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

Reasonably sure Cold Star doesn’t hit overhead to begin with.

Yeah, the assist can be blocked low so theres no unblockable with that setup

So I’m trying to fight Magneto beams with Sentinel rockets assists spam, and I’m really not finding any way to get in there.
All I can do is block and wait to die.
Any suggestions?

Depending on the assists you have. You can have Doom-B, Doom-Y, Iron-Man-A, Amaterasu-B, etc. that will help you get in better. Also if you are close to him, you can interrupt Sentinel assist at the beginning with a j.:H:, which is the other player tries to protect sentinel with anything, he would probably get caught in the j.:H: and you can begin a combo.

Also, if you’re fighting Sent try to do the following. Put Sentinel in blockstun, meaning in block state (when sentinel is blocking and can’t attack), do this by calling an assist that will keep him in blockstun. Then when near the crouching Sentinel, do a normal jump and immediately do j.:m: followed up by qcf.:m: and continue with a combo. The j.:m: will hit overhead and qcf.:m: will put you close enough to the ground to combo.

Even if it doesnt hit overhead, i have cold star hitting from the front before i start attacking from the back after the dash through.

I should have mentioned my reference was felicia’s unblockable setups that have you attacking from high and low at the same side but only on one side. Im not sure why i didnt mention high and low hits without referencing felicia before, apologies. BUt my set-up was just hitting from the front and back.

You just have to block the point character to block.

that setup would just mixup left/right (albeit easily blocked for experienced players id imagine), if you command dash during the rapid part of ammy’s cold star.

First of all, if this is anything like all fighting games ever, even high low “unblockables” are blockable once you know hit priority of moves. Crossups just follow the point. As far as high low goes, there are no unblockables as far as my testing has determined.

What about protoman? Its basically a replica of Zero in the NT warrior spin off

Zero Newbie Questions

OK guys. So here’s the deal. I have Zero’s combos down. In training mode I can even pull off most of his more advanced combos. That being said, I’m a horrible newbie. I don’t really know how to get in with Zero.

I’ll try to jump in, air dash, or wave dash and I’ll get blocked and punished, or just out ranged, and I don’t feel like his light attack has enough range or speed to punish someone else’s whiff.

The other day I was kept out forever by an Amaterasu and the forward heavy bead combo.

So my questions are

  1. How do you get in with Zero?
  2. How do you mixup when your opponent’s are just sitting on down back?
  3. How do you deal with characters that can out range you?

I personally use Ammy’s Cold Star as a shield to get to midrange, and then either I ground dash m or h, or I jump :uf: and raikousen or dive kick if I can get the angle. If you’re fullscreen, I suppose you could use a second assist mid-range to help you get in further.
You could also Sougenmou and do double projectile + dash.

  1. Jump overhead and :d::h:, or assist + m dash + magic series

  2. You get in closer :slight_smile: If you’re talking specifically about Ammy’s combo, I try to do advance guard + assist, or Genmu Zero. Although now that I think about it, advance guard + jump + dive kick might work if the advance guard recovery isn’t too long. Something to check out.

I tend to play Zero/Akuma/Doom, Doom rocks and Akuma tatsu are bother really great assists to help you move forward.

Against opponent’s down backing…you should have almost no issue there with my team–walk up, A + Call doom > B > C xx shadow form super > A command dash behind them… I’m aiming to try and play Zero (with doom’s rock assist) with a big emphasis on his shadow super, however I don’t actually know how useful the shadow super is yet. I haven’t been able to explore it much, but from what I can see all it does is cause a little confusion…

basic things

What do you guys think Zeros most useful tools are?

What are some specific techniques you try to use often?

What are his best ways to get inside to begin combos?

What moves do you use after a ground bounce to keep up the pressure?

Best thing about his style of play?

Need tips

l , m , f.h is good for keeping the pressure, and you can do it twice and then launch if it connects.
I was hoping I could chain them together for more than a 10-hit combo, but you can qcb hyper whilst in f.hp animation and then continue to 20 something hit combo then launch into Air combo of choice.

f.h in general I find quite useful.

This probably could have gone in the Q and A thread but ill give these a go.

**What do you guys think Zeros most useful tools are? **

His multi hit j:h: is great and easy to crossup with.
He can easily push people into the corner
His standard BnB with 1bar does 600k damage. 700k with assists
easy to DHC into and from
pretty easy combos actually
Also has some decent fireball game with assists like sentinels missiles.
And of course, his teleport is amazing for mixing up.
Also, his instant overhead is nice.
**
What are some specific techniques you try to use often? **

Using his teleports for mixup game as well as using a charge shot to extend combos
**
What are his best ways to get inside to begin combos?
**

:f::hp: into assist to make it safe, into a low or Instant overhead for a 50/50, as well as teleport shenanigans.

What moves do you use after a ground bounce to keep up the pressure?

His :qcf::h: in the air into an assist to continue combos? I dont really understand this question.

Best thing about his style of play?

Amazing rushdown game with decent long range abilities and amazing mixups. As well as pretty easy to do, even the advanced ones, combos.

it has been agreed upon that this isnt a high low.

its not about hit priority.
for high low, it’s about which move’s active frames will come first. or rather, which move’s hitbox will hit your own character’s hitbox first. even people with high execution will maybe be off 1-2 frames, but that amount can change whether you block high or low first.
with left right (more applicable for the OP,) one only has to observe the enemy point character for when they cross. simpler to block than high low, but maybe :d::db::b::h: will make it harder since they go off screen, etc.

super theory fighter.

Does zero have any good hard tag setups get get out with shadow super on? Similer to Hsein-ko’s H Gong into super into tag?

What is the most basic way to land his rainbow hyper? Seem like after an air combo that ends w/ :s: leaves the opponent set up perfectly for an otg, but whenever i try to land the hyper in this fashion it seems like it always gets blocked on wakeup or just doesnt combo. How are you guys landing the rainbow hyper?

1.What is this marn bnb combo that i keep reading about, how is it done, and it this Zero actual bnb ?
2.What are Zero’s overheads and/or instant overhead?
3.Are there other set ups other than air combo for rainbow hyper?

IMO, any good opener is whatever works for the situation. Typically, due to Zero’s low life, I block at the start and wait. Devise an entry plan. Right now, M teleport in the air and come down jump H seems to work really well against most people.