WHATAMIFIGHTINGFOOOOOOOOO!: the MvC3 Zero Thread

Okay guys, here’s the deal. I’m trying to get my close friend into playing this game and his fav. character by far is Zero. With that being said I know that Zero is not an easy execution character, so I’m going over his house tomm to try n teach him a Zero BnB that is efficient, not TOO hard, and that works anywhere on the screen so that it is reliable.

I was reading this forum and I seriously don’t know which one to try and show him can you guys just give me ONE or TWO combos that are effective and won’t get him overwhelmed?

Also why is Zero considered one of the best characters in the game? I’ve heard that supposedly he does not have any bad match-ups and that he has a solo 50/50 mixup on incoming characters. How can you create this mix-up on incoming characters that have been snapped out/previous char. have been killed? What move is it?

Also what is the general approach to a Zero besides assit beam + teleport behind character. Is a dash into j.H viable? Thanks a ton!

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[INDENT=1]Instead of that, I could give you some pros/cons

Zero:
Pros:
-has great mobility, can be on the other side of the screen in a second.
-amazing normals
-good range,
-can play whatever style he wants (rushdown/mixups, runaway, zoning, chipping, he’s good at all of those
-can OHK every character in the game with the right partners,
-its an amazing meter builder,
-his lv3 is one of the 2 only lv3s in the game that can punish assists (the other one is chris)

  • can otg by himself and continue the combo
  • lv3 buster is broken
  • you can create unblockables with sougenmu (and chip the opp with an unjumpable pattern as long as u have the meter)
  • Rekkouha OTGs
  • His 50/50 mixup is crossup or non-cross :l: Raikousen, extremely hard to see coming, free combo on hit, free mixup on block.
  • Can charge his (broken) buster before the fight even starts
  • Most attacks are multi-hitting (bypass super armor)
  • If you have lv3 buster charged (as you should) everything he has is SAFE.
  • He has Megaman X DLC costume and Megaman Zero alt color.

Cons:

  • low health (dies in 1 combo…whatever)
  • Has some difficult matchup (I dont want to say bad, just, difficult)
  • He isnt that great without partners/assists, he always should be the 1st char to fight.
  • His command dashes are not invincible and can easily be thrown or hit by something (super)
  • Needs some specific partners to be really effective aka you can’t just throw it on a team and expect him to be godlike.

That’s all of the pros/cons I can think for now.[/INDENT]

So Flocker’s play at WNF was, I think, the way forward for Zero teams. I know you guys were all amazing with Zero/Dante in Vanilla, but he was making Hawkeye anchor look fantastic for these two characters. I love how you still have a chance even if any individual (or two) dies. Really considering picking Zero back up because of this team. Hawkeye assist holding them in place is much better than Doom assist soft knockdown and contribution to damage/hitstun scaling, IMO.

What was the team exactly? And are there any vids?

Edit: Nevermind, found it.

http://www.twitch.tv/leveluplive/b/302653497 @ Part 2 33:50

Thanks for putting up the link for everyone!

Thanks. I was planning on looking for some high level Ultimate Zero footage. Didn’t know Flocker was at WNF. :tup:

after watching flocker, im sorta having second thoughts about my own team :frowning: i play zero/vergil/doom and im starting to think taskmaster or hawkeye would fit the bill better as anchors and their assists scale less in both dmg/hs… but i can’t seem to let go of dooooom. are there are any pros to having doom over hawkeye as anchor/assist?

I posted a response to you Kid Duzzy that I think got lost. Anyway, I think Hawkeye works on the team because of less hitstun deterioration and it being easier to hit confirm off of. Also he is a boss anchor if you use Zero as a battery. He also works really well with Vergil teleports. I know I’m switching my team after seeing that.

has anyone got any suggestions for zero against wolverine, trish and zero mirror matches? against wolvie it swings either way as it depends on who gets the first hit and i try to stay off the ground when possible. I can’t find any options against trish except to use M or H raikousen or blaster if it reaches. And zero mirror matches either go quickly like wolverine or incredibly slow by both of us just super jumping away and bustering each other.

Zone Wolvie. Ain’t a thing he can do about it.

Rush Trish down if you can. If not :m:.Raikousen > Buster shot. Only follow up with :l:.Raikousen if you hit the first part. Don’t want to use the :l: version immediately due to ground traps.

Against Zero be patient with zoning. First one to blink usually loses.

Honestly, If you don’t want to drop Doom, then don’t. You can always find ways to make characters you like work. I find Plasma Beam easier to confirm off of than Greyhound because of its soft knockdown. If you don’t want Plasma Beam, you could always use Hidden Missiles for more damaging combos. I think Doom is fine as an anchor. He’s definitely more mobile than Hawkeye, and can get in easier, especially if you cover yourself with Photon Shots and missiles. Hawkeye can only do so much by doing chip damage, and you shouldn’t be running away from your opponent if they have the life lead. Doom can do a respectable amount of chip damage with beams and is better at opening people up. One combo with Doom kills, so it is much more rewarding to go on the offensive than to zone with Hawkeye and risk being timed out.

i have a question how do i get sentuiszan to knockdown in a air combo to go into super

You have to hit them with S at some point to allow them to enter a fly screen state

Can someone explain me some uses of Jam Session? I’ve heard thats is far and away one of Zeros best assists, but i’m not sure what to do with it outside of combos. It seems awkward to combo off of when using it for teleport crossups, and that wastes some pretty big combo potential if I do that, not to mention scaling it hard. It controls vertical space, which Zero seems to do very well already, and I can’t just throw him out there as a meatshield to cover me or he’ll die.

The only practical use I can think of is ending blockstrings with Jam Session and going for high/low mixups.

Anyway, any insight would be appreciated

I wrote some about it here.

When setting up the groundstring, call jam session, command dash left/right, if it is blocked midscreen it leads to another left/right if Zero normal jumps up, pause, command dash down as they are about to pass under from the pushback. So it sets up a 75/25.

This is avoidable though if they pushblock in a way where the final push from Dante doesn’t chip.

Merry Christmas to all Zero players!

Have a nice time with your love ones and enjoy it as much as you can.

I’m sick as a dog so no family time for me.

It’s just me and Zero. :stuck_out_tongue:

So I’m trying to learn the lightning loop but a lot of times when I try to do TK Lightning I get uppercut. When I look at the input history for both though they’re exactly the same. What am I doing wrong here?

Just doing it too fast, key to lightning loop IMO is just a steady pace and especially after sougenmu, j.Buster, L Raikousen you have a fair amount of time to just calm down and then bash em out at a steady pace. I found my problem was just doing it as soon as lightning hit.

What do you mean the inputs are exactly the same though? TK should :dp::uf:+:l: and Ryuenjin’s :dp: :S