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

Yeah the damage scaling is kinda bad in the beginning of the combo but if you know lightning loops it kinda becomes irrelevant since you can get up too like 900+K depending on the combo. And another place where you can use coldstar is during your zero combo like as your last relaunch you can do something like: combo…relaunch 1…otg-> lightning -> call ammy assist -> S -> air S-> (they get hit in cold star) -> air S -> ender or reset.

Can anyone give me some good incoming mixup ideas with Jam Session or Vajira assists? I just started playing this team. The only thing I’ve been doing thus far is call Jam Session and teleport :l:.

^For Jam Session you should look up matches on youtube of Frieda, Mihe, and Flux. For Vajra the only one that i know uses Zero and Vajra at a really good level is Marn recently.

You want to use Jam Session for your welcome mixups on that team wherever possible. Save Vajra for combo extensions or supplementing your neutral game (until Dante comes in, then teleport Vajra all day). Some options for Jam Session welcome mixups:

-Jump, call Jam Session just before they come in, H-Hienkyaku, come down with j.H. This is very ambiguous and easy to confirm from. The initial jump conditions them into either getting ready to block a meaty or mash throw, both of which will fail if you time it to crossup. If you don’t time it so the Jam Session crosses up you will still land behind them and can mixup from there. Since you haven’t used your buster yet at this point I usually go for M/L-Hienkyaku xx Buster for the double-crossup and to put them back in the corner. Another option is to jump before doing the crossup buster so you can followup with either lightning or another crossup.

-This one requires you to be very good at charge switching. Call Jam Session before they come in to prevent them from pushblocking your meaties. [Jump, j.M xx L-Hienkyaku] twice. This conditions most players to block high and they will land at almost the exact same time as your second Hienkyaku and then you hit them low with a c.L.

-Do a meaty j.M before calling Jam Session; call Jam Session immediately after and M-Hienkyaku when they push-block. Now that you’re back in their face you can either grab them after the JS finishes or do a quick L-Lightning. This is basically just a sneaky remix of the classic Lightning welcome mixup.

-Call Jam Session and just walk forward. If they block the Jam Session you can crossunder or fake crossunder and hit with c.L or go for a double crossup with Buster-cancelled L/M-Hienkyaku on the ground.

-Sometimes people just get hit by Jam Session. You can always convert off of this and a pretty consistent way to do it without modifying the motions for any of the mixups much (in fact you will probably do this by accident sometimes) is j.MM xx H-Sentsuizan xx Buster > combo.

You should always be able to force at least 3 unfavorable guesses by your opponent before they get to play again on every welcome mixup with Zero/JS. Just be sure to switch between your patterns to prevent your opponents from beginning to recognize them. Try to leave only 1-2 frames of space between crossups so that no character can mash out of them (other than with XF or a ridiculously well-placed throw and if you space properly they shouldn’t be able to throw you either) and make sure that whatever mixup pattern you use the last one is safe on block/whiff, because you will probably have used your buster and Zero is a lot less safe without it. Don’t go overboard with your welcome mixups; if they’ve blocked all of them and you don’t have a buster it’s not worth doing something crazy like a raw lightning and risking losing your Zero.

Good stuff. Thank you. :slight_smile:

Just started using Zero and my team is Zero/Doom/Dante(jam) and I’m wondering which Doom assist is most applicable here because I’m on the fence about both of them. Right now I’m using Plasma Beam because I like the horizontal control, it’s relatively safe to call, and it augments my block strings. But I like hidden missiles too because of how strong it is in the neutral. I’m not sure if HM can effectively extend combos if available, and I’m not sure how well Zero is able to protect that assist (especially in the Zero mirror match-up).Which assist, in your opinion is best on this team? Sorry if this has been asked before.

Personally I’d go with Plasma Beam. Particularly if you are going for a rushdown-centric playstyle, you already have Jam Session for vertical coverage so something to immediately control the horizontal and clear the screen will work well for you, it’s simple, and it works

Though if you are going for a lamer, defensive playstyle, Missiles can still work in this setup. Fill the screen with projectiles + Missile calls will make your Zero very hard to hit and frustrate the opponent. Zero is one of the better characters at covering Missiles also since he can reach super jump height and call the assist (using Normal jump > Air H Hienkyaku > Call assist at peak), making it appear off screen. On top of all that he also gets his highest damaging combo extension with both assists (Jam & Missiles), this team should be able to net you a ton of meter

Best case scenario would be to learn both setups and be able to change assists depending on the matchup

Any good tutorials out there for zero?

not that I know, but you can ask anything you want here and you’ll get help from most of the guys who post here.

So my question for now since I’m brand new to marvel (been playing streetfighter for just over a year now but that has’nt seemed to help me at all when it comes to this game) is how do I approach playing as zero?

So far I know lvl. 3 Buster and j.H are good but other than that I have no idea what the general strategy or the strengths and weaknesses of the character are.

I’d probably just watch some Zero matches in the video thread.

There’s the LL tutorial video, and that’s it I believe. @_@

Uhm I might be able to give you a little advice: Most of the time, you don’t really want to go balls-out with Zero in offensive (if so, you might want to use wolverine or x-23 instead), with Zero you want to chill out, moving a lot, and shooting until you get an opening or a clean hit. Because Zero’s life is so low, he can’t afford to make mistakes and you want to play as safe as possible (with the help of good assists) and when you get that hit/throw you do the combo, kill them and proceed to eliminate the rest of the team. Also if your first mixups during pressure don’t work, you also have the option to back off if you consider it necessary. Because Zero’s neutral game is so strong you want to take advantage of that.

So in short, his gameplan is very “Street Fighter-like” as in, you don’t really want to go in all the time, but pick your spots and play safe during neutral game. Dunno if it helps but that’s how I’ve been thinking Zero should be used (most people in this forum will tell you the same thing).

I think he first should learn how to use lv3 buster in the neutral game. Lightning Loop can wait, and if you’re just learning Zero, I think it is better to learn the basics and fundamentals before going for the loop (which you should learn eventually, but not in the 1st stage)

any zero player wanna help me withthis combo?im having a hard time dashing after the J.M, lvl3 buster cancel, 214L.

There’s not much to say tbh, you have to dash and S as soon as you hit the ground. Don’t wait for the opponent’s character to fall in any specific way. And don’t bother trying it on midget characters either.

Zero Sougenmu Hadangeki Trap back in vanilla (on eviltoasters video a while back) .Stiill works in Ultimate but is it a viable option or a waste of meter? In XF3 and in straight sougenmu.

You can escape it with proper pushblocking, but I still think it has some great uses. In XF, its total lockdown, and I’ve won a few matches via chipout as a result. if you time things right you should be able to keep it rolling while you have bar. It’s really great for timing out XF if you can force someone onto the ground (Jam Session etc).

Again, escapable, but not everyone is going to know how to get out. Plus, Zero really doesn’t have to worry that much about wasting bar, since he generates so much anyway. Its really good at getting people frustrated and playing recklessly, allowing you to take advantage of your goofy amount of screen control.

Good when you have an abundance of meter or just need to stall the game for a minute. Waste someone’s xfactor or even just time to think up a counter strategy. Free chip on nonprojectile people.

fun fact 3 bars of clone trap will kill a character with 1 million health.

that’s if they don’t pushblock correctly though.

If they know the pushblock timing then you got to switch it up w/ H handeki’s and green busters etc… to mess up their timing.