jsyk you cant throw, use Exchange, or use supers with animations on assists, it also seems that you can only OTG the assist once even if you use an OTG assist on your side, you can also do stuff that wont usually combo on them like launcher>launcher>launcher> combo
Mmm what do you mean you can’t chip Zero if he’s on point? Just added him on point yesterday!
Your post doesn’t make sense at all. If I’m hitting 2 of their char and have xfactor, why would I snapback??. I’ll kill those two char. You rather damage one char and let other go??? This doesn’t have any real application.
It know, just thought it was very interesting to dig deeper into the hitstun and snapback mechanics. It could be useful if you don’t want to kill certain character like Phoenix, and maybe you don’t have X-Factor for the kill. It’s just a little fact there as discussion in this forums is very little but I try to do my best to help.
It doesn’t really feel like Zero has much potential honestly.
I think the same in the back of my mind. But it’s really going to come down to Zero players using their assists to get in, along with teleport mix-up, abuse of J.C which is godlike and maximizing damage at every opportunity. If Zero isn’t using lvl 3 buster in air combos he’s not gonna do well. In the corner Zero SHOULD do 700k+ with an assist like Doom Rocks/Jam Session/ankle slice/she-hulk and with only one bar.
Zero in the long run will probably be less played and be left to the die-hard that won’t give up on him regardless of his weak damage output…especially when certain characters can push 600-750k solo with one bar.
I’m extremely tired of hearing people say Zero is easy to use. Especially when none of the people I hear saying it have even tried a combo outside of his magic series into his plain air combo knockdown into super.
And to the guy that said Zero doesn’t have much potential… try doing more teleport cross ups. His cross up and mix up game is godly. He’s good. Just because he can’t do as much damage as some other characters doesn’t mean he needs to when you can land a hit every time you try.
Yeah, the cross-up game is nice and TK feints are cool for overheads and all, but he is a little slower than other characters, gets out-ranged easily, doesn’t have a significance answer for zoners, has garbage combos after throws, and to top it off, you need assists to keep up in damage when other characters don’t necessarily need it and can focus on back-up assists.
Then there is the fact others can fly and double jump to stay away. His combo ender with super also leaves him in a disadvantageous position most of the time due to the lack of anti-airs being effective. And he also has low health. I’m honestly only playing him because I like the character.
The best things he has are lvl 3 buster and command dashes.
ignore this post, wrong thread
Part of me died when a Trish with sent drones camped me and I spent 3 rounds in a row vs the guy figuring how I could beat traps/assist while hes constantly running away in the air… i couldnt think of anything that could work.
I currently run zero storm sent. going well so far, sent drones help for mixups and combos
I play against a run away Trish too, he’s my roommate. It’s pretty fuckin’ annoying but you need to use sent’s drones to get in and lock the bitch down. Try to cross her up right before she blocks the first drone and hopefully it’ll hit and you get a combo. I also have Dante in my team so it’s much easier dealing with Trish with him than Zero honestly.
Zero will always be a solid rushdown character, especially at the beginner-intermediate level of play. Good mobility and mixup as well as great hitboxes on his normals makes him solid for anyone to pick up. However, as stated before, he loses hard to zoners, his low vitality hurts him a lot when trying to get in, considering that none of his command dashes or specials have invulnerability. The only real tool he has on the outside is a lvl 3 buster shot and his lvl 3 super, which is probably one of the best reversals in the game (25 frames inv., 100 high priority durability points). Otherwise, expect to lose a lot of life trying to get inside against a good zoner and even when he gets in his damage output is barely average. The funny thing is overall he’s a buffed from his TvC incarnation, it’s just so many other nonsense in this game makes his stuff look barely on par. Still going to play him, because I like the character, but I don’t think he’s top.
-
Use assists to help you get in; there’s lots of very effective ones.
-
??? He does nearly the highest damage in the game for the least meter once you can do his advanced combos. Only Dante, Sent, Dark Phoenix, and maybe Taskmaster can compete.
-
He’s nerfed horribly from his TvC incarnation actually, but that’s primarily a result of the new combo scaling system effecting all moves instead of select moves. Not being able to special cancel from j.:h: is a pretty big deal too.
He still feels like a very solid high tier character.
Zero’s damage is more than good enough, I don’t know what you dudes are talking about. He can get 600k easy by himself (you all do rejump combos, right?), 700k easy with 1 assist, and he combos well with most assists. His corner carry is amazing, and in the corner his crossups are almost impossible to block.
His lvl 3 buster crushes through most zones in the game, his crossups are…not as good as real teleporters/wolverine but still plenty good enough. His lvl 3 is one of the best supers in the game. His ground normals are fast, safe, and have decent priority. His air normals are godlike. His mobility is above average (not as good as 8-way airdashers, but he’s close).
On top of that he builds a crapload of meter, can zone moderately well, and on top of ALL that he’s the best shit talker in the game! His only glaring weaknesses are health, and his inability to DHC smoothly with many characters.
i’m sticking with Zero. I love the character, and i work best with him. He’s my closest thing to Strider.
Doom’s hidden missile assist and sentinel’s drones work good against zoners, so Zero should still have a good ground game with both of them at back. Every character has their weaknesses, and it’s up to the assist to help him out there.
I have a pretty average zero, I feel comfortable competing with any character except zoners. Magneto/dormamu teams gave me headache yesterday trying to get in. I totally forgot to use level 3 buster. I’ll try not to judge zero now until I try all his anti-zoning techniques. Still, the low health is bullshit tbh…
I’m not sure how people consider zero’s mobility good. Compared to what? His forward ground dash is useless. His forward wave dash is useless. His air dashes are also slow. So this leaves you with teleport gimmicks that you have to cover with an assist. For a character with 800k life, I’d expect a bit more mobility.
Let’s stay positive guys. I do agree that he could do with more aerial mobility and/or zoning ability to compensate for his low life but that’s how stuff is sometimes. Just gotta deal with it
As for damage, he averages around 600k. As long as you are doing more than the regular ground string into air combo, then he does competent damage. If you think he doesn’t then step up your combo game, his damage possibilities have been shown on numerous occasions
He has a strong crossup game that can be very hard to block if you are ambiguous enough. Offensive pressure with Sougenmu is also hard to block, he can deal nice damage off it and I believe if timed right you can get an unblockable with it on a jump-in. I can’t forget the range on his normals either. His crouching M has very nice range as does his standing H
And yeah zoning is tough to deal with definitely, especially with these crazy chip damage levels (screw Dormammu and Stalker Flare!), but his Lvl 3 Buster travels fast enough to interrupt hardcore projectile use. In the right situation, you can turn a single Buster hit into big damage
What I gather from all this is that Zero is certainly not a noob friendly character as people like to believe. I just wish people wouldn’t jump the gun and say he sucks already before doing anything particularly special with him
Zero seems easy but he’s actually a really difficult character, IMO. He’s got a ton of options in the air and yeah, he does move slow but if you have an assist, B command dashes pretty much closes the distance instantly. Beam assist, teleport, good to go.
Only thing that bothers me playing him is how strong push block is. It knocks you so far back that any failed mix up attempts means you have to try to get back in again, so you have to be selective with your attacks.
Buster seems very important for pressure. It’s pretty easy to combo off of now too so I think that will help counter zoning a bit with him.
I’d say he’s solid. Not top tier or anything but he will hang with the best under the hands of a good player.
Do people not realize you can use Hienkyaku (command dash), Air-dash, and Raikousen (lightning dash) or Sentsuizan (dive kick) all in the same jump and cancel them into each other??
Seriously, Zero is one of the most mobile characters in the game outside of 8-way dashers.