I’m not trying to be overly negative, just that multiple posts are saying zero has good or above average mobility and he simply doesn’t.
There are characters with out 8-way airdash with more mobility than Zero as well. (note: I’m not saying Zero has garbage mobility, it’s average)
Zero has to tools to get in above the opponent, where he wants to be. That’s usually the best place to approach from as Zero. Most of the 8 way air dash characters get the one air dash and that’s it. Like said before, he can air dash, command dash, then lightning dive or air dive to adjust his position. He’s able to attack from a lot of angles. sj.B command dash then air dash goes full screen at a safe height so… I dunno. I’ve never had a problem getting in as him.
i never played mvc2, but double snapback seems a lot weaker because of vastly different dmg in both games. no point in snapping back when your typical combo can kill that assist anyway… if they got rid of the 4 second combo time on double snapback, though, it’d be pretty godlike for some characters. partial combo into double snapback into guaranteed assist kill.
why would you use lightning blade for movement at all? shit gets punished fullscreen for free. dive kick is not really a movement option because of how linear it is (and tbh, it is the easiest dive kick to anti air in this game)
honestly, i hate his airdash lol.
Yeah, I literally fight maybe the most annoying teams. Always with runaway characters.
Someone I fight online has a stupid good Wesker/Dorm/Amaterasu team He gets by assists all the time with Wesker aided by Cold Shot and Magnum, which also chips me. Aftwerwards he can do a teleport mix-up that’s hard to deal with. Lvl. 3 buster is the only answer to that situation.
If I get hit once, I’m dead. One combo literally means all of my life, while I need two which are not only harder to do but especially harder to start because of advancing guard and his counter super into a DHC for safety.
Yes, he does. You’re clearly missing something. You have to look beyond pure speed. His dashes are comparatively slow, but that is irrelevant. I actually see it as a positive sometimes because it lets you more accurately move across space.
At any time a blocked lvl 3 buster is almost a free ticket in to their face. A blocked assist is a free pass to get in as well (from the air, if you’re smart).
I think something people really discount is H command dash. It brings you down on their head at an incredibly difficult to anti-air speed (combined with godlike jump ins), and you can adjust yourself/throw off their timing with an airdash or dive before you’re on top of them. It also gets you above practically everything in the game while allowing you to dash forward at a ridiculous height and come down blocking or attacking.
I don’t think anyone would argue his mobility is on par with any 8-way dashers (except Thor), but he is still EXTREMELY difficult to zone.
His dashes are incredibly predictable for the opponent. They can completely tell where he is going to end up on the L and M dashes, while the H dash actually isn’t as fast as you think. Plus they can jump while you do them, so any mix-up becomes directed to cross-ups only in that situation.
Characters can also lay traps in the time it takes you to do those command dashes too, so good luck getting past those while hit-confirming and still attempting the combo.
Lvl 3 buster is super good though. Only loses to supers I think, and it allows you to use assists safely, which also allow you to get in.
So is the general rule 2 assists for getting in and hopefully one of them is usable in combos?
If Zero were any faster he’d be broken if you ask me. Level 3 X-Factor + Sougenmu is just shenanigans. Hell Level 2 X-Factor with Hidden Missiles or Sentinel Drones would be scarier because of safe mix-up.
Zero has good mobility with command dash and assists to back it up. Good range on his normals 5B/2B…all of them. 6C is +4 on block +4!!! If they don’t mash throw or do a special you will get a free combo off 2A. J.C is a mix-up in and of itself, start from one end and the active frames end on the other side of the opponent so if they’re not tight on blocking bam another combo started. Without an assist Zero should get 500k+ easy and one bar, which he should get during a combo leading to that 500K in the first place. If I have an assist I always get into the 700k+ damage. Dive Kick(more like dive sword but whatever) is safe on block and +frames. Raikousen L cross up is fucking too good and leads into big damage.
My only gripe is that characters like Wesker are FAST, teleport, do massive damage by themselves AND get 1.1mil health. What’s fair about that? Why does a robot have less life like he’s squishy or something, he’s a damn robot made of titanium and shit. Give Zero 100k even 50k more health and that’s all I’d ask for really.
Put together a quick little combo vid tell me what you guys think i actually use alot of these set ups in real match so there mostly practical combos [media=youtube]nhPNc5uLjnY[/media]
Lvl 3 buster loses to Arthur w/ Golden Armor lance (just like everything else, including 2 lvl 3 shots plus Plasma Beam, UniBeam, Aim Master, or TK Shot assists), Sentinel Force, Deadpool’s Trigger Happy, Chris’ Gun Fire m, and Amaterasu’s Cold Star; goes even with TK Shot, charged Voomerang, and 3-arrow Aim Master. The multi-shot ones you can beat if you shoot it early enough, though.
Also, Zero having low health makes some sense from the source material. In MMX5 you would lose like 90% of your health from getting hit once by the Black Devil’s main body where X would lose half that with his armor, or even less if you had Gaia Armor. I am a little disappointed with his speed/mobility, though, since I’m used to Speedster+Hyper Dash+dash cancel+jump cancel+duck cancel+double jump+dash jump+wall jump+wall dash jump+6-way attacking semi-invincible air dash Zero, which basically made him just shy of Sonic the Hedgehog speed with some of the best maneuverability of any game character.
So has anyone discovered anything interesting with Zero’s L Sentsuizan? You can extend air chains with it but the timing is incredibly tight and I haven’t really gotten any positive results with it. I’ve done like, j. S, L Sentsuizan, j. S xx H Sentsuizan. It doesn’t combo between the two S’s it just kind of looks neat.
I’ve been able to extend an air chain a little, it has slightly less effect as dash cancelling to extend air chains does (which is something I never really got to begin with. MVC3 is a very open game, yet at the same time, creativity is often punished as it’s less rewarding than a far more simple straight forward combo is).
Speaking of his mobility–why is his air dash so obnoxiously slow, why can he not slide on walls or wall jump, and why is his dash a sprint? It’s not so so bad, because once he gets in he has a great deal of pressure and his priority is close to having armor.
I love his mobility, between the three command dashes you have a ton of options.
I can’t even imagine if he had an 8 way air dash. Holy crap would he be broken.
c Hienkyaku>j.H is actually pretty easy to anti air on reaction, depending on your character. ie it is much easier for trish/dante/zero to anti air j.H with 5s than chris/spiderman/deadpool.
Is Zero’s charge shot a huge part of his game? I love his character but I really hate having to charge shots during/before combos to complete them.
It’s like–you can do it without it, but practice will make your zero that much better. It’s actually not that hard to do. Here’s how I trained my fingers to do it (it’s incredibly muscle memory oriented. In that it’s difficult to just hold down any button at any given time, you need to train yourself to first hold specific buttons during combo’s–buttons you don’t press anyways to make holding it easier).
Repeat each combo step while charging until it feels fluid and natural:
Step 1: Basic charging- ABC > F+C > Release (it should be level 2). This is pretty easy to get down, you don’t have to switch fingers at all. You should be holding the initial A press and following through.
Step 2: Learn to switch buttons- ABC > ABC > ABC > until you’re level 3. This is not a combo. This will help you with switching fingers mid-combo by splitting it up into sections. Hold the initial A press, then hold the C press so that you can press A during the next rep. Repeat (So it’ll be, A (Hold) > B > C (Hold, release A), A (Hold) > B > C (Hold, release A) until you can do the simple magic-series without ever losing your charge.
Step 3: Incorporate into a simple combo- Pre charge to level 3, ABC > F+C > Release level 3. You can extend that combo further if you’re in the corner, as a level 3 buster lets you keep juggling. At this point you should be able to get creative on how to keep your charge.
**Step 4: **Incorporate into a more difficult combo- Pre charge to level 3, Super Jump, C Sentsuizan (dive slash) > ABC > F+C > S > BB xx Release level 3 > A Raikousan (lightning dash). You can extend that combo by hitting S as they’re falling after they get hit by the downward lightning dash and getting a relaunch into another combo. This formulates one of Zero’s bread and butter combos, it’s possible to have level 3 charged off of holding the C Sentsuizan’s button press, but generally only if you do it high up off a super jump.
Step 5: Start with no charge, attain full charge mid-combo- c.ABC > F+C > (ABC > F+C)x2 > S > BB > Release > A Raikousan > S > BBCS > Land, Rekkoha. This is where you want to be eventually–off any attack you want to have the presumption that it will connect and that if it does connect you can extend your combo into a Level 3 release with a relaunch. Off of a crouching magic-series into Shippuga, you can then standing magic series into shippuga 2 more times, by then you should have your level 3 charge. Launch into the bread and butter combo of BB > Release > A Raikousan, relaunch into the bread and butter hyper hit confirm.
Step 6: For extra practice, multiple level 3 releases in one combo- This gets tough, and I haven’t found many worthwhile reasons to do it, but you can do things like, level 3 charged, S > BB > Release > A Raikousan, land, BCS (1 hit on the C) > BB > Release > A Raikousan, repeat until hit stun decay stops the combo on you…things like that, but hit confirming into your charge causes massive hit stun decay, and sometimes one-rep doesn’t even fully connect before they just randomly fall out of the combo.
That was my training regimen and it took about an hour or two to feel good about doing it. Run a few times through arcade mode or play against a friend and really just aim to get good at doing it on reaction. I don’t have anyone to play with so unfortunately I practice my execution against the computer just to have a moving target…
What are some good ways to implement Raikousen into Zero’s gameplay? I’m having a hard time finding a good use for it.
Doing the light version around normal jump height will allow you to cross up and gives enough hitstun to confirm into a combo.
I’m tempted to try to do an air dash/air dash spe () to cross up the opponent and immediatly follow up with either
or :l: raikousen in order to confuse them.
I honestly don’t know it it would be a good way to bring a little chaos onto the field in order to open the opponent’s guard, could be usefull.
On the plus side, you can combo an instant air raikousen after a :l:hienkyaku (236l) as long as you are on the other side of the screen. Depending on the distance, it can go throught the opponent and still allow you to combo.
If doing it is higly risky since the :l: hyenkyaku doesn’t give you enaugh cover, doing it in a sougenmu states is an other story. Might even be possible to use a projectile assist between the 2 moves. I need to test that.
Edit : With Chris gun fire assist, i don’t even need the sougenmu to connect; Hyenkaku, assist instant air raikousen and i’m in. It works in sougenmu, migh be easier but since i’m not familiar with sougenmu combos, i can’t really try anything with it after it connect. BTW a simple :l: hyenkyaku, Chris gunfire, TK raikousen :l:
:h:::f::h::s: j.
:h: rekoha can do 522k. With a loop or two, a fully charged buster combo it can easily go over 600k.
Ah okay, I’ll give it a shot. Thanks for writing such a long guide.
I like pwning newbs with Zero.