For wolvie charge buster and be in the air constantly, try to stay far away from being grabbed because it resests buster. Use assist like haggar/tron/akma while airborne to force wolvie to jump, try to catch with buster/raikosen and combo. Never take wolvie head on, you will get eaten alive.
Without assists cause talking about characters and assists brings up infinite possibilities…
People saying you can’t zone Wolvie is ridiculous. Charge Buster, throw M Hadangeki, if he Berserker slashes through that with invincibility on that from fullscreen away then the buster will hit him If Wolvie super jumps Zero has an opportunity to cross him up. Even with Berserker slash a jumping H that’s already out hit Wolvie. Like stated above, a level 3 fireball into l raikousen is safe most of the time. If Wolvie is getting close just superjump away. Dashing back also makes Wolvie mis calculate his berserker slash and as long as it doesn’t cross over you don’t have to be afraid.
This match is 7-3 in Zero’s favor.
Sougenmu and fireballs shuts Wolvie down. Only real thing Wolvie can do is superjump and hope to get in close on Zero. A good Zero will already teleport to the other side. Another thing you have to watch out for he can do to catch Zero is Weapon X.
Trish’s match up is bad. I have to say superjump and try to catch her with a m raikousen. It’s a gamble, but really hard to block. Teleporting with H while superjump and raining buster shots at her keeps her grounded. Do this until you get at opening to rtsd.
Phoenix:
Zero’s worst match up bar none.
Always jump back! Zero doesn’t really have tools to fight Phoenix offensively. What Zero can do is superjump and use M Raikousen which is unsafe. Instead jump back and charge your buster. If you anticipate Phoenix crossing you over with M teleport then jump and use H, she has just crossed herself up. You really have to watch yourself against the H teleport as it goes above you and the priority of Phoenix’s jumping down H will stuff Zero. Save meter for Genmu Zero and try to one shot kill her. Don’t fire your buster unless you are certain it will hit (even on block). Before she turns into Dark Phoenix use Sougenmu and try to force her to block a Hadangeki, this will allow you to teleport in under the protection of the shadow clone.
Dante:
His jumping H out-prioritizes Zero’s jumping H, that and his standing L provides a lot of safe cover against Zero’s aerial assault. This match is in Dante’s favor. Try to outzone dante. He will eventually teleport so watch out for it and grab him. Tell him to shut the fuck up with charged busters and L raikousens. H Divekick also stuffs Dante’s normals, just be careful with purple rain.
MODOK:
This is another one of Zero’s worst match ups. MODOK will always be in the air. Be careful with H bombs and stay out of MODOK’s laser range. One of the few ways, if not the ONLY way that Zero can get it on MODOK is hitting him with a charged buster. Zero can duck under MODOK’s lasers and retaliate with it. Allowing him to teleport in.
Taskmaster:
Never try to fight Taskmaster head on. Stay out of his vector by superjumping away from him. Try to catch him with a buster shot and rtsd. Taskmaster’s H arrows can ground Zero is he is trying to come in from the air. Always charge the shot.
Aoishi…how do you feel about tossing L hadgenki vs wolverine. i have a similar strat except i get full screen start with L FB’s if he slashes release buster if he doesn’t toss heavy. rinse repeat. but generally i try to save the buster. I also have task arrows covering gaps so i’m sure that helps.
any tips vs magnetos beam back by sentinel drones? my current team is Zero(B)/Task(A)/Spencer(b).
I generally don’t use L Hadangeki’s unless I’m in Sougenmu to keep them in the chip block string. I mainly charge the buster with L and playing piano (alternating the buster charges) makes me feel like I’m working and not playing. Outside Sougenmu I don’t like L Hadangeki’s cause they’re slow, easy to dodge, etc…
I’d say it’s a bad idea to throw them in the match at all. Against Wolvie (if you have an adequate distance) throw M Hadangeki’s to open him up. H Berserker Slash doesn’t go fullscreen. Almost, but doesn’t. After a missed or blocked H slash Wolvie is -5, I believe, on recovery. So you have enough time to hit him with Standing M and destroy him. If Wolvie gets close to you then superjump. Zero is 100x more mobile than Wolvie in the air.
Wolvie should only be using the H Berserker Slash, because it’s the one that gives him the most invincibility and travels the furthest distance.
As for Mag’s, well, I prefer to talk about matches 1v1 so, charge your buster. Super jumping should give you enough time to charge your buster, Mag will probably jump and disruptor you from the air. As soon as you land don’t be afraid to let loose the buster. If it hits M teleport to rekkoha. If you aren’t quick enough to do that then rtsd. If you don’t think Mag will throw a shockwave at you then you can fire lvl 1 buster into L Raikousen to get close to him or cross him up. Don’t let Mag get momentum in his offense. Try to predict if he’s going disruptor you and if you are at an adequate range jump and rtsd will M teleport.
Against Sentinel assist, well there’s actually a few things you can do:
Lvl 1 buster from Superjump. They touch his huge hit box once and he disappears.
Lvl 3 buster to L Raikousen. Sent’s gonna get hit.
Jumping M teleport into J. Zero can really hit Sent easily.
MGS your team should be arranged like this IMO:
Spencer, Zero, Task.
This way Spencer can start the DHC trick into Zero’s Sougenmu. Task should be your anchor cause he’s gonna be the one assisting you for the whole match.
@Toaster: Yeah, Jam Session totally destroys Trish and Phoenix. Not to mention MODOK. I use it with Deadpool and Trish while jumping back to create a Cable/Blackheart/Commando-esque game. It’s fun, but I don’t trust the lack of invincibility on it during it’s start up.
Wesker:
He’s gonna try to shoot you from the ground. Few things you can do:
LVL3 Buster him in retaliation.
Play a Hadangeki keep away game.
Jump over the gun and M teleport.
Or the safest option, duck and wait for his teleports:
4a. if you see him teleport to the ground then Crouching M his ass.
4b. If you see him teleport to the air you can jumping H into loop or teleport under him. (If anyone knows anything better than this please recommend).
Wesker loses to keep away. As long as there is some sort of fireball on the screen he is at a disadvantage.
Air to Air: If you are across each other while superjumping then throw a buster shot and use your L Raikousen. You might hit him. Wesker is at a real disadvantage in the air against Zero.
I say this match is 7-3 on behalf of Zero. The only thing Zero has to watch out for is the counter super.
Tron Bonne:
This match is 8-2 in Zero’s favor. Constant runaway and busters should keep Tron Grounded. Always jump and stay above her. If she’s above you watch out cause she’ll be doing jumping H.
If Tron is an opponent’s assist character, don’t be afraid to XFC to kill the other characters preceding her. Tron herself is free. If she is being used as an assist that fake her out, buster her and watch for an opening. You can also gamble and try to jump M teleport and cross her up with J. H if your opponent has misplaced her.
Haggar:
9-1 in Zero’s favor. An onslaught of fireballs will eventually make Haggar superjump. Just teleport to the other side and soon as he’s coming down. Rinse, repeat and your done. If you get in close on Haggar he can double lariat you and royally screw you up. He also has his level 3 grab. Watch out for it.
If he’s an assist character do the same as you would for Tron, except, keep in mind that you can duck under the lariat.
Thanks for your take Aoishi. i think zero has the advantage or even vs most of the cast he just has that can’t get hit factor. i’ll break down why i use my team order the way i do in the team thread. so check it out over there since this isn’t the right forum.
Is this on PSN toaster? If so let’s get some matches in. It doesn’t look like there’s any lag in these matches.
MGS:
Dormammu vs Zero I believe is 7-3 in Zero’s favor. H Hadangeki destroys flame carpet and Dorm can’t really stop Zero’s rushdown. The busters fuck Dorm’s life up royally. LvL buster shots from the air lock dorm down and let Zero creep in. LvL 3 busters should really be shot after blocking anything.As soon as you see Dorm throw a carpet down throw an H Hadangeki or LVL 3 buster. It’s not cancellable and you will come out winning. If you teleport on the other side of the carpet just prop up Dorm before you push him over it.
Just don’t jump at him a lot with j.C out… Dorm is one of the few characters that can anti air it, so you have to respect it and block sometimes when you’re trying to get behind the flame carpet. Buster is usually best if you wanna attack him from behind the carpet safely, but his normals can eat it sometimes so be careful about when you throw it. It’s not bad once you get in… you just have to be careful getting there since he can push Zero’s shit in before he gets a chance to do anything. Mostly just respecting him at long / mid range is most important while looking for an opening for buster and not getting anti aired.
What you said about Doom’s plasma beam assist being the best for Zero is the truth. I totally retract my statement about Sentinel being his best partner.
I used to run a team of Zero Dante and Sent but I realize that Zero with Doom is better, since Plasma is the best projectile assist in the game and Zero is one of the few characters that can easily hit off of it. I used to think that the beam wasn’t that good because it was hard to combo off of it, but Zero and his normals make it easy.
I used to think that Dante was a good partner for Zero, but Zero + Doom is too strong and Dante cannot capitalize off of Doom so well. Anyways I just wanted to put that out there. Now one of my main teams is Zero Dorm Doom.
Zero and Doom make zoning a lot easier that most other teams. Not to count the fact that the chip damage is really good.
Get me in on this argument because I disagree. Plasma Beam is a pretty good assist for Zero, and Doom is a good DHC partner and is good for setting up (and completing) The Hadangeki trap, but it’s just not as good as Jam Session assist.
Zero can’t combo off of Plasma Beam unless he’s close enough for a Hienkyaku or something. And unless you plan on crossing up with it, it won’t be terribly useful. And at those ranges you might as well be using Dante assist which is faster than Plasma Beam. The only thing Doom assist is good for outside of the generic assist uses (combo after OTG, etc,) is attacking at full screen. For everything else, Dante is better.
And I do not think that a full screen assist like that is required for Zero because he does a good job fighting full screen on his own. He has extreme air mobility and air buster pressure to compliment it. Approaching a character with Zero is not an issue. The only assists he needs are ones that help him pressuring longer and combo better. Dante does both and more.
Sentinel assist is also great because it’s the perfect assist for okizeme and incoming character setups. With Sougenmu you can almost guarantee an unblockable after them.
Different strokes I guess. I used to favor Drones, but the beam comes out quick, great chip, and OBLITERATES most assists in the game. I’ve had bad experiences with Jam Session, the vulnerability at the start of it seems lackluster and many opponents combo Dante as soon as he pops unto the screen. On a side note I think Weasel Shot is better as it allows Zero to Cross Over with Hienkyaku on the ground and initiate solid left right mix ups.
And being 3/4 of the screen away allows Zero to combo off of it.
Jill has two unique things going for her that makes the matchup tough for Zero.
[LIST=1]
[]Somersault Kick is an invincible cross over counter that leads into a full combo and DHC glitch. Fighting any point characters becomes a different fight when Jill is in the back.
[]Machine Gun Spray is very difficult to deal with since Zero is often pressing buttons, air dashing, command dashing, or shooting something. Depending on the Jill team, any Machine Gun Spray hit can lead to a dead Zero, and the super is safe on block and invincible until one frame after startup. Opponents who are reckless with Machine Gun Spray and able to combo after it force Zero to play much more reserved. However, this is not a huge threat if your opponent has no meter, or is not willing to use X-Factor.
[/LIST]
To counter the Somersault Kick COC, you must bait it from your opponent. Gauge how willing they are to use this counter and bait appropriately. It is unsafe on wiff, but can be canceled into Machine Gun Spray.
If you have 3 meters handy, you can counter any Machine Gun Spray with a Genmu Zero. It is also for this reason why staying on the ground is best in this matchup when Jill is willing to use meter. If they aware of the threat, they may lay off the random supers.
The worst thing you can block is a Feral Stance M kick or the Arrow Kick (the two that wall bounce.) This move, canceled into Feral Crouch, gives Jill serious frame advantage and a mixup opportunity with her teleports. Try to keep your distance.
For the love of god, KILL JILL BEFORE SHE HAS LEVEL 3 X-FACTOR AVAILABLE! Jill in X-Factor is serious shit. With stupidly fast normals, teleports, instant overheads, command throws and everything else you hate, she will gladly kill your entire team with X-Factor. And may god have mercy on you if they know how to use Mad Beast. It is totally worth it to snap in Jill and kill her before she even has Level 2 X-Factor. Jill will often be the reason why you lose, be it from an invincible cross over counter, a random machine gun spray, or XF3. Do not let her live, and once she is snapped in do not let her escape.
I now officially consider Jill a problem character.
EDIT: Will be going tomorrow to my local arcade, hopefully to practice some MVC3. So maybe I’ll bring tomorrow more info about some match-ups we haven’t talk much about.
When fighting her on the ground, don’t forget the range of her slide. This is one of the many reasons people think they can just rushdown She-Hulk when she pushblocks you, and people always get caught with cr.:h:. Watch for command grab mix-ups. Most of the time she will call assist first before going for the command grab, so whenever you see her calling the assist jump (the player might notice this and go for the anti-air grab).
Wesker:
Any zoning he tries to do with j.:h::df: gets destroyed by Raikouzen and you can combo afterwards. His teleport mix-ups without asssits are not that good when you don’t pushblock his blockstrings. If you are stuck on the animation of an attack and Wesker decides to counter super, just mash lv.3 and it will negate the counters effect.
Spiderman:
Try to jump a lot to negate his high low mix-ups, and be wary of the range of the web grabs.
Tron:
s.:l:, s.:s:, and s.:h: are great for beating her j.:h:. It all depends on the range on how close she is from you.
LOL. I have to stay that Zero’s pew pew Lvl 1 buster shots can make him totally evade Jill for the most part in XFC 3. She really has no options to deal with aerial characters. And after you are caught in a block string, Jill is eventually going to diagonally try to cross you over, so if you jump away and use H, you should be fine. Shots will keep her at bay and she’ll eventually super jump giving you a free mix up upon her landing. I mean, XFC plus mad beast really equals qcf+H for Jill. She’ll try to go for the chip damage and advance guard negates that. For the most part Machine Gun Spray is almost entirely used for killing assists, unless Jill lands on top or close to your assist, she won’t do that much damage.
I’d say 7-3 in favor of Zero. Distance fighting will destroy her.
Kef:
Two things:
Wesker: Hadanki Hadangeki’s go under the ground shot. If Wesker tries to use the counter super, you can lvl 3 on reaction.
Spiderman: Maximum Spider, similar to Phantom Dance, gets negated if there is a fireball on the screen. Spiderman will try to catch you with maximum spider because of the vulnerabilities Zero has during his air dashes and teleports. Quite honestly, I believe that this match up is 5-5. Spiderman can web swing into grabs all the time and has really good mobility. Web Zips also screw Zero’s momentum. Anyone have good tips for this?