+:h:,:s:, sj.:m::m::h::s:, j.:qcf:+:h: (OTG) xx lv.3 Buster, j.:dp:+:l:,:s:, sj.:m::m::h::s:

hold L for charge then when you do :h::f:+:h: HOLD :h: when you do f+H that will allow you to ā€œswitchā€ or ā€œtransferā€ the charge from L to H allowing you to let go of L and then press it. It may seem alien at first but itā€™s something youā€™ll pick up really quickly tbh.

And to be perfectly honest, Iā€™d omit the first series of c.M,H,f+H anyway since doing it without the first set can still carry from mid to corner and his other corner carries can be much easier to pick up and learn anyway (See the Easiest Corner Carry Ever combo) but learning to switch your charge is a really important ability to have anyway as a Zero player especially outside of combos during mixup situations.

Edit: If I wasnā€™t clear enough, when you hold :h:, let go of :l: , you donā€™t need to do it at the exact time just make sure youā€™re holding :h: BEFORE you let go of :l:, fortunately his Shippuga lasts long enough for you to do this easily.

Some game weirdness I canā€™t explain. sogenmu. S.M, cancel into command dash M. If opponent is blocking wrongly the shadow s.M is still blocked.
If the opponent is mashing direction H for a throw they get hit for a combo. Can anyone confirm my crazyness or explain the mechanic? Is there some kind of rule that voids left/right block protection if you are pressing buttons?

Putting this in context I was trying to find ways to make dash over left/rights ambiguous and unthrowable. S.L needs to be blocked crossup but lets them throw out. S.M seems to be too much blockstun but then I tried to throw it anyway and got punished.

Top 7 assists for zero?

Jam Session
Vajra
Hidden Missiles
Drones
Rapid Slash
Tatsu
Task/Hawkeye Arrows

Vanilla Tron Gustaff Fire

Thanks so much!

That defies what we all know about blockstun and true blockstrings. Very weird.

Do you think maybe its a sugenmu related issue? Iā€™ll test it just to see it although I donā€™t think Iā€™ll be able to find an explanation, lol.

EDIT: It worked normally is a true blockstring and i wasnt able to throw or get hit mashing throw.