Stay in the upper-opposite corner and shoot lightning xx Buster to try and catch him. See if you can hit him out of an air pistol shot. When you’re on the ground, snipe missiles with the buster, but watch out for Wesker, as some Weskers like to teleport past the ground buster to catch you.
<p class=“MsoNormal”>VS Magneto (w/ Hidden Missiles and to a lesser extent
Drones)</p>
<p class=“MsoNormal”>Magneto is one of the few characters in this game who can
match Zero in the zoning game and stop the little robot from pressuring the
Master of Magnetism. Zero can struggle
against a strong Magneto because the latter is mobile enough to avoid many of
the areas Zero needs his opponents to be to bully him and fire back with
Disruptors, Magnetic Blasts, and Missiles/Drones; in fact, EM Disruptor H also trades with lv3 Buster, which works in Magneto’s favor since Zero must wait
90 frames (about 1 ½ marvel seconds) to charge again while Erik can shoot
projectiles, chip away, call assists, and worst, setup a mixup. Like all
characters, it is absolutely crucial to not find yourself trapped under
Missiles/Drones on the ground as Magneto can open you up with several mind boggling
mixups. Buster is the only move that forces Magneto to thoroughly deliberate on
how they approach Zero, because without the buster, a defensive cautious
Magneto suddenly turns into a rushdown maniac.</p>
<p class=“MsoNormal”>In this matchup, the best strategy is to simplify the
playing field by using your assists to deal with Magneto’s and have Zero take
him on solo. This is where Zero can bully him with Horizontal Raikousen xx Lv3
buster and control a good portion of the screen. For this matchup zero does considerably
well with a beam assist (like Mag disruptor or Doom plasma beam) to wipe out the
opposing assists. Also, be wary of taking the assist bait, where Magneto
players purposefully call their assist to lure out the buster, allowing Magneto
to freely approach Zero without the fear of the soft knockdown. It is safe to
snipe the assist from full screen on the ground or air, but shoot up close and
it can be fatal for Zero.</p>
<p class=“MsoNormal”>The most ideal scenario for zero against magneto is in the
air at the angle where a Raikousen M xx buster prevents magneto from approaching
AND missiles starting up simultaneously. Magneto players will second guess
swarming zero with his amazing normals and magnetic blasts without being
insured by missiles/drones, as a mistimed or unsafe assault can be met with the
full for force of <s>the sun</s> Lv 3 buster.</p>
<p class=“MsoNormal”>I must also mention that NONE of this applies (well maybe
not all of it lol) when playing online, as lag makes the matchup easy for Zero,
so to all online players, employ this strategy at your own risk (of your rank
lol). </p>
<p class=“MsoNormal”>TL;DR</p>
<p class=“MsoNormal”>- Buster is good ;)…cmon please read it I would totally appreciate
feedback </p>
Seems like a good summary, but you didn’t mention one key part of the matchup. It’s good to stay above Magneto so that he can’t magnetic blast to zone you out. It’s usually best to keep him below yo in this matchup.
<br />
<br />
Great summary of the matchup btw.
You’re right, that is a key point. I somewhat brought it up when i mention the ideal scenario, but i do agree i shoulda further emphasized that part of the gameplan. Thanks for the feed back<div><br></div>
It’s definitely in Zero’s favor. Felecia is only threatening if she makes you block, mainly because Felecia doesn’t give a shit about pushblock. Coupled with an assist like drones or missiles, it can get really frustrating having to block all day. Just block, wait for the gap (there will inevitably be a gap in any given pressure string) and just get out of there. Delta kicks mean nothing to you as a Zero player. If you see one coming, simply dash under it and punish. You have all of the tools to keep Felecia at bay and set the pace of the match. She’ll have to work to get in on you.
When using Zero/Vergil/Strider. How do you keep people from rushing you down? mainly wolverine with a beam assist. Strider is pretty useless vs wolverine due to his always going forward style of play. Should strider just get benched in this fight for a better assist for the situation like Akuma,Hawkeye etc?
I really don’t like Strider assist unless you know you are going to be doing the chasing. Bench him, or rely on XF3 comeback.
Zero can fight the opening solo though.
I really don’t like the face off with Wolvie/beam. Zero has slightly enough time to fully charge a buster before beam hits , I believe. So you can jump back, dash back stand M or L + call strider, release buster to beat out plasma beam, and let strider cover your ass. You just have to react to what is going on though. stand L will likely recover so you can just block if wolvie goes airborn. You can opt to teleport H if the spacing looks right to avoid divekick, and use DP to beat divekick and get hit by beam.
Taking to the air early is a mistake. Better to trade a hit that doesn’t confirm at the start than to eat a mixup when landing. You can go to the air if he goes first, but don’t run away to the air unless you see a way to land safely.
However I get blown up on the regular by decent wolvie/beams, but the above seems to help.
This is similar to how I face off against a better player than me who just picked up Wesker Vergil Strider. He blew me up for like 2 hours just off start of round stuff. Can’t outrun the gunshot x strider x command grab setups ( he has lots of em and just weaves them through the fabric of the match). Then I started doing backdash s.M, react with command dash forward to avoid strider/gunshot, cancel with buster and then begin. Abuses the fact that there is no beam assist (Vergil is stopped by my normals).
Cool man thanks great post. Me and one of the better players in my area were discussing this very thing. And in those types of fights I’m thinking of benching strider for frank. Guaranteed level 4 set ups off of zero bnb and I’m working on ways to get him to level 5. The problem that i’m running into is that the strider assist just doesn’t last long enough(blockstun wise) whenever zero doesn’t have a red buster he’s at the mercy of the character who’s rushing down. Frank gives a little bit more breathing space is beefier than akuma and once zero lands a hit i end up with lvl 4 frank/cloned zero/and DT Vergil. quite possibly the three most retarded characters in the game.
it’s really a pain in the ass since the beggining of the match, because wolverine’s walk speed is faster than zero’s, so I can’t get away, then the match starts and I have an angry slasher in front of me, I try to super jump, there’s that guitar… so I’m cornered, i fire my buster, dante goes away… now I have to run… fast from wolvie… most of the time Zero gets hit bit wolvie… if not, Dante come again… I’m on blockstun in the corner… easy as pie for derpverine to kill me…
and if I manage to escape the first part of the match, then i can’t freely move around the air because of Dante, forcing me to spend either more time on the ground (so wolverine does wwhatever he wants) or in the air but with not much places to go.
Go back to character select screen an choose a beam character…or Frank akuma. Zero vs wolverine isn’t as free as people claim it to be. like you said you have to guess the opening gambit and if you’re wrong the match is potentially over. Using akuma allows you to get away from the start. you can jump back*2 call akuma and launch at the start of the round. This protects you from all of wolverine’s options to start the round i believe. Save your buster in the fight until he does a Zerk slash then buster and hopefully kill him. If you’re cornered do not normal jump this is an option select waiting to happen just block low when he’s ground if he jumps stand up obviously. Be careful with your push guards if you push guard during an assist he is going to throw you. mainly you have to use your assist to get wolverine to behave long enough to start your pressure. Once you have the advantage do not relent his defensive options are not that great.
Tips for fighting Vergil? I’m getting blown up by this character as of late as Zero. The one in particular giving me issues has hawkeye arrows / bolts of ballsack assist. I just can’t ever get any room to breath with round trip glitch and his fast walk speed means I can’t fight him at the start right away and spiral swords means he wins neutral for free.
Basically the flow of the match is Vergil Walks backwards. If I advance too hard he helm breakers. If not, spiral swords > now I’m in block stun, swords end, round trip covered with an assist over and over.
I can’t fight him at neutral because of swords but once I lose control of neutral and get blocking I can’t ever get away. For reference I run Zero / Dante / Strider.
If this is Zero vs Vergil on point… you need to rush him down. I mean hard there’s really nothing he can do without a few bars and jam session should beat out those other assists. Not to mention zero can stand under bolts so just disregard them and react accordingly. If he is only using hawk arrows or strange and no assist that will get you back to the ground fight him from above…again after attempting to rush him down. Save your busters for the assists since verg can just slice them and you’ve wasted a buster. I don’t understand whats making the fight so hard for you so maybe go into a few more details. Zero backed by those two assists should be able to handle vergil. Seeing as you can take 10% of his health for every block string without even being cloned up.
Tips for fighting against trish and magneto? I don’t know what I should be doing when trish is just chilling at the top of the screen firing away and setting up traps, and magneto is just really tough for me. I use Zero/Akuma/Doom (missiles)
I’m just really bad against mags in general, but magnetic blast and his usual tri jump stuff gives me trouble. I think I just need to be patient and snipe a buster shot on him, or catch with a lightning xx buster, but maybe I can do something else.
For trish, yeah I’ve been doing lightning xx buster (mostly H Lightning), but her zoning and traps are still annoying. When I call missiles it gets shut down immediately. I dont know, its probably just me sucking a lot, but I just can’t seem to do anything.
One way to get missiles out against a super jump trish is to normal jump, command dash H, then dash and call missiles. If she does anything you are in position to lightning X buster.
Mags I have trouble because he has many options and lots of mobility. However Zero can force trades against solo mags offense pretty well. ryuenjin anti air’s or trades with Mag blast pressure pretty well. Not ideal, but better than taking the mixup when you can’t avoid it.
The match hinges on sniping his assist with red buster or your own beam assist. Very few magneto players want to rush in against zero without any cover.
jam session is ideal at keeping mag blast stuff honest.
Using normal jump lightning H xx buster for movement will put you at air height with assist calls to cover an air approach, and limits the space mags can be in without taking hits. Lightning M is useful as well.
Zero can defend himself pretty well with DP H or L , but confirming those hits depends on your assist. Jam session is ideal, but strider works as well. Hidden missiles is tough, if that is your primary assist you might have to sogenmue up to protect the assist call and then go heavy offense.
Most of these are ideas to try out. I haven’t fought a good mags in a long while.
Stand H is also a ridiculous anti air, when you have time to place it. I beat out falling wesker j.H/S all the time with it now. It is my goto obvious pressure breaker. simple to confirm hits and doesn’t need buster or assist to confirm like DP H would. every mags should cover themselves but if they are doing silly fly dash j.H then s.H should cover you. try it and see if it works as I think it would. Stand H has a hit box that seems to cover your dome more than it should. Likely the forward hit box is so large that jump character hurtbox’s just fall into it. If they baited you somehow you can still cancel into ryuenjin then buster for safety.
Damn, forgot you can do normal jump, command dash then airdash. I gotta implement that into my gameplan now lol.
Yeah with mags I’ll just rely on buster sniping, lightning xx buster and ryuenjin. But can lvl 3 buster beat disruptah?
I’ve been overlooking stand h as an anti air tool too, damn. Can it also beat other stuff (Nova box dash j.H, most if not all divekicks, etc.)? I’ve seen people stuff footdive though. Actually, looking at the range it covers, I think it can beat almost anything, but with right timing and placing.