Ultimate Marvel Vs Capcom 3

guys I really need help, how the hell would you deal with Dormammu, Dante, and Morrigan(or wolverine) using Zero, Wesker, and another Dante as your team? I can't beat my friend for shit

It depends on what's giving you trouble. Looking at the team, I'd imagine it's flame carpet and Dante assist (both shouldn't be a problem for Zero or Wesker). If it is flame carpet, simply spam fireballs with Zero (M. ones to keep him from starting up his zoning game and F. ones to go through flame carpet and punish if he tries something from full screen). Any other time, so long as you're attacking right, he should be worrying about Zero. Also, as long as they're not anticipating it (and usually don't have meter stocked), it's never a bad idea to Air m. teleport. If you're having trouble with that, just cover it with an assist. Also, never be afraid to stock up to level three and try to out slang (fireball/zone/whatever), with Zero in order to get them to be afraid of your fireball game; as soon as they do the wrong move, hit the level three and close the distance. If you're looking for another way to out sling, just level one charge (dunno what it's called) and out-sling your opponent until they change up their patterns; Zero can outsling most-anyone in the game with that using m. fireball. As soon as they switch their patterns up, you can to. Dorm's inferno or whatever doesn't have invincibility and, most of the time, if you're slinging right, you can give him no choice but to alter his patterns. You can also punish most assists with Zero's level three (just listen for the announcer or their character to call it out)

Of course, this is provided you're also charging buster cannon while slinging. Use buster to to punish anything they throw the wrong way and close the distance/combo/keep pressure.

It's near the same with Wesker, fireball-like gunshot can beat the start up of most projectiles. Don't be afraid to sling at an opponent who's content with just staying back and trying to get their damage with you approaching them.

If those aren't where your problems lie, sorry.
 
Oh yeah, if you're close to your opponent, Jam Session assist is near useless; most of the time Dante'll go right past your character (though they can pushblock you into him) and he can also be hit when he comes out (put one and one together with all of Zero's multihitting attacks). I had problems with Jam Session when I first started also. Just be patient and try to bait assists if they're giving you problems. Most people who try to zone will wait until they see what they think is an approach to call an assist like that or Tron or Hagger. After you bait it, either punish the assist or, if you're afraid of being punished while hurting the assist, just use the cooldown to form your approach. It can get a bit tedious with how well some characters can run away, but, yeah, I play Jill offline so I'm used to EVERYBODY trying to run away and having to chase them. =P
 
Yeah i figured a visual would be much better than mathematical formulas. I've added even more and made some edits so if any of you are still lost on frame data check it out and ask questions and I'll just keep adding more.
 
I'm not sure but I think flame carpet stops Zero wave projectiles . I know it will stop one strength of them. Just always be in the air with zero, his ability to dash and start heavy combos off air pokes makes it really risky for dorm to do a lot of his moves.
 
I'm not sure but I think flame carpet stops Zero projectiles (not sure on the chargeable one though). I know it will stop one strength of them. Just always be in the air with zero, his ability to dash and start heavy combos off air pokes makes it really risky for dorm to do a lot of his moves.

I think it may stop all of them, but almost like a 'combo'; if he's near it when you do Zero's f. fireball, it will 'trade' with it once and then hit Dorm.

Other than that, yeah, Zero should be staying in the air if he's spamming carpets, but teleport behind him (from the air) and do combos that won't lead him into the carpet. The biggest things I've seen in the form of answers from Dorm for that are: a preemptive 'fountain' attack or gravity hole; an air throw; something into a canceled inferno; or simply spacing it so that, if Zero does attack, he'll either have to block an S. attack or carpet on the way down (depending on whether or not Zero has already used his air-dash. But, really, because of his normals and air normals, Zero can rape most of the cast. Still, you have to attack intelligently with him. If a Zero player is on autopilot (and not taking advantage of his buster cannon), you can very easily pushblock him and make him have to start all over. And, of course, one good attack is all it takes to kill him.
 
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