I don’t see a lot of reset usage among Zeros, so I want to put up a thread to get some tech discussion going on. I also want to go over some OS’s since Zero has some nice ones.
On grounded opponents, an easy and hard to see reset is just cancel any move into M Hienkyaku while calling an assist. Quick and easy cross up reset and is mostly safe if blocked or mashed out of. This is very strong with Dante-a and Akuma-b. If blocked, Zero gets further mixup options anyway.
After a full combo ending with a knockdown, you can pick 'em up with an M or H Sentsuizan. They recover in the air and you have enough time to go for some air option selects. Jump and attempt an air throw. If it misses, you get the dominant air H which will beat most options, and if you get a throw, then you get a throw. This is strong in the corner since the long range of air H and air down H can cover forward and backward air techs.
During air combos, you can reset with some of Zero’s air special moves. Canceling air M’s into any version of Hienkyaku gives you options. You can go to the ground and call an assist while going for an air throw or air H hit. You can cross up with the M version and catch backward techs with an air dash and air throw/air H. You can also use H Hienkyaku for some trickier options. If you come down with air S, and possibly H, you can catch all tech directions, but will not always result in a cross up. It is also difficult to combo after this way.
You can also cancel an air combo into Raikousen for some legit cross up resets midscreen. These are difficult to combo after however, but possible. They are also unsafe against certain characters if blocked or avoided.
Midscreen, Zero can use a TK’d Raikousen M as an option select against recovering opponents. If an opponent rolls back, the Raikousen will cross them up. If they roll forward, Zero will get a Hienkyaku M in the other direction. This is very powerful with an assist like Sentinel Drones which makes the former option very easy to combo after, and the ladder safer.
In the corner, keeping them in the corner with resets and option selects becomes incredibly strong. One of Zero’s best options selects is simply jumping and attacking with Sentsuizan M. If your opponent is in the corner, they have to deal with a high priority combo starter. If for any reason they get ouf of the corner, through ground recovery or anything else, Zero gets a Hienkyaku M in the other direction, keeping them in the corner. This is a very strong tactic and again, works very well with Sentinel assist.
You can mix a lot of these strategies together for some more super advanced stuff. Anything anyone else has, go ahead and share here.