I would think of putting Strider last. Orbs+XF3 would probably be the best thing in the game. Also willing to bet robot animal calls are an XF Infinite “GO GO GO GO GO GO GO” etc.
haha… What were striders assists in MVC2? I also heard his teleport kick just homes in on people and comes out right when you call the assist, sounds bad ass. Supposed to ground bounce, so that could be great for Zero since he doesn’t use any ground bounce resources in his combos.
Also wtf at oroborous being a level 3 lol. It’s good but come onnnn, not level 3 good.
Robot Animal Farm super DHC into sougenmou is really good I bet. Lots of lock down and cover for Zero to get in there and unblockable.
Some ideas for Zero+Strider:
- Legion into Sougenmu will probably give some easy unblock-ables for Zero.
- Strider’s teleport assist+Zero’s own teleports could be pretty great because of the tracking on the assist.
- Both Legion and Rekkouha OTG, so that can be pretty useful for combos later on.
- For the first time, I might consider Hadangeki assist instead of Ryuenjin for Strider’s mix ups. It would also depend on the third member’s combo options because Ryuenjin gives so much hitstun.
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About how many characters do you guys zero kill before he dies?
It’s kind of like MSP in MVC2, if I get the first character, is very probably the other 2 are dead aswell because of the mix ups coming in.
This is true for me as well. Once I get the first hit, assuming I finish all my combos (they are all 100%) then the game is over unless they have something like Tron or Haggar or amazing blocking skills.
Pretty much the same for me. He either dies at the start or kills everyone before they have a fighting chance coming in lol
What do you do to 100% people, Is that with a DHC or raikousen loop? Also can you pull these combos off online?
There’s a few ways to get 100%.
- Double assist ender combo, like so: http://www.youtube.com/watch?v=kq7fEsdBN4c Requires assists, no meter.
- Rekkoha X-Factor followup, seen in: http://www.youtube.com/watch?v=P5E4fHJD92o Requires X-Factor, not always meter.
- Zero/Dante DHC. You can basically keep DHC’ing between Zero and Dante until they die. Requires meter until they die.
- End with Level 3, usually enough, but Zero/Dante DHC can do more damage. Obviously requires 3 meters.
- Lighting loop until they die. Requires a lot of meter, but doesn’t require other characters.
Just pick 3 of them and you win a match.
And online is pretty much all I play, unfortunately. So yes, I do all these online all day.
I second this. If I ever run Strider he’ll be last, I don’t really wanna use someone with even less HP than Zero though. I REALLY hope Vergil has a good assist because I don’t want to drop Zero/Dante, they’re too good.
Low health was never an issue for me. Used Strider in MVC2 and now using Zero in MVC3.
I remember back in MVC2, to get used to making no mistakes because of the low health of Zero (before MVC3 came out), I would practice for 2 weeks with Wolverine/Akuma/Strider just to get used to dying in one combo/random super.
That’s a good point, if I’m already dying in one combo why should I be afraid of a little less health #_#. Kill or be killed, no room for error.
Shoutouts to Fridea(?) for repping Team Japan on EVO stream
So how did everyone do at evo? Made it to top 32. Lost to Fanatiq 2x in the process. Double Jeopardy ftl =T
Most of us didn’t go to EVO unfortunetly. Well, atleast Toast, Sonic, and me didn’t.
I’ll probably be going next year. Gotta start planning ASAP.
I’m gonna kick it into high gear come UMvC3. If Zero stays as cheap (or cheaper) as he is now and none of the new characters does what he does better (currently no one does) then I’ll solve Zero. I was working on a massive guide for Zero currently but I stopped writing it due to Ultimate.
Damn November’s gonna be hype.
You were doing a guide Toast? That would’ve been nice if it wasn’t for Ultimate’s announcement. November can’t come sooner, school for me starts until August 24 or something, so that means only 2 months and a half of wait. So hype.
I know Zero is going to stay high/top tier is all of the changes mentioned are the only ones. As for Strider, I don’t care, my dream of Zero and Strider on one game has come true
Yeah, I had like 4-5 pages done. The team building and combo section is probably going to change a lot. I’ll also have to get the new strategy guide for any changes in frame data.
Also correction, MODOK miiiight be better than Zero, at least in Ultimate. I’ve seen some crazy setups with the super barrier and jamming bomb. However I don’t think MODOK’s air mobility can match Zero’s. I’ll definitely experiment with him soon.
**Edit: **Screw it, I’ll go ahead and dump the team building section in here for the hell of it. I almost guarentee you it’s full of typos and a little unorganized. It’s just a draft. And I also didn’t add Hsien-Ko-a as an amazing assist choice for Zero. That assist is so broke with the gold armor.
[details=Spoiler]Chapter 1: Intoduction to Zero and Team Building tips
-Intro and summary of Zero
Zero is a very versatile character that can fit almost any role on a team. He can build meter with his long and damaging combos. He can spend meter with his Rekkoha and its DHC followups, as well as Sougenmu for several important uses. He makes a strong point character for safe openings and taking advantage of an opponent who only has only one meter. He is a great second character to utilize the DHC Glitch for another point character and as a backup in case the point character dies early. And he is a good anchor or dedicated assist character since he makes great use of X-Factor and meter, as well as having three good assists that become excellent assists with Sougenmu.
Zero becomes absolutely deadly in the corner. Through the use of assists, option selects, and corner specific combos and traps, Zero can easily run through an entire team in the corner without ever letting them escape.
Zero’s weaknesses mainly lie in his health. He only has 800,000 HP, and almost any character can kill Zero with one combo and a meter or two. Zero has no strong defensive options, and must rely either on defensive assists, or safe approches and retreats to keep himself from getting pressured too hard. Zero also only has one reliable way of dealing damage, and that is getting very close to your opponent for a combo. While this usually isn’t a problem, this can put Zero in a lot of danger if the opponent’s team have strong defensive options, such as Tron or Haggar assist, or a strong countering move like Wesker’s Rhino Charge. Zero is also suceptable to X-Factor guard cancels, and cross over counters. In these situations, Zero must approach with caution.
-Team building tips
Zero benifits greatly from teammates that can serve multiple functions. Here are the assist types that Zero needs the most.
- Combo extending attacks that let Zero combo after a TK Sword Dive (almost any assist can fit this bill.)
- Attacks that keep an opponent pinned in place for an extended period of time, giving Zero time to continue pressure. (Chun-Li-y, Doctor Doom-b or y, Sentinel-a, Dante-a, Amaterasu-b, Dormammu-a, Akuma-b, Hsien-Ko-a etc.)
- Fast hitting assists that create mixup situations with his command dash special move. (Akuma-b, Dante-a, Magneto-a, Arthur-b, Doctor Doom-y, Sentinel-a (between each drone), Tron-b, etc.)
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Long range assists that beef up Zero’s zoning game to a respectable level. (Iron-Man-a, Doctor Doom-a, Chris-b, Sentinel-a, Magneto-a, Arthur-b, Taskmaster-a, etc.)
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Defensive assists that keep opponents from appoaching Zero where he has a hard time defending, usually against dangerous air dashing characters like Tron. (Tron-b, Haggar-a, Sentinel-b, Dante-a, Trish-a or b, Magneto-y, M.O.D.O.K.-a, Iron-Man-b, Hsien-Ko-a, Chris-y, Dormammu-b, etc.)
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Teammates with hypers that can DHC after Rekkoha successfully. (Doctor Doom, Hulk, She Hulk, Storm, Iron-Man, Taskmaster, Ryu, Amaterasu, Haggar, Super Skrull, Sentinel, Dante (via Devil Trigger), Trish, M.O.D.O.K., etc.)
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Teammates who can make strong use of a TAC from Zero. (Sentinel, Dante, Doctor Doom, Magneto, Chun-Li, M.O.D.O.K., Storm, Viewtiful Joe, Trish, Tron, C. Viper, etc.)
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Teammates who can start the DHC Glitch for Zero to complete with Sougenmu. (Dante, Magento, Spencer, Storm, Jill, X-23, Deadpool, Tron, etc.)
- Morrigan’s Dark Harmanizor or Amaterasu’s Bloom, to take advantage of Sougenmu more frequently.
With this in mind, Zero’s best teammates are.
-Dante (Jam Session). Filling the roles of 7 out of the previous 9 functions, Dante is easily one of Zero's best partners. Jam Session is helpful in almost every situation for Zero. Dante himself benefits from Zero in several ways. Zero's uppercut assist can extend Dante's combos tremendously, and his projectile assist is useful for teleport crossups. Zero's Shippuga assist can be useful for Dante's pressure, especially when in Sougenmu state, but his other assists tend to be more useful and efficent. Dante can also begin the DHC Trick and end with Zero, ensureing the death of any character Dante touches.
-Sentinel (Sentinel Force Charge). While Dante has many great uses for Zero, it is arguable that Sentinel provides the most imporant use to Zero: Sentinel Force assist. The drones provide cover, help in firefights, create mixups, play a huge role in Zero’s setups, and lock down opponents like no other assist can. Sentinel also has strong uses outside of his assist, such as DHC’s and especially TAC’s.
Other strong teammates include
- Akuma (Tatsumaki Zankyaku). Mainly used for his assist with Zero's command dash to create an easy mixup or reset that is very difficult to see. It's also completely safe if blocked. Akuma's assist is also useful for many other characters, and Akuma is a notoriously good anchor.
- Doctor Doom (Plasma Beam). While you can unfourtantly only pick one, all of Doom's assists can be a great benifit to Zero. His Sphere Flame hyper DHC's perfectly after a Rekkoha from Zero, and vice versa. Doom can also make use of all of Zero's assists in some way.
- Amaterasu (Cold Star). Ammy's assist puts a character in place for a long time, letting Zero start his dangerous high/low mixup game. She DHC's cleanly after a Rekkoha, amd gets good use of Zero's uppercut assist for combos.
- Tron (Gustaff Fire). Tron assist lets Zero play a little more defensively, while also having a great assist for offensive tricks. Tron makes good use of Zero via DHC trick, and Zero's Projectile assist prodives good cover for Tron to air dash or drill forward.
-Trish (Peakaboo). Trish is very useful for some specialized traps invovling TAC's and her Round Harvest hyper. TAC'ing to Trish via an uncounterable TAC can lead into the Trish trap, who can tag a Sougenmu'd Zero back in for an easy unblockable reset.
- Morrigan (Dark Harmonizer). While a boost in meter build is useful to anyone, Zero can make great use of it through Sougenmu. Zero can continue to combo an opponent until he runs out of meter or until they are defeated through the use of the Lighting Loop. Zero's keepaway abilities are strong enough to safely call Morrigan while covering her vulnerable frames. With the added meter, any hit can turn into a knockout with Zero, and meter will rarely be an issue. Zero's projectile assist also helps with Morrigan's zoning and approaching game.
- Phoenix (TK Overdrive). Zero can build serious amounts of meter, and through the use of an uncounterable TAC and a good TAC partner like Sentinel or Doctor Doom, Zero could build nearly 4 bars in a single combo. In combination with Morrigan's Dark Harmonizer, Zero can run away and build meter without even going near the opponent, making an effective and speedy battery team for Phoenix
As an assist character, all of Zero’s assists can find purpose. However, Zero’s uppercut assist stands out for one unique reason: it is an invincible cross-over counter. This greatly benifits characters who have hard times geting out of pressure, like Sentinel or Doctor Doom. It is also a strong anti air assist by itself when used preemptivly, and pushes an opponent very high, which can lead to some specialized combos with characters like Dante.
Zero’s projectile assist can be useful for long range teams when powered up with Sougenmu, but without it the assist is a little lackluster. Still, when it is Sougenmu’d, it is a very strong zoning assist. Lastly, Zero’s charge assist is useful for some specific combos, and can cover a few gaps in another teammate’s blockstrings, but doesn’t hold them in place long enough to be considered a “pinning” assist. Which assist you use should be dependent on the team you create.
Team concepts
Zero-a/Dante-a/Sentinel-a. A very versatile, flexible and powerful team. Each character can make use of each other character’s assests in many ways. Zero has access to his two best assist characters. Dante gets an extremely useful combo extender from Zero and a good zoning assist from Sentinel that allows for tricky cross ups. Sentinel gets two strong anti-air assists, one being very useful for extending combos, and the other making an excellent cross-over counter for when opponents pressure Sentinel too hard. Everyone can DHC to anyone, everyone makes great use of TAC’s, and through the use of assists, Zero can take advantage of almost everyone of his advanced techniques.
Zero-a/Dante-a/Akuma-b. A team that takes many advantages from Akuma’s assist. Akuma assist gives both Zero and Dante nasty cross up tools, good combo extentions, and methods of comboing after their air throws. This adds a lot to the already powerful duo of Zero and Dante.
Zero-a/Doctor Doom-a/Sentinel-a. More of a long range based team than the others. This team takes full advantage of Zero’s Hadangeki Trap, and has many ways to build the meter required to use it.
Sentinel/Doom is a strong duo by themselves, and have tricks independent of Zero. TAC’s to Doom or Sentinel build massive amounts of meter, which can later be used for Sougenmu for Zero.
Zero-a/Trish-b/Dante-a. A team that utilizes Zero’s uncounterable TAC’s and Trish’s Round Harvest trap for unblockable resets. Trish and Dante also work well together on their own, and Trish’s Round Harvest hyper combos perfectly off Rekkoha, which can then lead into a Dante combo after a tag out. It’s mostly gimmicks, but masters of the three characters can make strong use of them.
Zero-a/Dante-a/Felicia-a. Felicia’s Rolling Buckler assist creates unblockable opportunities for both Zero and Dante that are difficult to avoid and do not require the use of Sougenmu. Felicia also benifits from Zero and Dante’s assists in her own way, and through Level 2-3 X-Factor, she can become one of the scariest characters in the game.
Zero-a/Tron-b/Sentinel-a. Zero with Tron’s fire assist gives him both a panic button and a strong tool for offense. Comboing off a Tron assist is easy and does not greatly affect Zero’s overall damage through damage scaling. Tron also gets use out of Sentinel’s assist, and gets a great cross-over counter through Zero to counter opponents who try to abuse Tron’s large hitbox.
Zero-a/Morrigan-y/Phoenix-b. A strong Phoenix battery team heavily centered around Phoenix. Zero has great runaway options that give him plenty of time and room to call Morrigan assist to quickly build meter for Dark Phoenix.
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Gonna try Zero/Strider/Phoenix Wright when UMvC3 drops.
Also, I haven’t been keeping up, is his buster charge faster or slower now?
The only reported change is it doesn’t cause a hard knock down.