WHATAMIFIGHTINGFOOOOOOOOO!: the MvC3 Zero Thread

speculation for now.

yeah thats no where near enough time for a full buster shot technically the combo is possible you just would have to switch held buttons from the start of the combo.

Did sogenmu have any effect on hypers in TvC?

It didn’t. So count out his rainbow pillar(forget the move names) but maybe his level three will be affected.

does DHCing out of sogenmu let him keep its power up till he switches back in would make his assists much better. Double hadangeki pressure sounds awesome.

Not in TvC, but I don’t think anyone has tried it yet in MvC3.

yea I know it doesn’t work in TvC but since all other status inflicting supers seem to function like that in MvC3 I think it should be tested out.

Sogenmu power-up should stay as an assist too if all the other ones are working.

Its closest analogue in the game, Morrigan’s Dark Force hyper where her clone appears behind the opponent, does not stay when she is tagged out, unlike most other buffs in MvC3. I would imagine Zero’s hyper will be the same as that. It’d be pretty neat if I’m wrong, though.

Well user here CriminalUpper got to test the game today, maybe he would give us some info about Zero.

Very unlikely IMO. V-ism assists? No thanks

I tried this combo out twice, and even though I didn’t finish it either time, I’m almost certain that it works and does decent damage: j.C > c.A [Hold] > c.B > c.C > f.C > E > j.B > j.C > Z-Buster [Release A] > Light Raikousen > E > j.B > j.C > j.E > Rekkouha.

If you don’t want to use up meter then just replace Rekkouha with Sentsuizan (the green air dive attack). I blame not doing it both times to the crappy Dpad on the 360 controller. Getting a DP motion to come out on that thing is 10x harder than it should be. I would’ve tried on the cabinets they had but the controls felt a lot different (i think they were MvC2-like controls) so I got thrown off and my ass got kicked so fast I couldn’t even move

Also, the timing to OTG with Rekkouha was slightly tighter than I thought. If you’re even a split second off then it wont juggle. First couple of times the dude I used it on just got up into it. Sougenmu didn’t last long enough for me to try out any setups with. I’ll maybe try later when I go back

As for any assists, I didn’t find anything in particular. I tried Doom’s Molecular Shield which worked nice but I think it’s just because that’s a good assist in general, Trish’s Trick assist (the ground one that shoots up) seemed decent to hide behind and spam qcf+C. And interestingly with Spencer’s Armor Pierce assist is that it created wall bounce. I was too far away to combo with Rekkouha so I attempted his Reppujin, sadly I didn’t have enough meter but it seemed like it would work since his Lvl 3’s hitbox is so huge. Hopefully I can try out more stuff later

Thanks for the info.

That green dive you mentioned after 2nd launch combo is probably similar to this right:
[media=youtube]XP8O85GPNgw[/media] At 0:48

Wonder if Wesker Samurai Edge could OTG from that into Zero 3rd launcher, or maybe even that ground trap assist of Trish. Trish trap assist should activate when the enemy passes above it so could it activate for the OTG into launcher? Man I need this game right now.

^ Yes. I couldn’t find any other special that hits OTG, so that minimal damage is all your going to get if you aren’t going to use your hyper. As for the OTG thing with Wesker or Trish it might work but I imagine you’d have to be pretty fast to get it to hit and go for a launcher. Definitely something for Training mode though.

One move I didn’t use was Hienkyaku (the command dash), I noticed @ 1:00 on the video Zero crossed straight through Captain America, and that alone makes it seem like it’d be good for shenanigans. I’ll have to see for myself. I’ll post anything interesting I may come across

CriminalUpper, were you at the Birmingham Fight Club?

Anyway, I spent pretty much the whole day yesterday playing a Zero, Arthur, random 3rd (but mostly Deadpool) team. It was basically winner stays on on the Arcade cabs (which had the worst layout and no assist 1, but whatever), so I couldn’t do much hard testing. Anyway, some thoughts:

  • Great point character with a long range projectile assist. Covering ground is easy, Arthur’s dagger assist was working really well.

  • Command dashes (qcb+a/b/c): On the ground, the a version is short range and has a bit of recovery lag at the end of the move, so trying to use it in blockstrings for crossups without an assist to keep them in blockstun is a bad idea. But works well with a decent assist, broke down some decent players with it by passing through during assist blockstun. The ground b version has MASSIVE range, more or less full screen, excellent for getting to the opponent quickly if you have a projectile assist covering you. Interestingly, the air version of the b dash covers about half the range. Ground c version is much worse than the TvC version, he jumps REALLY high up to make it really obvious what he’s doing, the opponent has all the time in the world to do whatever they want. You’ll need an assist to keep them in blockstun for a long time to make good use of this.

  • Something that really annoyed me: His jump c didn’t seem to be special cancellable. I tried several times in almost every match to no avail. This was really fun in TvC to do stuff like jump in c xx dive, or jump in c xx command dash then another jump c xx dive, etc. None of that is possible anymore. I guess you can still use b, but it’s just not the same.

  • Lightning dive is a really cool move. You can TK it by doing a dp ending in uf. It works like Tekkaman Blades crossup special in TvC, where Zero passes through the opponent but the lightning passes through afterwards, so they have to block relative to Zero’s position. It’s more or less full screen, and if you do it low enough, you can catch normal sized characters even if they’re crouching. Worked great from full screen with a projectile assist. You have to space it so that you land relatively close to them when finishing the dive if you want to combo off it.

  • Buster seemed to take longer to charge than TvC, but I can’t be sure of that.

  • I got second in the quick 16 man tournament that was run, but that was mostly thanks to Arthur and Deadpool spam, lol.

  • Magic series, launch, air combo, fully charged buster releae, lightning dive, relaunch is a REALLY easy combo to do for big damage. I only started using it after the tournament though unfortunately, so no vids of it.

If I can remember anything else, I’ll post it up.

This guy is needs a small nurf… just a tad bit. In my eyes, he’s like so intense.

I’m deciding on him, x-23 or deadpool. I wonder what would make a nice team for him since he is seriously a point character

Zero-phoenix-dormammu (or maybe sentinel).

Saw it again in the footage from yesterday; it looks like if zero has a buster shot charged, he can punish an advancing guard.

It’s unlikely that BOTH people just randomly decided not to block.

If its true that’s pretty good for zero.

He can do green special dive kick so low to the ground! TKCS?
[media=youtube]kS6RC-L6j7I&feature=player_embedded[/media] at 2:25

0_o that looks like its gonna be real useful

You maybe could so Launcher into A, A and then do the green dive kick to land on the ground while the enemy is coming down. From there just choose the side you cant to be on. Strider and to a certain extent Doom could do this in MVC2. This is almost exactly as Strider, just that this is way better because Strider’s j.qcf-LK had a lot of recovery frames while landing so you couldn’t mix-up that well.

You can see that in the opposite, Zero’s special dive kick recovers a lot more quicker. For example if Strider would’ve done his he would have got hit here by Dormmamu’s Floating Bomb.
Marvel Vs Capcom 3: Fate Of Two Worlds Video Game, CES 11: Iron Man Vs. Magneto Gameplay | Video Clip | Game Trailers & Videos | GameTrailers.com At 0:37