WHATAMIFIGHTINGFOOOOOOOOO!: the MvC3 Zero Thread

I think Marns combos he actually finishes are fine. Just like… don’t do Sentinel Orb out of range of Spencer or drop your combo on the ground directly in front of level 3 x factor Tron.

I actually think he would have won had he finished his combos but ehh, we’ll never know. Definitely saw how important completely finishing your combos are though this weekend, as it really does make the difference between a W and an L. I think that’s why people opt for consistency vs flash. If you give up something like 20k damage but you hit a combo 100% vs being 70%, I’d just do the one you can rely on. Tournaments are no time to be trying things you’re unsure of. And hell, in a high pressure situation against top players, hitting anything at all and following it through is good.

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MARN VS REMIX Money Match, I am HYPED!

So I came up with this ‘trap’ with Zero and Doom. Not sure if anyone came up with this already but here it is.

[media=youtube]0ggRGoweVwQ[/media]

Haven’t tried it in a real match yet but it has to have some use I’m sure.

Good stuff man, but I wonder, how could I get out of it? Stuff like that in Sougenmu sometimes makes me consider leaving Zero as a second character so he can use the meter instead of building it.

I’ve been doing this in X factor but I didn’t think of using an assist to cover your reactivation. Very nice, seems good and cheesy. Does this work with Sentinel assist?

It should if you time it right.

I think if you use the charge shot earlier than I did in the video, the drones should have time to move. However the drones will probably fly over most characters so it’s better to use a beam assist.

What button layout is everyone using?

im using

:l::h::a1:
:m::s::a2:

I am thinking of changing

The most widely used layout is;

:l::m::h:
:s::a1::a2:

Damn, the absence of any kind of replay in this game is maddening. I got utterly destroyed by V-Ryu 's Zero yesterday, i’d really would have liked to be able to watch that match again and again. I could have learned a lot just watching that match.
The way he was using x-23 and zero together was really interesting.

Hadengeki trap is easily escaped by pushblocking both booms and jumping away. Why both? I have no idea, but I couldn’t get out unless I pushblocked both.

I would’ve wanted to see that :frowning:

Good work figuring that out, guess I got more work to do. 'least it still works in X-Factor with no gaps at all.

But don’t worry, I got something pretty big planned for my next Zero related video. Kef, as a Zero/Doom player, will be very excited.

Edit: Welp, just did some more work, pretty sure using the L Hadangeki can not be pushblock jumped like the M version can like you said, at least at full screen. I’ll have to make a 2.0 video for this too. Zero’s getting somewhere I swear!

Hmm…I found out something interesting today for fun while I was in the lab with Zero. Now, we already know about the Sentsuizan’s infinite with Sogenmu. By mistake, I found an simple infinite loop with Sogenmu which can possibly combo into something more devastating.

I started off with a H, Shippuga, Sogenmu, H, Shippuga infinite.

The funny thing is that the max hits it can do on the Shippuga infinite is 27. However, even when it is on reset, the enemy still gets trapped within the loop. It pushes the enemy towards the corner. After the Sogenmu expires, I can do the BnB combo with Rekouha.

I would say the approximate damage is about the range of 400,000-650,000 with the infinite alone. I’ve only done this on very hard mode against the cpu and haven’t fully exploited the max damage on it. I am going to try it on online players soon.

I’ll report back if I find this loop to be conclusive. If this was already discovered, please let me know. Otherwise, I want credit for this lol.

Also, no one has the right to talk smack about Marn’s Zero unless they themselves have beaten him personally. I started using Zero after watching Marn play against NerdJosh within the first week of the release.

Advancing Guard

How are they going to advancing guard on hit?

How is it an infinite if it stops at 27 seven hits?With sougenmu, if you have them cornered, you’re better off doing the launch, super jump M x2, H dive loop.

What are Zero’s safe blockstrings and mix-up/cross-ups? I’m assuming 6H isn’t safe from what I’m testing? So I should stop at 5H then go for 421H mix-ups?

5H is neutral (+0) on block and 6H/Shippuga is +4. Either one is fine, just vary your approach and keep them guessing. 6H is safer in case they’re mashing a counter poke, you can cancel any of the 3 hits of 5H into 6H so I don’t see any downside in using it for blockstrings.

I’m noticing that regular grabs are good in this game. (Keep getting grabbed, unlike MvC2. usually on tag-ins or wake-ups I get grabbed.) Also, after 6H, if I try to do 5L or 2L, I usually get countered. (like DPs usually.) Is jH safe on block? I’m assuming it doesn’t really have priority though. (since I keep getting DP countered on a teleport jH cross-ups.)