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

Thinking about it more, what if they essentially “combined” his Mega Man Zero outfit, with the Absolute Zero-form? Since the MMZ outfit looks awfully similar to his default one, whilst the Absolute Zero version is just too damned big, they might actually be great to meet somewhere in the middle.

Essentially what I’m thinking is that they would use MMZ’s costume as a base, but add clawed gloves, slight hint of “wings” on the helmet (though not to the extent of looking cheesy), slightly-protruding fangs (optional), and finish it out by applying the traditional “Black Armor” color scheme and Purple saber, while sticking with the Saber-design of MMZ. Obviously, MMZ’s color scheme would be a color-swap (sans the fangs, as Cap-Am shows they can crop minor details like that).

Anyways, just a thought that crossed my mind. But considering most of the folks I’ve played with consider Zero to be a bit of a “joke character”, as they do with Joe and Arthur, it’d be nice to see him given something that looks truly imposing, to contrast his somewhat cartooney default costume.

I’ve found that if you jump at an angle whenever you launch instead of straight up, you’ll land in range for his rainbow super no matter where you are on screen.

What i usually do i launch light medium heavy wait for the 3 hits to finish then wait a little at the last moment u do special attack and when ur suposed to hit the ground do ur otg move

whats the timing with trishs assist into H sentsuizan on mission 8? thanks

when you go from trish assit to H Sentsuizan, you first hit the assist, as soon you can jump and use the command, you should hit with sentsuizan first and trish assist will keep it in the air long enough to use shippuga.

do any of you find yourselfs zoning with zero to get in? Provided he has the right assist can it be possible? Iron Man is good for keeping people at bay and allows you to zone or try and get in. Is this viable? Because as it seems you can’t rush down all the time.

Another question on Advance Guard

Is there a way around it other than not attack and bait it out, or jump in if you are expecting it? I know with the proper lock down you can’t push out, and its a bit tricky outside of the corner, is there another way? Its an issue for me because giving up momentum for a bait is not very productive use of space.

Couple things for getting in with Zero that I’ve been doing:

  1. Keep a buster shot charged at all times. It’s fast and it can catch opponents off guard even at fullscreen if they do something punishable.

  2. If you’re getting zoned out, try to be at midscreen when a projectile hits you so you can pushblock them further into the corner.

  3. Wavedashing doesn’t seem worth it with Zero since his dash already carries him pretty far and at a pretty constant speed.

  4. Use his air-teleports. Superjump, dashforward and then use teleports. The H version launches you up in the air and has you come down – you can still do Zero’s dive move (:qcf:+:atk:) while you’re in this state, or just come down and block, or try to cross up with j.H, d+j.H or j.S. You can also throw out your charged buster shot at a mid-air angle.

4a. His L version of the mid-air teleport is good, too. If your opponents are getting sick of seeing you try to approach from high, then they may start trying to do moves that will catch you in blockstun while you’re in the air, in which case you can instantly teleport to the ground, rush in and go for a blockstring or combo.

  1. Zero’s crossups are sick and easily confirmable. j.H is fast and hits all around, D+j.H has some weird properties too. But my favorite jump-in is still j.S because it has ridiculous horizontal range. It’s perfect for crossups, especially from really high up.

Dealing with crouchblockers:

  1. Airdash crossover j.H or j.S are your best friends. They have huge hitstun windows that will let you combo afterwards.

  2. Blockstrings into teleport. Zero’s :qcf:+:h: launches him into the air, and you can do a j.H or j.S as you land, or empty block and go straight to d+L for a combo/blockstring opener. :qcf:+:l: will stick you directly behind your opponent. Better to use this one after you call an assist out while you’re doing your blockstring, i.e. … s.M, s.H (3 hits, call assist while this is being blocked), f+s.H xx :qcf:+:l: to get behind opponent, then repeat.

  3. Jump back, call good close assist (like Chun’s Y-assist), airdash forward with j.H or j.S.


Playing against keepaway:

Same basic idea as ‘getting in,’ but remember a few things in addition.

  1. Keep a buster shot charged – yeah, I said this one already, but it’s really important. You can catch opponents with it if they get predictable with their projectile spam or bad assist calls.

  2. Zero’s keepaway is pretty good too. Especially when he’s got shadows up (:qcb:+:atk::atk:). I think his :qcf:+:h: has 2 durability, but I’m not completely sure. His :qcf:+:m: overall seems to be his best projectile, though. If your timing is good, you can combo like 6 of them from fullscreen while you have shadows up. Your charged buster shot will fire twice as well . . .

  3. If you have 3 stocks, his :dp:+:atk::atk: punishes a LOT of stuff.

As far as Zero specific strategies for dealing with AG goes…

I usually try to mix in his Shippuga (f+H) early in block strings when I feel my opponent is going to AG. The momentum of f+H somewhat “cancels” the push of the AG and continues to keep Zero up close. Other times when my opponent uses AG, I cancel my last normal into H Hadangeki to keep them in check or QCB+L/H so I can make up space and still be relatively close to continue to apply pressure.

And of course, there is the option of calling in the right assists to shut down their attempt to push block me away.

Just my two cents.

just got the game yesterday and I am happy that Zero is so similar to how he was in TvC, does a fully charged buster shot still stun them in the air allowing for infinites like before? I remember seeing a lot of air combo + charge shot > air dash downwards > repeat combo while charging > repeat for infinite. So are the buster shot properties still the same?

Thanks, that should help more. I find it ridicoulus that you can do a insta air lighting blade. Its like WTF, wasn’t there supposed to be no shortcuts or input leniency.

This would be kind of random but a cool and simple design swap:

His armor from the upcoming Megaman Online RPG game.

If you time your dash correctly with the Cold Star assist the crossup will be very difficult to block.

I’ve been doing this ambiguous cross up setup with Iron Man’s Unibeam assist, and depending on your timing of your dash it can be incredibly difficult to determine which direction to block.

The main idea is to have Zero being somewhere in the middle of the opponent AS the assist is hitting them, then it is literally a complete guessing game as to which way to block, as Zero is basically on the border line of left/right side of the screen at that point.

you could probably do something like

confirm ammy cold star assist block>sougenmu>j.S into c.L c.M

My post was merely to clarify high low “unblockables” don’t break guard. For left right, you do not want them in guard stun first.

when is zero most vunerable, and how to do you take advantage of his weaknesses?

@toasted

I’m going to say it’s when he’s a full screen away. His regular dash and air dash suck, so it’s up to his air lightning attack, air teleport dash and the other move to get close in. He takes chip damage horribly as previously stated.

Genei Jin (Sei-Enbu) Super and spamming hagetsu or sword fireball is all he has from long distance. Great chip damage and combos from mid screen.

Getting close is Zero’s problem. Once he’s in, he’s in…

I second what Individuals said but I use Iron Man uni beam assist purely 'cause I like Iron Man so naturally hes my full screen assist.

Start off with some gekis and use Iron Man uni beam assist to get in with air dash then Henkyaku. The air dash then Henkyaku gets you across the whole screen and you can cross up.

It seems like you really have to pick your moment at full to mid screen because against other projectile characters your Iron Man assist can get beaten out if hes called in at the wrong time and you can’t get in easily. Thats what I found against Sentinal though. Regardless of who you’re playing against you really need to protect Zero.

“Just Like A Training Program!” - Zero Primer Thread

All information here is from the MvC3 BradyGuide, including;

[LIST]
[]Frame Data
[
]Move Descriptions
[]Strategies
[
]Combos
[]Assists
[
]Advanced Tactics
[/LIST]

As of now I have almost completed the Frame Data listing, please correct me if there are any errors, thanks.


FRAME DATA:

Standing Basic Attacks:
http://img23.imageshack.us/img23/2395/zerostandingnormals.jpg

Crouching Basic Attacks:
http://img192.imageshack.us/img192/1457/zerocrouchingnormals.jpg

Aerial Basic Attacks:
http://img713.imageshack.us/img713/2145/zeroairnormals.jpg

Command Attacks:
http://img836.imageshack.us/img836/4351/zerocommandattacks.jpg

As A Partner - Crossover Assists
http://img715.imageshack.us/img715/9799/zeroassist.jpg

Special Moves:
http://img101.imageshack.us/img101/1930/zerospecials.jpg

Which combo should I learn after his basic launcher, slam into OTG super?

Can I do anything with an OTG assist such as Dormammu’s Purification tower?

How are people using the charged fireball?

Same question with his dive kick (seems very poor range) and lightening dash.

How are people punishing expected advancing guard, deliberate gaps to counterhit?

Answer to the first 4 questions:
[media=youtube]Iql4vBgR0T8[/media]