Ultimate Marvel Vs Capcom 3

I'm probably better running away and chipping people than I am at rushing people down, I was thinking of picking up vergil but I don't think he would work well with Dorm since Vergil is a meter hog along with Dorm. I'm tempted to try out ghost rider since he has an easier time playing the distance than Doom and Dorm. I hate coming up with teams because they all need to help each other out.
 
Ghost Rider would definitely work if you want to do keepaway. Who else? Strange (I suppose), Hawkeye, Taskmaster, Deadpool, Chris, and probably Rocket Raccoon.
 
I actually completely forgot about Hawkeye! I might give him a shot actually as my taskmaster is really lacking and right now my focus is getting my doom to be as good as my hulk.

When I look at Dr.Strange I don't really picture him as a keepaway character, he seems to be all about mix-ups and teleports. I was watching the stuff Maxamillion posted and talked about when it came to strange and it seems as if he isn't suited for long range fights.
 
Hawkeye's the new Cable, at least from what I can tell, so he should be first on your list.

And yes, I guess. But Strange reminds me a lot of Lambda-11 from Blazblue, so we'll see what happens when people go into the lab.
 
I run Task on point too and what you need to do to keep him off you is a few things:

  • Be ready with advanced guard>shield bash if you predict them getting greedy on pressure AND to protect yourself from a lvl 3 charge shot frame trap by blowing through it.
  • J.S is your friend. I find it works better than j.H against Zero's j.H. You can do this parallel to his height but the higher above him the better.
  • S will tie j.C which isn't great, but at least you can get him off you for a moment.
  • Spam s.M to keep him on the ground. It won't beat out his j.C usually, but it will keep him grounded.
  • Bait lvl 3 charge shot>lightning with constant back jumping for hyper punish.
  • Zero j.C is predictable, scare him with counters.
  • Don't try to fight ground to air. You are at a severe disadvantage when he's above you. Focus on escaping more than countering unless you can get a full read. If you have to take a bunch of pressure, fine...be patient.
  • If you see lightning dash after lvl 3 charge shot, make sure you grab him before the lightning activates.
  • Sit on meter. You want to zone him for chip as much as possible and play keep away, and with his movement you can ONLY do this when you have meter to burn in case you whiff.
  • Do EVERYTHING you can to keep his ass on the ground. If you get him in the corner you threaten with repeated j.S and sentinal drones to lock him down. Play the match safe, he's too much of a threat once he's mobile so don't get fancy or give him frames to work with. With Task all you need is one combo and rather than mixing up zero with his high priority, focus on agitating them into a mistake by zoning him, he doesn't have much health and chip damage with Taskmaster will make them nervous.
  • Based on the team, sometime blowing x-factor early to kill him can be worth it. Zero is often a point character and will likely have teams based around him to help with his low damage, so consider if you can afford to beat their anchor with no x-factor if it will spare you losing a character or two to zero.
  • Learn what to advanced guard! It's a bad habit to advanced guard everything with Zero as you will hand him obscene amounts of frames to get right back in on you if you do it on the wrong moves.

Thanks a lot for the advice. I tried doing the zoning and it made this match easy mode. The thing I need to practice is keeping him on the ground. He tends to super jump, lightning, buster shot, command dash. Though it gets annoying, I hit Zero with a b+H (shield skills) whenever he tries to lightning to the ground, then I get full combo (thanks to this: http://www.youtube.com/watch?v=7kvTW6uTCrQ (though I may drop it occasionally)).

What I normally do now is try and chip him until he gets mad, then bait a lightning and punish to death; if I can't kill him because of the weird angle of anti-air b+H, I'll snap him out for his OTG assist, without that I basically cripple his damage output even further.
 
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