what you do against Phoenix, is tag in your other character and use them instead >_> lol
honestly I’d like to know this too, my sparring partner plays Phoenix alot and usually when she’s in i immediately tag in Dorm coz i cant do shit to phoenix with zero…
The wiki is what is good for people like you who isn’t competent in the game enough to understand why you asked something stupid.
Like other players told you in other sections is clear that you don’t know what are you talking about.
You can’t comprehend what a list of pro and con would mean and everything you are planning to do with those lists is going to result in a failure.
So, go read the wiki starting from the basics or simply GTFO.
Pros:
-Numerous easy to use mixup tools in his 3 command dashes, 3 versions of the lightning dash, sword dive with a somewhat ambiguous crossup, and pseudo-unblockable setups using Sougenmu with a jumping normal and landing into a crouching normal while the shadow clone is still hitting overhead.
-Combo damage is among some of the highest in the game once you learn charge switch combos
-Combos build among the most meter in the game (I think only Taskmaster and Tron can claim more meter built per combo)
-Can be DHC Glitched into with Sougenmu
-One of the best level 3 supers in the game - punishes virtually anything from full screen with 21 frames of invincibility on startup, is easily comboed into, and is one of only two level 3s in the game (the other being Arthur’s) that can hit your opponent’s point character and assist at the same time.
-Decent keepaway game between Hadangeki, the Buster, and (with 3 bars) Genmu Zero
-Great mobility - on the ground you get a run and a backdash, as well as 3 different command dashes, and in the air you get only one jump but you also have access to 3 different command dashes, 3 different lightning dashes, an air-dash, a sword dive, and a fake sword dive. In a single jump you can do an air-dash, a command dash, and either a lightning dash or sword dive.
-j.:h: and j.:d::h: are very hard for most characters to cleanly counter-hit
-The Buster is arguably the best projectile in the game. It takes time to charge, but the level 3 has a gigantic hitbox, causes hard knockdown, is a great combo extender, can be used in the air, and turns you around to face your opponent after crossing them up, allowing combos and setups that would not be possible for other characters. You can also command dash or lightning dash (depending on position) in after a full-screen buster shot connects to continue the combo.
-Sougenmu (especially when combined with XF) allows Zero to fill the screen with a lot of projectiles between doubled busters and hadangekis. You can also tag out after activating to double all of Zero’s assists.
Cons:
-Individual hit damage is low
-Requires somewhat advanced execution to be able to do decent damage with combos
-Low health
-No invincibility on any moves that can be used as an approach (Genmu Zero - Zero’s level 3) is his only move with invincibility
-Because of the above, requires some kind of screen controlling assist (Drones, Plasma Beam, Jam Session) to effectively get in on most characters
-Can’t build any meter during Sougenmu
-Because he requires to always be charging the buster to be played to maximum effect, you are always effectively handicapped 1 button. The buster is better than almost every move in the game though so this is hardly even an issue.
-Can’t block after using an aerial command dash or lightning dash until he lands
-Bad assists. Without Sougenmu Ryuenjin is a subpar dragon punch assist, Shippuga is a standard combo extender but lacks any of the useful tools of other characters’ combo-extending assists like a wall or ground bounce and doesn’t stay out as long as most combo-extenders, and hadangeki is a very average fireball. With Sougenmu Shippuga becomes a better combo-extender, Hadangeki becomes a pretty good space controller, but Ryuenjin doesn’t really get anything.
Zero can block after an aerial command dash as long as the dash itself has ended. I just tested by doing a super jump, then Hienkyaku, then fell into blocking a Shinku Hadoken. It works with :h: Hienkyaku, as well, but not :l:, because you are still dashing until you land.
Real quick,if I,zero, attacks n they block my combo and pushblock,wat would u do?should u release buster,call task or sents assist,then teleport or wat?i need to learn how to counter attack so help
Q
Hadangeki, Super Jumping and level 3 buster allllll day. The level 3 buster beats pretty much every projectile in the game and its super fast so as long as you have it charged they can throw stuff for free. It also has a HUGE hit box, you can connect a level 3 buster from the air l.command dash to the floor regular dash forward and get a relaunch from almost anywhere on the screen.
So has anyone found good uses for M/H Raikousen? I mean, I don’t see what M thunder does that M command dash can’t and it would seem like a special with an upward trajectory that leaves you guard broken all the way down is just a terrible move in general. But I dunno, you guys seem clever. Find anything?
I haven’t found a use for the H version, but the M one hits as a cross up I believe. I remember testing this out with a friend in training mode, I would do a IA M Raikousen and he said he had to block it as a cross up. I could be totally wrong as this was a while ago, so I’m gonna need to test it out later.
I would say follow with an attack that has forward momentum, so either standing H or Shippuga. Command Dash to get behind (or above) them for a cross-up could also work.
You could also try a instant-air Sentsuizan or Raikousen.