WHATAMIFIGHTINGFOOOOOOOOO!: the MvC3 Zero Thread

Please post other zero’s frame data

So, first thing, I found a way to do launch, mmh, Charge Shot, Raikousen, etc. You can cancel the j. h into a j. s, then cancel the j. s near the end of the start up frames into special moves. I couldn’t get anything to link besides Charge Shot, though.

Second thing, I made a video of a simple combo and some resets where I do it and posted it on my new blog.

EDIT: I also found a way to give Zero ground and wall bounces by using TACs and Sougenmu. Here’s the video and a slightly more detailed description.

Sougenmu also seems to provide some resistance to Team Aerial Counters, which I’m working on recording stuff for, as well. Video and link.

This is amazing

Awesome findings, Cauldrath. I’m looking forward to trying some of that out when I find the time.

great findings i’m sure people will start coming up with resets and combo’s that come from that.

I played around with the cancelled j.S into charge shot yesterday… in the ground loop BnB if you do j.MMHS(cancel S into charge shot) after the 3 loops the opponent will always fall out of the relaunch. You can do it after 2 ground loops and finish the combo, but it does less damage than just doing the combo with 3 ground loops.

I do have some new technology (sorta, I’ve posted all of it at some point just not videos of it) to share at some point when I’m not busy… I think I’ll use that recording of the commentary from Battlefield Arcadia talking about “if Zero did any damage…” as the soundtrack. :rofl:

I also like how better editing = front page attention with stuff that I (and others like Kef, DarkDeath, Destin, and Steb) posted a month ago :slight_smile:

Zero does an assload of damage if you have buster and assist loops down. I’m averaging at 60%+ on every combo + tons of meter. Buster is really key to taking Zero a step further IMO.

:frowning:
Oh well, it’s very good for beginner Zero players and I am very happy for that lol. That means no more question that werent think throughout make it as a new thread here at the forums. He could gave a little bit of credit atleast mentioning the Zero forums as a whole but oh well, it’s all good here :).

Theory Fighter Ahead It seems like the ground bounce TAC could allow for a lot of damage off of the DHC trick for Zero without having to start the trick in the corner.

What’s the best way of covering yourself if you hit someone with st.:h: on block? Could you teleport behind them with 214M or H? I started playing Zero recently and this is one of my biggest problems. If only his st.:h: was able to be jump canceled like Ammy’s. :frowning:

Call an assist, cancel into Shippuga, and mix them up with a command dash. If they block the mixup you can basically just repeat the same string using your other assist. Also if you cancel into heavy command dash you can cancel that into backwards air-dash to retreat to safety.

Thanks, awesome. And one last question. Right now I’m using Tron, Zero, Sentinel to take advantage of DHC glitch. Would putting Zero on point be better so he gets to take advantage of Tron’s assist?

Alright folks this just got interesting. The one thing we’ve all been wishing we could do is now possible: canceling air H with a teleport. You just have to do an air S first, but it works.

Also, I got a nice air keepaway/zoning pattern with the air charge shot. It’s mainly for keeping scary characters on the ground and not really for zoning or chip damage, but it keeps Zero in the air for a loooong time.

(hold :l:)super jump, reach peak of jump (release :l:, immediately hold :l: again), air :d::db::b::h:, (release :l: at the peak of the teleport arc, immediately hold :l: again) air dash forward or backward, (release :l:, immediately hold :m: or :h:) air :d::df::f::l:, air :d::df::f::l: (release :m: or :h:) land.

Can also omit the teleport at the start and end it with a :l: teleport to reach the ground faster. Or omit one of the sword dive feints and replace it with a real dive. Additionally, if you do a normal jump and do the H teleport first, you can reach about super jump height but retain your ability to call assists.

What do you guys do when you land a j.h on a character thats in the air, can you follow up that?

I always try to land and start the basic L-M-H-Shipunga, though you could probably try to start some loops with an air M

YouTube - Marvelous Mondays: Andre vs Marn FT10

Marn vs Andre ft10

Marns Zero is soooo sickkkk

I usually do j.S after the j.H connects, makes it a whole lot easier to combo with LMH etc when you land.

Massive cleanup done in the Zero subforum, stickied everything useful.
If I missed something give me a shoutout.

^ Haha, thanks. All the clutter was starting to give me a headache

Astonishing how many people would make a thread, asking a simple ass question, right underneath threads titled “quick question, quick answer” and “the Zero thread”

Oh man, finally got to play some Zero for the 1st time tonight after trying to dream up a fun team for him in the last 48 hrs! Arrived at Zero Sent Tron and had a blast! Zero is so fuckin cheap it just puts a massive smile on my face!

Edit: Also played a lot of Zero Taskmaster Doom this weekend. Too fun!!!