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[[File:Mvci_logo.png|link=MvCI]] | [[File:Mvci_logo.png|link=MvCI]] | ||
{| | {{MVC2 Character Intro|char=MVCI_Zero|full=Zero|short=ZR|content= | ||
| | {{2 Column Flex|flex1=6|flex2=4 | ||
| | |content1= | ||
== Story == | |||
Third time's the charm for Zero, who first appeared in a Capcom-developed vs. title with ''Tatsunoko vs. Capcom: Ultimate All-Stars''. Zero debuted in Capcom's ''Mega Man X'' as a sort of mentor figure to X, later becoming a playable character in that series. Like X, he is a Maverick Hunter, sworn to take down the violent, gone-haywire Reploid robots in the year 21XX, though his past and future are more tumultuous than X's, as he was built by classic ''Mega Man'' antagonist Dr. Wily. A struggle between good and evil rages insides of Zero, though he ultimately overcomes and shows that he's more than the sum of his programming. In ''Marvel vs. Capcom Infinite,'' Zero utilizes the various new techniques he gains from defeating his Maverick enemies, such as sword projectiles, rising fire slices, and crashing ice spears. | |||
== Zero | == Gameplay == | ||
{{ | Zero is almost certainly the best character in the game; featuring nearly every tool you could want to get your hands on. From highly-damaging combos, to strong neutral presence with huge disjointed normals and a variety of projectile angles, to swift mobility, he can do it all. Although he's lost his ability to cancel his specials into a charged buster shot from ''Ultimate Marvel vs. Capcom 3'', he's gained an intriguing new ability to use those buster charges to instead cancel his specials into a whole new suite of specials, giving him not just one but several new special moves to play with, increasing his flexibility in all areas of his gameplay. | ||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>GhkiLDwq5Eo</youtube></center> | |||
}} | |||
}} | |||
{{ | {{ProConTable | ||
== | |pros= | ||
*{{Clr|4|'''Sword Normals:'''}} WIP | |||
*{{Clr|4|'''Sougenmu:'''}} With the help of his Sougenmu (22LK+HK) install hyper, Zero can perform powerful combos, giving him some of the best zoning with Hadangeki and Rakuhouha alongside the highest damage potential in the game. | |||
*{{Clr|4|'''Mix-Ups:'''}} Zero's oncoming mix-up game is extremely strong. Utilizing moves like Raikousen (j.236P), C-Sword (Lvl 3 Buster during Raikousen) and Hienkyaku (214XX) which can cross-up. Zero can create layered mix-ups that are insanely difficult to block without being completely unblockable. | |||
|cons= | |||
*{{Clr|3|'''Squishy:'''}} With Zero having below average health, so without Soul-Stone he can die easily to Happy Birthdays. | |||
}} | |||
}} | |||
=== Players to Watch === | === Players to Watch === | ||
{{ MvCICharacterDataBox | 9,000 | No | 2-Way | 1 | | Cloud805 (Zero/Dante), Flux, Killerkai | ||
{{ MvCICharacterDataBox | 9,000 | No | 2-Way | 1 | Hienkyaku (command dash) }} | |||
}} | |||
== Move List == | == Move List == | ||
=== Unique Trait === | === Unique Trait === | ||
'''Buster Cancel''': By holding down any of the attack buttons, Zero can charge his buster up to three levels. Once charged to level 3, Zero can cancel any of his special attacks by letting go of Buster to cancel into a new | {{Clr|6|'''Buster Cancel'''}}: By holding down any of the attack buttons, Zero can charge his buster up to three levels. Once charged to level 3, Zero can cancel any of his special attacks by letting go of Buster to cancel into a new additional special which can create new attack angles and keep the opponent guessing. Combine this with his Sougenmu shadow clone ability, and you can make life a living hell for your opponent with a seemingly nonstop barrage of attacks. | ||
=== Normals === | === Normals === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Light Punch | |name=Standing Light Punch | ||
|command=[[File:Mvci_lp.png]] | |command=[[File:Mvci_lp.png]] | ||
|damage= | |damage=200 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active=3 | ||
|recovery= | |recovery=12 | ||
|hit= | |hit=-4 | ||
|block= | |block=-2 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Heavy Punch | |name=Standing Heavy Punch | ||
|command=[[File:Mvci_hp.png]] | |command=[[File:Mvci_hp.png]] | ||
|damage= | |damage=200x3 (600) | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=12 | ||
|active= | |active=9 | ||
|recovery= | |recovery=18 | ||
|hit= | |hit=+3 | ||
|block= | |block=-1 | ||
|notes= | |notes=Sword attack with extremely long active frames. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Light Kick | |name=Standing Light Kick | ||
|command=[[File:Mvci_lk.png]] | |command=[[File:Mvci_lk.png]] | ||
|damage= | |damage=400 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=4 | ||
|recovery= | |recovery=19 | ||
|hit= | |hit=+1 | ||
|block= | |block=-3 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Heavy Kick | |name=Standing Heavy Kick | ||
|command=[[File:Mvci_hk.png]] | |command=[[File:Mvci_hk.png]] | ||
|damage= | |damage=600 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=13 | ||
|active= | |active=6 | ||
|recovery= | |recovery=24 | ||
|hit= | |hit=-6 | ||
|block= | |block=-10 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching Light Punch | |name=Crouching Light Punch | ||
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=200 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active=5 | ||
|recovery= | |recovery=19 | ||
|hit= | |hit=-6 | ||
|block= | |block=-8 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching Heavy Punch | |name=Crouching Heavy Punch | ||
|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=600 | ||
|guard= | |guard=Mid | ||
|properties=Launch | |properties=Launch | ||
|startup= | |startup=12 | ||
|active= | |active=7 | ||
|recovery= | |recovery=17 | ||
|hit= | |hit=+26 | ||
|block= | |block=-7 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching Light Kick | |name=Crouching Light Kick | ||
|command=[[File:Mvci_down.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_lk.png]] | ||
|damage= | |damage=400 | ||
|guard= | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=5 | ||
|recovery= | |recovery=23 | ||
|hit= | |hit=-4 | ||
|block= | |block=-9 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching Heavy Kick | |name=Crouching Heavy Kick | ||
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage=600 | ||
|guard= | |guard=Low | ||
|properties= | |properties=Hard Knockdown | ||
|startup= | |startup=14 | ||
|active= | |active=9 | ||
|recovery= | |recovery=18 | ||
|hit= | |hit=+51 | ||
|block= | |block=-8 | ||
|notes= | |notes=A slide. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Light Punch | |name=Jumping Light Punch | ||
|command= | |command=j.[[File:Mvci_lp.png]] | ||
|damage= | |damage=200 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active=7 | ||
|recovery= | |recovery=13 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Heavy Punch | |name=Jumping Heavy Punch | ||
|command= | |command=j.[[File:Mvci_hp.png]] | ||
|damage= | |damage=200x3 (560) | ||
|guard=High | |guard=High (first hit only), Mid | ||
|properties= | |properties= | ||
|startup= | |startup=13 | ||
|active= | |active=2(2)2(2)2(4)9 | ||
|recovery= | |recovery=7 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Light Kick | |name=Jumping Light Kick | ||
|command= | |command=j.[[File:Mvci_lk.png]] | ||
|damage= | |damage=400 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=6 | ||
|active= | |active=5 | ||
|recovery= | |recovery=18 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Heavy Kick | |name=Jumping Heavy Kick | ||
|command=[[File: | |command=j.[[File:Mvci_hk.png]] | ||
|damage= | |damage=600 | ||
|guard=High | |||
|properties=During Air Combo:<br> Groundbounce Hardknockdown Aircombofinisher | |||
|startup=16 | |||
|active=5 | |||
|recovery=20 | |||
|hit=- | |||
|block=- | |||
|notes=- | |||
}} | |||
=== Command Normals === | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Youdantotsu | |||
|command=[[File:Mvci_fwd.png]][[File:Mvci_lp.png]] | |||
|damage=250 | |||
|guard=Mid | |||
|properties= | |||
|startup=8 | |||
|active=4 | |||
|recovery=14 | |||
|hit=+6 | |||
|block=+2 | |||
|notes=- | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Shippuuga | |||
|command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]] | |||
|damage=250x3 (750) | |||
|guard=Mid | |||
|properties= | |||
|startup=14 | |||
|active=9 | |||
|recovery=28 | |||
|hit=-7 | |||
|block=-11 | |||
|notes=- | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Reshoukyaku | |||
|command=[[File:Mvci_fwd.png]][[File:Mvci_hk.png]] | |||
|damage=600 | |||
|guard=Mid | |||
|properties=Knockdown | |||
|startup=10 | |||
|active=5 | |||
|recovery=47 | |||
|hit=-5 | |||
|block=-32 | |||
|notes=- | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Koketsuga | |||
|command=[[File:Mvci_df.png]][[File:Mvci_hp.png]] | |||
|damage=700 | |||
|guard=Low | |||
|properties=Hard Knockdown | |||
|startup=10 | |||
|active=3 | |||
|recovery=23 | |||
|hit=+52 | |||
|block=-7 | |||
|notes=- | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Kuuenzan | |||
|command=j.[[File:Mvci_back.png]][[File:Mvci_hp.png]] | |||
|damage=250x3 (750) | |||
|guard=High (first hit only), Mid | |||
|properties= | |||
|startup=12 | |||
|active=2(1)2(2)3(3)3(1)2 | |||
|recovery=7 | |||
|hit=- | |||
|block=- | |||
|notes=- | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Rasenkyaku | |||
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_hk.png]] | |||
|damage=650 | |||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=11 | ||
|active= | |active=3 | ||
|recovery= | |recovery=28 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
=== Misc === | === Misc === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Throw | |name=Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=6 hits (960) or 1000 (back throw) | ||
|guard= | |guard=Throw | ||
|properties= | |properties= | ||
|startup=3 | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery= | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Additional damage scales by 50% | |notes=Additional damage scales by 50%. Combo follow-ups are only possible if you end up as close to your opponent as possible, with them being as far into the corner as possible. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Air Throw | |name=Air Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=6 hits (960) or 1000 (back throw) | ||
|guard= | |guard=Throw | ||
|properties= | |properties= | ||
|startup=3 | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery= | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Additional damage scales by 50% | |notes=Additional damage scales by 50%. Combos are only possible off of the forward version in the corner, and even then only by tagging. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Tag | |name=Tag | ||
|command=[[File:Mvci_tag.png]] | |command=[[File:Mvci_tag.png]] | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup=6 | |startup=6 | ||
Line 241: | Line 333: | ||
|hit=+33 | |hit=+33 | ||
|block=+28 | |block=+28 | ||
|notes=Hit/Block adv is dependent on when you cancel your tag-in | |notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in. | ||
}} | }} | ||
=== Specials === | === Specials === | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo=[[File:]][[File:]] | |photo= | ||
|name= | |name=Hienkyaku | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage=- | |||
|lguard=- | |||
|lstartup=7 | |||
|lactive=12 | |||
|lrecovery=18 | |||
|lhit=- | |||
|lblock=- | |||
|lproperties={{airok}} <br> No push box on frames 7-18 | |||
|hdamage=- | |||
|hguard=- | |||
|hstartup=7 | |||
|hactive=21 | |||
|hrecovery=18 | |||
|hhit=- | |||
|hblock=- | |||
|hproperties={{airok}} <br> No push box on frames 7-27 | |||
|notes=Zero's "command dash" is one of his main mobility options, this move will pass through opponents hurtboxes and allow him to create cross ups. This move can be canceled into Level 3 Buster.<br> [[File:Mvci_lp.png]] version dashes forwards a short distance.<br> [[File:Mvci_hp.png]] version dashes forwards full screen. | |||
}} | |||
{{MvCIMoveListRow2.2 | |||
|photo= | |||
|name=Hienkyaku | |||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |||
|ldamage=- | |||
|lguard=- | |||
|lstartup=7 | |||
|lactive=22 | |||
|lrecovery=16 | |||
|lhit=- | |||
|lblock=- | |||
|lproperties={{airok}} <br> No push box on frames 7-28 | |||
|hdamage=- | |||
|hguard=- | |||
|hstartup=7 | |||
|hactive=22 | |||
|hrecovery=16 | |||
|hhit=- | |||
|hblock=- | |||
|hproperties={{airok}} <br> No push box on frames 7-28 | |||
|notes=[[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] version of this move puts Zero in the air, Zero can perform one more Air Hienkyaku before landing. This move can be canceled into Level 3 Buster.<br> [[File:Mvci_lk.png]] version dashes directly upwards a short distance.<br> [[File:Mvci_hk.png]] version dashes towards the top of the screen and then down to the ground. | |||
}} | |||
{{MvCIMoveListRow2.1 | |||
|photo= | |||
|name=Air Hienkyaku | |||
|command=j.[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage=- | |||
|lguard=- | |||
|lstartup=7 | |||
|lactive=10 | |||
|lrecovery=2 | |||
|lhit=- | |||
|lblock=- | |||
|lproperties= | |||
|hdamage=- | |||
|hguard=- | |||
|hstartup=7 | |||
|hactive=23 | |||
|hrecovery=2 | |||
|hhit=- | |||
|hblock=- | |||
|hproperties= | |||
|notes=The air version is an effective way to set up cross up overheads, can only use one Hienkyaku per jump. This move can be canceled into Level 3 Buster.<br> [[File:Mvci_lp.png]] version in the air dashes forwards a short distance.<br> [[File:Mvci_hp.png]] version in the air dashes forwards full screen. | |||
}} | |||
{{MvCIMoveListRow2.2 | |||
|photo= | |||
|name=Air Hienkyaku | |||
|command=j.[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |||
|ldamage=- | |||
|lguard=- | |||
|lstartup=9 | |||
|lactive=12 | |||
|lrecovery=6 | |||
|lhit=- | |||
|lblock=- | |||
|lproperties=Super Jump 8F + Land 6F | |||
|hdamage=- | |||
|hguard=- | |||
|hstartup=7 | |||
|hactive=22 | |||
|hrecovery= | |||
|hhit=- | |||
|hblock=- | |||
|hproperties=No push box on frames 7-28 | |||
|notes=Can only use one Hienkyaku per jump, this move can be canceled into Level 3 Buster.<br> [[File:Mvci_lk.png]] version dashes directly down towards the ground.<br> [[File:Mvci_hk.png]] version dashes towards the top of the screen and then down to the ground, can effectively chain the ground version into this air version to reach higher altitudes. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Hyper Zero Blaster - Level 1 | |||
|command=Hold [[File:Mvci_lp.png]], [[File:Mvci_hp.png]], [[File:Mvci_lk.png]], or [[File:Mvci_hk.png]] <br> release to activate | |||
|damage=800 | |||
|guard=Mid | |||
|properties=Projectile | |||
|startup=9 | |||
|active=- | |||
|recovery=22 | |||
|hit=-11 | |||
|block=+4 | |||
|notes=Level 1 can be reflected. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Hyper Zero Blaster - Level 2 | |||
|command=Hold [[File:Mvci_lp.png]], [[File:Mvci_hp.png]], [[File:Mvci_lk.png]], or [[File:Mvci_hk.png]] <br> release to activate | |||
|damage=900 | |||
|guard=Mid | |||
|properties=Projectile | |||
|startup=9 | |||
|active=- | |||
|recovery=22 | |||
|hit=-4 | |||
|block=+4 | |||
|notes=Level 2 can not be reflected. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Hyper Zero Blaster - Level 3 | |||
|command=Hold [[File:Mvci_lp.png]], [[File:Mvci_hp.png]], [[File:Mvci_lk.png]], or [[File:Mvci_hk.png]] <br> release to activate | |||
|damage=1000 | |||
|guard=Mid | |||
|properties=Projectile<br>Hard Knockdown<br>Ground Bounce<br>Wall Bounce<br> | |||
|startup=9 | |||
|active=- | |||
|recovery=22 | |||
|hit=+80 | |||
|block=+4 | |||
|notes=Level 3 cannot be reflected. Release charge during Hadangeki, Ryuenjin, Sentsuizan, or Raikousen to get a follow up attack out of these moves. | |||
}} | |||
{{MvCIMoveListRow2.1 | |||
|photo= | |||
|name=Hadangeki | |||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage= | |ldamage=1000 | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=18 | ||
|lactive= | |lactive=8 | ||
|lrecovery=19 | |||
|lhit=-3 | |||
|lblock=-1 | |||
|lproperties=Projectile | |||
|hdamage=550x2 | |||
|hguard=Mid | |||
|hstartup=18 | |||
|hactive=16 | |||
|hrecovery=11 | |||
|hhit=-1 | |||
|hblock=+7 | |||
|hproperties= | |||
|notes=Simply known as Zero's "fireball" attack, an effective zoning tool which gains strength when canceled into Rakuhouha.<br> [[File:Mvci_lp.png]] version travels slowly and can be reflected.<br> [[File:Mvci_hp.png]] version travels a bit faster and is a 2 hit projectile, can be reflected. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Rakuhouha | |||
|command=Release Level 3 Hyper Zero Blaster during Hadangeki | |||
|damage=500x3 (1450) | |||
|guard=Mid | |||
|properties=Projectile<br>Knockdown | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|notes=Releasing charge at any point during this move, even on the very last frame of recovery, will {{cancel}} into this move. This is Zero's strongest zoning tool as it will release 3 separate projectiles that travel at different angles with one traveling {{low}} to the ground. All projectiles spawned can be reflected and cause knockdowns. | |||
}} | |||
{{MvCIMoveListRow2.1 | |||
|photo= | |||
|name=Ryuenjin | |||
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage=1000 | |||
|lguard=Mid | |||
|lstartup=5 | |||
|lactive=1(4)1(6)1(6)4 | |||
|lrecovery=16 | |||
|lhit=+16 | |||
|lblock=-26 | |||
|lproperties=Knockdown<br>Invuln frames 1-4 | |||
|hdamage=150*5(735)/500+150*4(1055) | |||
|hguard=Mid | |||
|hstartup=5 | |||
|hactive=27 | |||
|hrecovery=31 | |||
|hhit=+5 | |||
|hblock=-29 | |||
|hproperties=Knockdown<br>Invuln frames 1-4 | |||
|notes=Zero's "DP" is a {{high}} reaching ground attack with invincibility frames and is great for anti-airs and can be canceled into Hyouretsuzan to confirm.<br> [[File:Mvci_lp.png]] version is a {{low}} to the ground DP.<br> [[File:Mvci_hp.png]] version is a {{high}} reaching DP, damage is based on distance, first hit does 500 during early animation frames vs 150. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Hyouretsuzan | |||
|command=Release Level 3 Hyper Zero Blaster during Ryuenjin | |||
|damage=500x2 | |||
|guard=Mid | |||
|properties=Hard Knockdown | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|notes=When canceled out of Ryuenjin, Zero performs a {{downward}} ice attack that confirms out of Ryuenjin. If done twice in a combo, the opponent will enter a force tech where they can only either neutral tech or air tech. | |||
}} | |||
{{MvCIMoveListRow2.2 | |||
|photo= | |||
|name=Sentsuizan | |||
|command=j.[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |||
|ldamage=1000 | |||
|lguard=Mid | |||
|lstartup=15 | |||
|lactive=1 | |||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties= | ||
|hdamage= | |hdamage=1000 | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup=20 | ||
|hactive= | |hactive=1 | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= | |hproperties=During Air Combo:<br> Hardknockdown Aircombofinisher | ||
|notes= | |notes=Zero's "Dive Kick", when combined with his dash options in neutral, he can use this move after getting in position to pressure the opponent. Can {{cancel}} into F-Splasher to create new combo paths or frame trap the enemy.<br> [[File:Mvci_lk.png]] version is a decent combo tool as it won't waste your hard {{knockdown}} and can be used multiple times in a combo.<br> [[File:Mvci_hk.png]] version has longer start up and is a good air combo ender as it ends in a hard knockdown. | ||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=F-Splasher | |||
|command=Release Level 3 Hyper Zero Blaster during Sentsuizan | |||
|damage=800 | |||
|guard=Mid | |||
|properties=Wallbounce Knockdown | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|notes=After canceling out of Sentsuizan, Zero will do an air shoulder tackle backed by ice which creates a wall bounce, can be an ideal move to begin your combo. | |||
}} | }} | ||
{{MvCIMoveListRow2. | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name= | |name=Raikousen | ||
|command=[[File:Mvci_qcf.png]][[File: | |command=j.[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage= | |ldamage=200x5 (960) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=32 | ||
|lactive= | |lactive=20 | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties=Proj | ||
|hdamage= | |hdamage=200x5 (960) | ||
|hguard= | |hguard= | ||
|hstartup= | |hstartup=35 | ||
|hactive= | |hactive=20 | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= | |hproperties=Proj | ||
|notes= | |notes=Known simply as Zero's "lightning attack", after dashing forwards Zero leaves a trail of electricity which is ideal for setting up mix-ups. Can {{cancel}} into C-Sword at anytime before landing.<br> [[File:Mvci_lp.png]] version has Zero travel at a {{downward}} angle towards the ground, this is his primary special in his "lightning loops".<br> [[File:Mvci_hp.png]] version has Zero travel forwards in the air. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=C-Sword | ||
|command= | |command=Release Level 3 Hyper Zero Blaster during Raikousen | ||
|damage= | |damage=300x3 (870) | ||
|guard= | |guard=High (first hit only), Mid | ||
|properties= | |properties=Knockdown | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 303: | Line 609: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=A move resembling his j.[[File:Mvci_hp.png]] but with a wider hitbox that hits all around Zero. This move seems better used with tags as it's very easy to punish on block or whiff. | ||
}} | }} | ||
=== Hypers === | |||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo=[[File:]] | |photo= | ||
|name= | |name=Rekkoha | ||
|command=[[File: | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=360*13+450 (3681) | ||
|guard= | |guard=Mid | ||
|properties=Proj Knockdown | |||
|startup=17 | |||
|active=70 | |||
|recovery=29 | |||
|hit=+81 | |||
|block=-13 | |||
|notes=Known simply by "skittles" due to it's rainbow effect, can be a nice way to add damage on to an enemy at higher heights. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Raijinshou | |||
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |||
|damage=300+250+220*12+500 | |||
|guard=Mid | |||
|properties=Proj Knockdown | |||
|startup=16 | |||
|active=106 | |||
|recovery=57 | |||
|hit=+46 | |||
|block=-51 | |||
|notes=An invincible super with nice lockdown properties. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Sougenmu | |||
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |||
|damage=- | |||
|guard=- | |||
|properties= | |properties= | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=Also known as his "shadow clone" ability, Zero powers up and creates a clone that mimics his actions after a set amount of time. | ||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Genmu Zero | |||
Level 3 | |||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |||
|damage=1500*5 (4800) | |||
|guard=Mid | |||
|properties=Proj Knockdown | |||
|startup=20 | |||
|active=59 | |||
|recovery= | |||
|hit=+96 | |||
|block=+2 | |||
|notes=Zero's level 3 is different from most characters in that his isn't a cinematic hyper and is simply an incredibly strong full screen projectile. | |||
}} | }} | ||
=== Hitboxes === | === Hitboxes === | ||
<youtube>B9iBT0V9J1M</youtube><br> | |||
== Videos == | == Videos == | ||
Line 327: | Line 679: | ||
=== Combos === | === Combos === | ||
HP・6HP・6HK>Air 236LK>(Dash・5LK)・6HP・2HP>JHP・→JHK>Air 236HK hold>(Dash・LK)・6HP>22HP(4 hits)・Release hold>Rekkouha・Hold button>Release air hold [https://youtu.be/PaGCI7U5-Zo?si=vM-srJJr6yCJWYhY Video Example] | |||
== Strategy == | == Strategy == | ||
Line 352: | Line 705: | ||
[http://wiki.shoryuken.com/MvCI/Zero#Top Top of Page] | [http://wiki.shoryuken.com/MvCI/Zero#Top Top of Page] | ||
[[Category: Marvel vs. Capcom Infinite]] | {{Navbox-MVCI}} | ||
[[Category:Marvel vs. Capcom Infinite]] |
Latest revision as of 11:41, 29 December 2024
Story
Third time's the charm for Zero, who first appeared in a Capcom-developed vs. title with Tatsunoko vs. Capcom: Ultimate All-Stars. Zero debuted in Capcom's Mega Man X as a sort of mentor figure to X, later becoming a playable character in that series. Like X, he is a Maverick Hunter, sworn to take down the violent, gone-haywire Reploid robots in the year 21XX, though his past and future are more tumultuous than X's, as he was built by classic Mega Man antagonist Dr. Wily. A struggle between good and evil rages insides of Zero, though he ultimately overcomes and shows that he's more than the sum of his programming. In Marvel vs. Capcom Infinite, Zero utilizes the various new techniques he gains from defeating his Maverick enemies, such as sword projectiles, rising fire slices, and crashing ice spears.
Gameplay
Zero is almost certainly the best character in the game; featuring nearly every tool you could want to get your hands on. From highly-damaging combos, to strong neutral presence with huge disjointed normals and a variety of projectile angles, to swift mobility, he can do it all. Although he's lost his ability to cancel his specials into a charged buster shot from Ultimate Marvel vs. Capcom 3, he's gained an intriguing new ability to use those buster charges to instead cancel his specials into a whole new suite of specials, giving him not just one but several new special moves to play with, increasing his flexibility in all areas of his gameplay.
Strengths | Weaknesses |
---|---|
|
|
Players to Watch
Cloud805 (Zero/Dante), Flux, Killerkai
Character Vitals
Move List
Unique Trait
Buster Cancel: By holding down any of the attack buttons, Zero can charge his buster up to three levels. Once charged to level 3, Zero can cancel any of his special attacks by letting go of Buster to cancel into a new additional special which can create new attack angles and keep the opponent guessing. Combine this with his Sougenmu shadow clone ability, and you can make life a living hell for your opponent with a seemingly nonstop barrage of attacks.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | Mid | 5 | 3 | 12 | -4 | -2 | ||
- |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200x3 (600) | Mid | 12 | 9 | 18 | +3 | -1 | ||
Sword attack with extremely long active frames. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Mid | 8 | 4 | 19 | +1 | -3 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 13 | 6 | 24 | -6 | -10 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | Mid | 9 | 5 | 19 | -6 | -8 | ||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 12 | 7 | 17 | +26 | -7 | Launch | |
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Low | 8 | 5 | 23 | -4 | -9 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Low | 14 | 9 | 18 | +51 | -8 | Hard Knockdown | |
A slide. |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | High | 7 | 7 | 13 | - | - | ||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200x3 (560) | High (first hit only), Mid | 13 | 2(2)2(2)2(4)9 | 7 | - | - | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | High | 6 | 5 | 18 | - | - | ||
- |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 16 | 5 | 20 | - | - | During Air Combo: Groundbounce Hardknockdown Aircombofinisher | |
- |
Command Normals
Youdantotsu![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250 | Mid | 8 | 4 | 14 | +6 | +2 | ||
- |
Shippuuga![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250x3 (750) | Mid | 14 | 9 | 28 | -7 | -11 | ||
- |
Reshoukyaku![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 10 | 5 | 47 | -5 | -32 | Knockdown | |
- |
Koketsuga![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 10 | 3 | 23 | +52 | -7 | Hard Knockdown | |
- |
Kuuenzan j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250x3 (750) | High (first hit only), Mid | 12 | 2(1)2(2)3(3)3(1)2 | 7 | - | - | ||
- |
Rasenkyaku j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
650 | High | 11 | 3 | 28 | - | - | ||
- |
Misc
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Hyper Zero Blaster - Level 1 Hold ![]() ![]() ![]() ![]() release to activate |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 9 | - | 22 | -11 | +4 | Projectile | |
Level 1 can be reflected. |
Hyper Zero Blaster - Level 2 Hold ![]() ![]() ![]() ![]() release to activate |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
900 | Mid | 9 | - | 22 | -4 | +4 | Projectile | |
Level 2 can not be reflected. |
Rakuhouha Release Level 3 Hyper Zero Blaster during Hadangeki |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500x3 (1450) | Mid | Projectile Knockdown | ||||||
Releasing charge at any point during this move, even on the very last frame of recovery, will ![]() ![]() |
Hyouretsuzan Release Level 3 Hyper Zero Blaster during Ryuenjin |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500x2 | Mid | Hard Knockdown | ||||||
When canceled out of Ryuenjin, Zero performs a ![]() |
F-Splasher Release Level 3 Hyper Zero Blaster during Sentsuizan |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | Wallbounce Knockdown | ||||||
After canceling out of Sentsuizan, Zero will do an air shoulder tackle backed by ice which creates a wall bounce, can be an ideal move to begin your combo. |
Hypers
Raijinshou![]() ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300+250+220*12+500 | Mid | 16 | 106 | 57 | +46 | -51 | Proj Knockdown | |
An invincible super with nice lockdown properties. |
Genmu Zero | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1500*5 (4800) | Mid | 20 | 59 | +96 | +2 | Proj Knockdown | ||
Zero's level 3 is different from most characters in that his isn't a cinematic hyper and is simply an incredibly strong full screen projectile. |
Hitboxes
Videos
Technology
Combos
HP・6HP・6HK>Air 236LK>(Dash・5LK)・6HP・2HP>JHP・→JHK>Air 236HK hold>(Dash・LK)・6HP>22HP(4 hits)・Release hold>Rekkouha・Hold button>Release air hold Video Example
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind