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

That can’t work. Vergil and Phoenix both compete for meter, and Vergil is without a horizontal assist.

its actually been working really well for me but my zero is the weak link :frowning:

How the heck do you play Vergil with no horizontal assist and no meter?

well…

helm breaker

Has anyone tried any new glitches???

Sent from my SCH-I535 using Tapatalk 2

Speaking of glitches can someone explain the double TAC stuff? for one how do you do it. and two if you go for the tech and they don’t counter the first one are they able to counter the second one?

When you defend a TAC the game prevents you from inputting a second TAC defense for 15 frames. This might be there to prevent spinning the stick and mashing multiple directions or maybe not. But it is there. If the attacker can somehow initiate another TAC exchange during your 15 frame recovery you have no defense against it.
The first way found to get a second TAC within 15 frames of the first is to air xfactor.
Zero specifically can air dash during a TAC but only if he is not canceling out of a normal into TAC. pretty much you can only do this with air red buster and lightnings.
Result is if you TAC and they guess a direction but you cancel the TAC into another you are guaranteed to have the second TAC succeed. the defense is to not counter the first TAC, but then you could always just let the first TAC complete. The glitch lets you double your options. Phoenix killing abuses going from one to two options for 50/50 meter steal. TAC infiniters like the 3 to 6 options.

zero midscreen do a combo with enough scaling left to land MM lightning buster lightning hits. then tac, input dash, tac again. in the corner you can do a long combo into red buster tac dash tac.

is there Anyway to deal with Morrigan and runaway dooms?

Easiest one button counter to runaway doom in particular is Strider assist. Dante still is good but you have to be close and call him before photon shots are raining down.

Doom cannot get to a height that Zero cannot reach. Using super jump up teleport to reach his super jump air dash up you can snipe him with lightning M xbuster from nearly full screen for a knockdown. If you gauge the distance right you can snipe him with lightning H buster, teleport down and combo (if the screen is not controlled already). For this remember that H Lighting has as much horizontal reach as M, but angled upwards.

Morrigan you can use the same tools, but it is harder. generally seems unsolved as of yet. Use jam session to limit her horizontal movement and do your best when astral is out. Bad morrigans should lose to the above though.

What is the most consistent/best way to convert off an air lv3 buster hit midscreen. Is it just Buster xx lightning, combo?

sup guys, new marvel player here.
when i use Zero’s super (quarter circle back one) and tag out, what is the difference in properties between his Shippuga assist when he’s in shadow mode and normal mode?

The biggest difference is that if Zero gets hit out of the assist call the shadow will still perform the move.

Lightning is consistent, but in order to guarantee the confirm you probably need to input the lightning before you’ve actually had time to see that the buster successfully connected (unless you have very good reactions) and buster lightning on block is very unsafe. Depending on the distance from the opponent you could do a L-Hienkyaku to land (air :qcb::l:) then dash up and launch. If you’re at a safe distance you can also shoot a medium (horizontal) lightning first and cancel it into your buster before doing the L-Hienkyaku; this makes it so if the buster hits they get popped into the lightning and fall much slower allowing an easier followup.

2 questions.

I’m having trouble doing the optimal ZMC combo with zero and always mess up at the end trying to launch my opponent with the jam session assist. Is there any tips or visual cues that I could use to get it more consistent?

Lastly, what are the inputs for the songemu unblockable with jam session and how do people normaly set it up?

Thanks!!

Is there anything Zero can do with Cold Star, in terms of combo extensions and the neutral game?

Zero can get fuzzys off of Cold star (high low mixups), he can get guard break setups on incoming w/ cold star, he can get pretty decent left/right mixups off cold star, he can use cold star to cover him in zoning or while moving around on the ground or in the air via normal/super jump height, zero can also setup unblockables off cold star and tick throw setups as well as buster teleport mixups off the assist.
And he has like 1 or 2 different combo extensions off the assist (acts the same way as vergil assist in the combo department if used as an ender)

I’m guessing the Left-Rights come from using Hienkyaku when the opponent is locked down, like with the Left-Rights Zero gets off of Jam Session. I’m not sure how the rest of them would be done though. Could you elaborate on how each one is performed please?

Also, are all of these doable with Jam Session, or are there some of these things that only Cold Star can do?

Well the left rights are done like lets say for example in a block string your doing L->M-> H (3hits). While they are blocking your attack string if you call cold star and then use ur teleport on the ground during the block string you get your left/right mixup. It’s pretty good. Like for example cr.L-> cr.M-> (cold star) + Medium/Light teleport -> (they get hit or block the crossup) or cr.L-> cr.M-> -> sH (after 2nd hit)-> cold star + teleport…

If they are already blocking coldstar initially you can’t get any left/rights since they will be already in blockstun unless it’s really early like once ammy pops up because there’s 1 hit of cold star and then there’s a small gap in space before the rest of the ice shoots. You can see it if you go to training mode and call cold star as an assist and ammy shoots one ice projectile that goes really far and then there’s a small game and then the rest of the ice shoots.

And I think jam sessions works the same way i just don’t think it’s that effective to use jam session for left/right mixups in my opinion. It’s usually use just for lockdown in the corner or as an antiair or incoming mixups and some high/lows. And I believe most of them are doable off jam session except for probably the tick throw setups since jam session on block moves the opponent. Also cold star is better than jam session in some areas because it causes longer hit/blockstun than jam session does.

W/ guard break setups on incoming if you call ammy assist and the pushblock the assist while they are in the air you can go for an air grab. (here’s an example just not w/ zero lol youtube.com/watch?v=YyRedh2t3yo youtube.com/watch?v=hkYkBZ-qWoE

Also let’s for example say your going against a haggar just to use a model example or a character that doesn’t have a beam super or a super that can punish an assist from afar you can call ammy and due to how ammy comes out and the range of cold star you can pretty effectively zone while pretty much more or less being stationary w/ busters and his green projectile attacks while still keeping ammy relatively safe and if they try to punish ammy you can level 3 buster them or use your lightning to punish them or get them to block it. Also if they try to super jump or even normal jump to approach you can just normal jump medium lightning them to get them to block or just use medium teleport on the ground to just go to the opposite side and repeat etc… Of course this is just a model example and you have to take what assists they have into account and what tools they have to approach you but haggar is a pretty good model example.

Also what I like to do that catches alot of people is normal jump up then do air heavy teleport and normal dash then call ammy and then either use air light teleport or medium/heavy air dive move to get to the ground faster. This is useful because you can use cold star to make them block from superjump height and if they get hit by cold star it causes enough hitstun to allow you to get a full combo.

For the unblockable w/ the shadow super what most people tend to do against zero is pushblock his standing H attack. If you use your shadow super during a pusblock you cancel the pushblock so that your still in their face and so what you want to do is do crL->cr.M-> sH.+ call assist -> during the 2nd/3rd hit of standing H activate shadow super. Now the easy version of setting up the unblockable is to just normal jump and either do jumping S/L/ or M and then do a crouching attack which setups up the unblockable and since cold star pins them on the ground they can’t up back it and you can follow up w/ a combo. Now a more guaranteed setup for his is once you activate shadow super and go for the unblockable to try and do Tigerknee qcf Light and then do a.L followed by cr.L because sometimes depending on their pushblock timing you can push zero away enough in the unblockable w/ a well timed pushblock on one of his air hits from the first scenario that I described that’s why TKing air L so your really low to the ground and doing a Light move makes it hard to pushblock.

For throw setups what I like to do in the corner is once I have the opponent blocking cold star in the corner right when it ends you do a light teleport (or medium) and then depending on the timing if cold star is just ending then you can just do back Heavy to get the back throw without any worries or if cold star is just ending during your recovery of the teleport you can do a crouching Light and then do back throw to get the grab. You just have to practice the timing for this pretty much. And I say backthrow while zero’s back is in the corner because it’s easier to conver off a back throw w/ the right assist while zero is in the corner then a forward throw. W/ a backthrow you just have to jump up and do the heavy version of the dive otg move and call your assist to convert off it. I have phoenix w/ tk overdrive assist so it’s really easy to convert off a back throw w/ zero in the corner. Also I usually go for the grab setup in the corner because zero can’t really do anything midscreen off a ground grab. Unless you have good setups off of ground grabs midscreen.

Also the buster teleport mixups you don’t really need coldstar for it but it can help. It’s pretty much the same thing as w/ the grab setups you just have to wait for the blockstun to end and then use a light or medium teleport and release your buster. Good thing about this though is that zero can cconvert off a buster from midscreen so you can use this mixup anywhere you please. It’s pretty much the same principle as wolverines berserker slash mixups. Like lets say right before coldstar blockstun ends just hit them w/ a s.L or cr.L then teleport and release buster and it’s really hard to react to and then you can pick them up w/ the buster hit. At first it’s kinda weird to convert off a buster so I just say to practice ground buster hitconfirms off a teleport buster mixup in training mode. Like depending on the timing and how far or close you or your opponent is to the corner you can combo using a standing M or standing H attack. Just something you need to practice in training mode though to get the timing and comfortable w/ getting the hitconfirm. (Also when you practice it in training mode just do teleport -> buster and try comboing off it. Don’t need to go for the whole setup lol).

Also here’s another good thing about having someone in the corner against zero. If you have the grab and buster mixups down if you train someone by keep on getting them w/ the grabs in the corner you can mix it up w/ buster so you can develop an oki game by either going for a grab or teleport mixup when you get them in the corner pinned by cold star. Or you can go for a high/low setups.

Speaking of high/low setups what I like to do is if i get them blocking cold star I normal jump and then do either jumping S or jumping light and then do air teleport and either hit them w/ a crouching light or crouching medium. It’s pretty effective. Like so pretty much the high low setups you can do once the are blocking cold star goes like this: Blockstring…call cold star… 1.) Normal jump up-> teleport down w/ a crouching light or medium 2.) Normal jump do j.L,j.M, or j.S then cancel the jumping attacks w/ a teleport down and do cr.L or M 3.) Tigerknee qcf L and then do either air a,m,S then teleport down and do cr.L or M
Those are pretty much the 3 different things you can do. Another thing you can do but i don’t really go for because the other 3 take less effort and less time to setups is once the are blocking cold star is to air dash and right when you air dash to the other side do a teleport down and then a crouching attack.

O wow I didn’t realize that I wrote so much lol!

Also check out my channel (and also look at some of my favorites where some of my other matches have been recorded to see combo extensions lol i’m bad at writing notes for combos lol https://www.youtube.com/user/Axel1234/videos?view=0) Also I would say like I think 80% of these can be performed w/ Jam Session although cold star may be more effective or less effective in some areas than others. It depends. Jam session though is really good w/ the buster-> teleport mixup though. That much I know for sure.

Thanks for the follow-up, I’ll definitely have to try out these things next time I’m in the lab. One last question though. I noticed in some of your videos that you extend Zero’s ground series with Cold Star. Is that the only place in a combo that you can put it? I was just wondering if there was a better place to put it since if you put it into the combo that early, the damage scaling through the whole combo is going to be really bad, isn’t it?