(New page: =Introduction= =Moves List= ==Normal Moves== ==Special Moves== ==Super Moves== =The Basics= =Advanced Strategy= =Match-Ups=) |
Lichmassacre (talk | contribs) m (Nothing special, just added Very under difficulty in the infobox. I don't know why I didn't make it a little more obvious that Zero is hard, and only lumped him as "Difficult" when I first made the infoboxes.) |
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=Introduction= | {{TOClimit|3}} | ||
= | {{SVC Character Subnav|name=Rockman Zero}} | ||
==Normal Moves== | |||
==Special Moves== | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
==Super Moves== | |- | ||
=The | ! align="center" colspan="2" | ロックマンゼロ, Rockman Zero | ||
=Advanced Strategy= | |- | ||
=Match-Ups= | ! align="center" colspan="2" | [[image:Zerosvc.gif|"Where am I now? (You're in a wiki, Zero.) I must quickly resume my mission. Ciel, a shortcut, please."|center]] | ||
|- | |||
| '''Category''' || Sub-Boss | |||
|- | |||
| '''Playstyle''' || Setplay Zoner | |||
|- | |||
| '''Difficulty''' || Very Difficult | |||
|- | |||
| '''Max Mode Needed?''' || Much Stronger With It | |||
|- | |||
| '''Tier Placement''' || God Tier (SS) | |||
|- | |||
| '''Standing Hitbox''' || Short | |||
|- | |||
| '''Crouching Hitbox''' || Tiny | |||
|- | |||
| '''Defense Modifier''' || 255 | |||
|- | |||
| '''Wall Jump''' || Yes | |||
|} | |||
==Introduction== | |||
[[image:Zerofacesvc.png|right]] | |||
Rockman Zero, or just Zero, is the iteration of Zero that stars in the GBA series of the same name, canonically after the Mega Man X series developed by Capcom. Making his official fighting game debut in SVC, Zero's history of perpetual top-tier privilege started here, and he's arguably stronger here than in any other game he's known for. With an infinite, powerful setplay, a wide variety of tools, amazing frame data, fantastic mobility, privileged buttons, a great Exceed, high-damage combos, a small frame, and so much more, his flaws are basically trivial. Whatever SNK was doing, they really outdid themselves with how good they made Zero here. Do keep in mind, however, that without automatically relying entirely on his infinite, Zero is the hardest character in the game to play well with the amount of knowledge you need on matchups, setplay, and how to best utilize everything he has on offer. However, the grind absolutely pays off. | |||
'''How to select Rockman Zero (Outside of Super Plus)''' | |||
* You want to play as Zero? On the Character Select screen, do these inputs '''before the timer reaches 10''': | |||
:* (Hold Start) Up, Right(2x), Left(2x), Down, Up(3x), Right, Press Any Button | |||
::*'''Numpad Notation:''' 8664428886 | |||
* Console Method: Hold R1/RT above Ryu. | |||
{{ ProConTable | |||
| pros= | |||
* '''Great Movement:''' While not technically the fastest character in the game, Zero's walk, dash, and jump speeds all make moving around and repositioning himself incredibly easy. Add to that his massive super jumps and wall jumps and he's very difficult to pin down. | |||
* '''Insane Frame Data:''' Several of Zero's attacks have shockingly fast startup, some as fast as 2f. His special moves are also quite fast themselves, making it easy for him to constantly pester the opponent or play aggressively. The cherry on top is that many of his attacks are safe and difficult (if possible at all) to punish with GCFS. | |||
* '''Small Hurtbox:''' Zero's standing hurtbox is a little taller than standing Choi but the same height as Athena. While this does not make him the shortest character in the game, it's enough to duck under quite a few attacks by just standing, skewing matchups that have to work around this in his favor. | |||
* '''Projectile Low-Profiling:''' Zero's small hurtbox sometimes allows him to simply walk under non-grounded projectiles, and even if he can't his df+D slide guarantees that he'll be able to low-profile and punish such zoning attempts against him. | |||
* '''Infinite and TOD Combos:''' With proper execution and the right setup, Zero can easily kill in a single combo. His infinite also works as an air-to-air juggle starter, making one bad jump against him enough to end the whole round. While Zero is relatively known for his infinite in this game, it's not even the best part of his kit. | |||
* '''OTG Potential:''' Zero is one of the few characters in SVC with a move that hits OTG, and on top of his OTG move being fast there's no downside to using it. This essentially means Zero gets free extra damage after every knockdown, and Zero has many easy ways of scoring knockdowns. | |||
* '''Setup Potential with Cyber-Elves:''' Zero's Cyber-Elf summons give him access to a ton of utility that most characters in SVC could only dream of, including one of the game's only sources of healing, an enemy transformation effect that leads to lots of guaranteed damage if successful, and extra sources of neutral control. | |||
* '''Uniquely Powerful Exceed:''' As if being amazing by default wasn't enough, Zero's Exceed is an unblockable grounded projectile that can be done as a meaty setup that, on hit, heals Zero while providing a significant buff to his damage, defense, and overall movement speed. In other words, he becomes even more broken. | |||
* '''Has Everything:''' Setplay, corner traps, frame traps, anti-airs, unjumpable setups, unblockable setups, zoning, rushdown, projectiles, fast buttons, offensive and defensive tools, good combos, an infinite, solid supers; if you can think of it, chances are Zero has it and is also very good at it. | |||
* '''Has a Warning Message Against Any Boss Character:''' This game may have been a contractual obligation, but SNK refused to let the fan service slide. A small but notable cherry on top to make some matchups feel more epic. | |||
| cons= | |||
* '''Tied Lowest Health and Damage:''' Zero isn't necessarily a glass cannon, but he is tied with others for the weakest defense modifier in the game, making mistakes more costly for him. Furthermore, while he has plenty of tools to control the pace of the match, his general damage output from BnBs is very low. This makes Zero very reliant on his setplay off of knockdowns to secure wins. | |||
* '''Cyber-Elf Limit:''' With the exception of the pufferfish Cyber-Elf, Zero can only summon 3 Cyber-Elves throughout the entire match. This makes it impossible to use all 4 in a single match, and more importantly it makes any use of a Cyber-Elf extremely costly if they end up providing no value. While he does not rely on them completely, Zero still gets massive setplay benefits from summoning them at the right time. | |||
* '''Projectile Does Zero Chip Damage:''' Pun intended. Jokes aside, Zero's main projectile (236A/C) is more of a utility move for space control than a proper zoning tool due to its low damage and complete lack of chip damage on block. | |||
* '''Weird Exceed:''' Despite all the amazing properties of Zero's Exceed, it has two notable downsides: it deals the lowest damage of any Exceed in the game by a significant margin to compensate for its other effects, and the duration of the buffs it gives is surprisingly short. This means that maximizing the potential of Zero's Exceed requires it to be used in a completely different way from any other Exceed in the game, which is easier said than done. | |||
* '''Reliant on Setplay:''' If you're not doing setplay with Zero, you're not utilizing him to the fullest. To compensate for his lackluster damage and Cyber-Elf limitations, Zero has to get creative with the countless ways he can keep the opponent locked down. This is the core of what makes Zero's learning curve so high. | |||
* '''SVC's Hardest Character:''' Relying solely on Zero's infinite is a fool's errand due to the setup and consistency required to land it in SVC's unique pacing. Zero is God Tier on paper for a reason, but getting there requires a deep understanding of SVC's mechanics, matchups, and various quirks that other top-tier characters don't need as extensively to get results. | |||
* '''Extremely Polarizing:''' For all that he's capable of in SVC, Zero cannot be played like a standard character and expect to be successful. Failing to use all of his tools in conjunction with each other properly will inevitably make him feel inconsistent and far less dominant than his potential suggests. On the other hand, a perfectly-executed Zero will probably cause you to lose friends who have to deal with his iron grip on neutral. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=7 | |||
|Total=14 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Has the same properties as the far version, but Zero does a punch. Good to begin Light Attack chains. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=11 | |||
|Total=19 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* The Far and the Close versions are the same. Zero does a stab with his Triple Rod, which despite the name, is a spear that hits only once. Can be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=17 | |||
|Total=28 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* A punch. Can be canceled, and it's a little good in combos, though cl.D is arguably better. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=9 | |||
|Recovery=15 | |||
|Total=29 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* A simple knee. Better than the cl.C above. Can be normal canceled, and only that. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=3 | |||
|Recovery=9 | |||
|Total=16 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* A slash with the Z-Sword. Can be chained into itself, can be normal canceled, and can even chain into other moves. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=11 | |||
|Total=19 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* The Far and the Close versions are the same. Zero does a stab with his Triple Rod, which despite the name, is a spear that hits only once. Can be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=2 | |||
|Recovery=25 | |||
|Total=33 | |||
|Hit Adv=-7 | |||
|Block Adv=-9 | |||
|Invulnerability= | |||
|description=* Zero's longest poke. Very fast, almost safe on block if you hit with the tip of the slash, but cannot be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=5 | |||
|Recovery=14 | |||
|Total=26 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Another move to use as a poke. Like the move above, cannot be normal canceled, but Zero will move a little forward while he performs the kick. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=2 | |||
|Active=4 | |||
|Recovery=5 | |||
|Total=11 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* A very fast punch that's nice to use in Light Attack chains. It can be chained into itself up to 4 times (at least against [[Ryu (SvC)|Ryu]]). Can be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=11 | |||
|Total=19 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* A low hitting kick. It can be chained into itself (2-4 hits chained into each other for a combo), can be chained with other Light normals, and can be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=3, 7 | |||
|Recovery=22 | |||
|Total=36 | |||
|Hit Adv=-12 | |||
|Block Adv=-14 | |||
|Invulnerability= | |||
|description=* An anti-air. Very fast, and can be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=6 | |||
|Recovery=15 | |||
|Total=25 | |||
|Hit Adv=SKD | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* A stab with Zero's Triple Rod. It knocks down, and can be greatly used as a fast, long-reaching low poke. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* The Diagonal and the Neutral versions are the same. One of Zero's best normal air-to-air moves. It has one of the best horizontal range of his air normals, and use only like an air-to-air, it won't help Zero on his combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* A stab with the Triple Rod, and has the same reach as the j.A. Nothing new with this move. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* A stab aiming down with the Triple Rod, but only does one hit. Can be used as a jump-in. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=[2, (1),]x4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* Can potentially hit twice as it crosses up, but difficult to pull off | |||
* The Diagonal and the Neutral versions are the same. Zero's best jumping normal if you like crossup combos(It's like Choi's j.C, including the fact that you can hardly combo if the normal does only one hit). It's the best jumping attack to use in neutral jump combos too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* The air normal with the best reach. Use it only for air-to-air purposes. It's very hard to combo with it too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* A stab aiming down with the Triple Rod. It's like j.B, but better. | |||
}} | |||
}} | |||
===Command Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=j.2B | |||
|caption= | |||
|name=Jump Kahou Zuki | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is like... [[Chun-Li (SvC)|Chun-Li's]] d+B in this game? I mean, it has even the bounce property... I don't know if you can use this in the match, because Zero has better air options. You can do any air move after Zero bounces too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=b.B | |||
|caption= | |||
|name=Jouhou Zuki | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Another move with the Triple Rod(You already know). It can be mostly used as an anti-air, or to hit tall characters. Watch out for the angle of the move, it can whiff against some jump-ins from your opponent(It can be better used against neutral jump-ins). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.B x3 | |||
|caption= | |||
|name=3-Dan Zuki | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is a 3-hit move with the Triple Rod. Can be used on combos to get a distance from your opponent. The first hit can be normal canceled(And can combo into the "Sliding" move in Max Mode in any hit). | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.B | |||
|caption= | |||
|name=Naname Shitazuki | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move isn't that useful. For normal combos, it lacks reach. But it can hit as an OTG(On/Off the ground), which can give one more hit for your combos(If your opponent hasn't do a recovery roll, I mean). Use this if you're doing combos in the corner. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.D | |||
|caption= | |||
|name=Sliding | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* It's like a normal slide, but really fast. You can easily do an OTG after this move(Zero will be very near from the opponent). This move can pass under "floating" projectiles too. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
'''Important note regarding Zero's cyber elves:'' You can use Zero's Cyber-Elves only ''3 times in the whole match.'' You can have only one Cyber-Elf in the screen. If you summon a cyber elf while one is already active, the previous one will disappear. | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) qcf A | |||
|caption= | |||
|name=Buster Shot | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Zero fires one bullet with his Z-Buster. It can be small, but it can be dangerous, because it can be used in the air(It's mainly used in the air to stop jumpers, like [[Demitri Maximoff (SvC)|Demitri's]] air fireball). It can be pretty spammable from far away too, because it has good recovery(But watch out for some characters that can punish it). It doesn't do any damage if blocked too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) qcf C | |||
|caption= | |||
|name=Charge Shot | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* After the input, Zero will begin his charging animation(I think it has a green/blue color). After some time(2-3 seconds), Zero's charge color will be yellow, and after you release the C button, Zero will fire a more damaging Buster Shot. Zero can freely move and attack while he's charging. Oh, and you can juggle your opponent with this move too(Which is a little good). It will do damage if blocked, unlike the normal version. It can defeat some Super projectiles too. (Notes about Zero's charging moves: While you're charging a move, you can't charge another move, and if Zero is hit while he's charging, he will lose the charge. If you release the button while his charging animation is ''green/blue'', nothing will come out, and Zero will lose the charge.) | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) hcf B | |||
|caption= | |||
|name=Zed Saber | |||
|data= | |||
{{AttackData-SVC | |||
|version=Ground | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is very different while done in the ground or in the air. While on ground, Zero will do a slash with his Z-Saber, and won't even knockdown your opponent, but it can be max canceled into almost anything Zero has, which can lead you to some good combos. While used in the air, this move will do a hard knockdown on your opponent(No matter where he/she is), and will hit as an overhead move(Unlike most air Command/Special moves). | |||
}} | |||
{{AttackData-SVC | |||
|version=Air | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) hcf D | |||
|caption= | |||
|name=Charge Zed Saber | |||
|data= | |||
{{AttackData-SVC | |||
|version=Ground | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=Air | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Like the Buster Shot, this move can be charged too. After you release the D button, Zero will do a slash with his Z-Saber, but what his your opponent is that wave that comes out of it. The wave can negate normal projectiles too, and like the Buster Shot, this move will put your opponent in a juggle state. Strangely enough, this move can be normal canceled into part of Zero's arsenal. In the air, it's the same thing. It's said that this move(And the normal version) has some autoguard frames, but I'm not sure about that. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb A x3 | |||
|caption= | |||
|name=Triple Saber | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb C x3 | |||
|caption= | |||
|name=Triple Saber | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is used(And must be used) on combos only. The damage isn't something incredible, but it still helps. C version will make him do his slash animations for a longer time(Which helps on Max Mode combos, because you'll have more time to cancel the hits). Any hit can be max canceled too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb K | |||
|caption= | |||
|name=Shield Boomerang | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcb B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcb D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move isn't that useful. It can hit your opponent, but not an standing one. More used as an anti-air move(A little risky, but you can try anyway) or to negate normal/Super projectiles. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) dp B | |||
|caption= | |||
|name=Triple Rod | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Zero will start slashing with his Triple Rod, but it will do more than 3 hits this time(8 hits on the ground, now in the air... Up to 10 hits). There are some interesting features about the ground and the air versions. What? Am I hearding thigs? Somebody said "Infinites" in my ear... Strange. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) dp D | |||
|caption= | |||
|name=Charge Triple Rod | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Nothing special. It will only do more hits and damage. It won't knock your opponent down in the ground version, so... No juggle properties on the ground version. But you can use as a starter for the air infinite(If you need more hits). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f~hcf P | |||
|caption= | |||
|name=Irregular Hunt | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Zero will fire 3 shots upwards. The 3 shots cannot hit your opponent(Because they aren't the attack), but after the shots "get out" of the screen, an enemy from the Megaman Zero games fall down. There are some different types of enemies, for example: One of them can eletrocute your opponent, other can do more damage, etc. After Zero fires the 3 shots, he can freely move and attack. This move can help you to start pos-stun combos. The button pressed will determine where the shots will go(And where Zero's enemy will fall). It's said that there are up to 8-9 types of enemies, but I'm not sure about that. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~f A | |||
|caption= | |||
|name=Healing Cyber Elf | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A Cyber-Elf will restore a little amount of Zero's health. It will follow Zero. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~f B | |||
|caption= | |||
|name=Battery Cyber Elf | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A Cyber-Elf will stay for a little time, or until it connects with any projectile(If the projectile connects with it, Zero will gain 1 level of meter, and if the projectile has more than 1 hit, Zero can take the damage, so make sure you block if the Cyber-Elf absorbs a Super Move). It will follow Zero. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~f C | |||
|caption= | |||
|name=Archer Cyber Elf | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A Cyber-Elf will fire some arrows/stings, but a little randomly(Let's say that the Cyber-Elf doesn't have a good sight). Can help on your combos(If you're against a tall character, it can be a great help). It will follow Zero. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[b]~f D | |||
|caption= | |||
|name=Transformation Cyber Elf | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A Cyber-Elf will run in the opponent's direction. If it connects with him/her, and if the opponent hasn't blocked it(It can be blocked, and won't do any chip damage), he/she will turn on the same Cyber-Elf for a little time. Your opponent can only walk, jump, and crouch. After certain attacks, your opponent will come back to his normal form. This Cyber-Elf hits low too(And can help on some combos, or you can even make some unblockable strategies). I could even bug the practice mode with this thing. It will run alone, don't follow Zero. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=[d]~u P/K | |||
|caption= | |||
|name=Cyber Elf (Bakudan Setchi) | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* It's a... Blowfish? Well... The button will determine where the Blowfish will appear. The A version will make the Blowfish appear in the side of Zero's head, and the D version will make it appear near from the health gauges. You can use it to stop jumpers, or to do some corner setups for your opponent. Can be used on combos too. The Blowfish won't follow Zero. | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 P | |||
|caption= | |||
|name=Spiral Shot | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=Varies | |||
|Counter Dmg=Varies | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This super has four levels of charge to it, the first level being Zero fires immediately and the remaining three levels depending on how long you charge up for. | |||
* Damage for each level respectively: 38 / (30x5) / (32x5) / (34x5) | |||
* Counter damage for each level respectively: 38 / 30 / 32 / 34 | |||
* You can fire the charged shot by either letting go of the held button, or by pressing the other punch button not currently being held. | |||
* Simple move to use. You can hold the button pressed to add some damage(He will even do the charge animation, and the charged version can do up to 5 hits). If your opponent jumps, you can use this move as an anti-air(You can even hold the button to wait for him/her to jump). Can be used in some combos. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb~hcf B | |||
|caption= | |||
|name=Ultimate Saber (Dash) | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(3x10)+38 | |||
|Counter Dmg=0, 3, 38 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Zero's underused Super. You can use this move on most of Zero's combos. There's no difference between the two versions after they hit too. There are some possible combos that you'll need to use this(Not the other one) version to make this combo work, but the version below is just better anyway. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb~hcf D | |||
|caption= | |||
|name=Ultimate Saber (Sliding) | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(3x10)+38 | |||
|Counter Dmg=0, 3, 38 | |||
|Guard=Low | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This version is the best. It hits low, can be used in most of Zero's combos, and even has more reach than the move above(Oh, and the fact that it pass under "floating" projectiles is a little good, huh? How can I know that? He'll do his slide animation after the flash). Good to use on Zero's resets too. | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|A}}{{Icon-SNK|A}}{{Motion|2}}{{Icon-SNK|B}}{{Icon-SNK|D}} | |||
|caption= | |||
|name=Cyber Elf Force | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+36 | |||
|Counter Dmg=0, 36 | |||
|Guard=Unblockable | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=4+17 | |||
|Active=Varies (~35 up to roughly 63) | |||
|Recovery=8 (after Active ends) | |||
|Total=29+Active | |||
|Hit Adv=HKD (+3) | |||
|Block Adv=X | |||
|Invulnerability=Full invul only if Exceed connects | |||
|description=* Restores 45 points of health for Zero. | |||
* Zero's very useful Exceed. It won't do THAT damage compared to other Exceeds, but it's unblockable, and will help Zero in his game. How? After the Exceed hits, many Cyber-Elves will appear in the screen. While they appear, your opponent will be stunned for a little time, and Zero's health will recover by a decent bit. Oh, and he'll glow pink too. What does it mean? Nothing. Zero will just receive speed, damage, and defense(The game's timer will receive kind of slow down too, but your opponent's speed won't) for a little time. Good to use as a meaty too(It's unblockable. Remember that: If you see any opponent "sleeping" in the ground, you can do a meaty Exceed to get free speed, health, damage, and defense). This move cannot be chained with Zero's normals(But you can still cancel his Light attacks into this Exceed). | |||
}} | |||
}} | |||
==Strategy== | |||
===Basic Strategy=== | |||
'''''Zero's gameplan''''' | |||
Yeah, Zero is a technical character. If you want to play him just to do infinites, all right, be cheap, that's in Zero's rules. But if you really want to learn him(Or don't like infinites), get ready, you'll need to think while playing. Zero has many anti-air moves in his arsenal, so you'll need to know when you'll use each of them(For example: his b+B can be better against neutral jumps, and his one of the best against diagonal jump-ins). You can do an air fireball just to make the jumpers wary of it(But don't abuse it). His combos(Without considering his infinites) won't do that much damage(Outside of Max Mode) when compared to other combos(Not infinites), but you can still do some damage(Most of his normal combos cannot do more than one bar, but they are good anyway). His Supers are his source of damage, and can be used only with strategy(Or in combos), so use them when you need. His Exceed will help him in his game too, and the best way to use it is as a meaty(You'll do some more damage to your opponent, and even boost Zero's stats, just remember you can only do it once). Other good things in Zero's arsenal are the Cyber-Elves, if you know how they work, Zero can be almost invincible! Zero's combo potential in Max Mode is impressive as well. | |||
===Advanced Strategy=== | |||
'''''Zero's Resets'''''<br> | |||
Zero can do resets like any other character with moves with juggle propeties. His charging Buster Shot can juggle your opponent, leading to more damage in some combos. | |||
Try something like this: | |||
(Corner only) Charge qcf+C, cr.B(2-3x)/cl.D, (Fire the shot, and while your opponent is in the air) f.D, (While your opponent is in the ground) QCF, HCB+D | |||
That's the reset combo. The cr.B/cl.D are just good options: cr.B for a low starter, and cl.D for more damage. (Note: You can't use the cl./cr.C because you'll be charging the button.) | |||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(f~hcf P, j.X,) cr.B x1-2, cr.A, qcb P x3, (OTG df.B, meaty Exceed) || TBA || TBA || TBA || TBA || Good combo with a low starter. Nothing very special in this combo, except for the very low damage. You can use this combo as one of his BnBs. If you want more damage, you can do a cr./cl.C, or even his cl.D. Note about the optional things: It should be better to know how to use them in combos, like for example: the f, HCF+P is better when your opponent is stunned, and the OTG + Meaty Exceed can be useless if your opponent does a recovery roll. You'll need to know these variants to do more damage in Zero's combos. | |||
|- | |||
|(f~hcf P, j.X,) cr.B x1-3, qcb~hcf K (Corner only - OTG df.B, meaty Exceed) || TBA || TBA || TBA || TBA || A variation of the above, but with more damage. The Super used will not change the combo. | |||
|- | |||
|(Corner only, anti-air jumping opponent) j.dp B xN || TBA || TBA || TBA || TBA || This is Zero's infinite. The timing of the attacks can be hard; you'll need to jump almost every time. There are video references you can use as well. | |||
|- | |||
|(Both players in opposite corners) Charge qcf C, qcf x2 P || TBA || TBA || TBA || TBA || Long range combo. Really good and easy to do, but hard to land in a real match. Learn if you want. | |||
|- | |||
|[b]~f D, cross-up j.C, cr.B x1-2, qcb P / qcf A, (Cyber-Elf hit) || TBA || TBA || TBA || TBA || A setup for the running Cyber-Elf. Really good to use as a wakeup mixup, or even while they're stunned. You'll have 3 chances to use this combo, so don't even try to mess the combo up. | |||
|- | |||
|[CD grab, walk a little forward, OTG df.B, walk a little forward,]xN || TBA || TBA || TBA || TBA || '''''NOT a real infinite.''''' Another one of Zero's infinite loops, but much easier than the air DP one. The hits connect with each other, but your opponent can still escape from the combo. If your opponent doesn't know how to throw escape - and they will, you won the match. The best way to land this infinite is after a GCFS if they somehow don't know how to throw escape. | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cr./cl.A/cl.B, [(C)qcb P x2, (C)hcf B,]x2, (SC)qcf x2 P || TBA || TBA || TBA || TBA || A combo to practice. You can't add the other optional things because the Super will send your opponent far away, albeit possible in the corner. The Light attacks are better in this combo due to the "push" your opponent will get as opposed to Heavy attacks. The combo will work better with a jumping crossup. The Supercancel in the last part isn't that hard, just do another QCF and press a punch. The HCF after the input will help you with it. For the version used on the QCB+P, the combo will work with any of them, but it was easier with the C version. You'll have more time to cancel the move, because it's slower, and will combo anyway. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] |
Latest revision as of 01:53, 5 August 2024
ロックマンゼロ, Rockman Zero | |
---|---|
Category | Sub-Boss |
Playstyle | Setplay Zoner |
Difficulty | Very Difficult |
Max Mode Needed? | Much Stronger With It |
Tier Placement | God Tier (SS) |
Standing Hitbox | Short |
Crouching Hitbox | Tiny |
Defense Modifier | 255 |
Wall Jump | Yes |
Introduction
Rockman Zero, or just Zero, is the iteration of Zero that stars in the GBA series of the same name, canonically after the Mega Man X series developed by Capcom. Making his official fighting game debut in SVC, Zero's history of perpetual top-tier privilege started here, and he's arguably stronger here than in any other game he's known for. With an infinite, powerful setplay, a wide variety of tools, amazing frame data, fantastic mobility, privileged buttons, a great Exceed, high-damage combos, a small frame, and so much more, his flaws are basically trivial. Whatever SNK was doing, they really outdid themselves with how good they made Zero here. Do keep in mind, however, that without automatically relying entirely on his infinite, Zero is the hardest character in the game to play well with the amount of knowledge you need on matchups, setplay, and how to best utilize everything he has on offer. However, the grind absolutely pays off.
How to select Rockman Zero (Outside of Super Plus)
- You want to play as Zero? On the Character Select screen, do these inputs before the timer reaches 10:
- (Hold Start) Up, Right(2x), Left(2x), Down, Up(3x), Right, Press Any Button
- Numpad Notation: 8664428886
- Console Method: Hold R1/RT above Ryu.
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 7 | 14 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 11 | 19 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 17 | 28 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 9 | 15 | 29 | -4 | -6 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3 | 9 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 11 | 19 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 2 | 25 | 33 | -7 | -9 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 5 | 14 | 26 | +1 | -1 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 2 | 4 | 5 | 11 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 4 | 4 | 11 | 19 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3, 7 | 22 | 36 | -12 | -14 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 6 | 15 | 25 | SKD | -3 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | [2, (1),]x4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 11 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 4 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
'Important note regarding Zero's cyber elves: You can use Zero's Cyber-Elves only 3 times in the whole match. You can have only one Cyber-Elf in the screen. If you summon a cyber elf while one is already active, the previous one will disappear.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Air | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Air | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Varies | Varies | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(3x10)+38 | 0, 3, 38 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(3x10)+38 | 0, 3, 38 | Low | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+36 | 0, 36 | Unblockable | 0 | 0 | 0 | X | 4+17 | Varies (~35 up to roughly 63) | 8 (after Active ends) | 29+Active | HKD (+3) | X | Full invul only if Exceed connects | |
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Strategy
Basic Strategy
Zero's gameplan
Yeah, Zero is a technical character. If you want to play him just to do infinites, all right, be cheap, that's in Zero's rules. But if you really want to learn him(Or don't like infinites), get ready, you'll need to think while playing. Zero has many anti-air moves in his arsenal, so you'll need to know when you'll use each of them(For example: his b+B can be better against neutral jumps, and his one of the best against diagonal jump-ins). You can do an air fireball just to make the jumpers wary of it(But don't abuse it). His combos(Without considering his infinites) won't do that much damage(Outside of Max Mode) when compared to other combos(Not infinites), but you can still do some damage(Most of his normal combos cannot do more than one bar, but they are good anyway). His Supers are his source of damage, and can be used only with strategy(Or in combos), so use them when you need. His Exceed will help him in his game too, and the best way to use it is as a meaty(You'll do some more damage to your opponent, and even boost Zero's stats, just remember you can only do it once). Other good things in Zero's arsenal are the Cyber-Elves, if you know how they work, Zero can be almost invincible! Zero's combo potential in Max Mode is impressive as well.
Advanced Strategy
Zero's Resets
Zero can do resets like any other character with moves with juggle propeties. His charging Buster Shot can juggle your opponent, leading to more damage in some combos.
Try something like this:
(Corner only) Charge qcf+C, cr.B(2-3x)/cl.D, (Fire the shot, and while your opponent is in the air) f.D, (While your opponent is in the ground) QCF, HCB+D
That's the reset combo. The cr.B/cl.D are just good options: cr.B for a low starter, and cl.D for more damage. (Note: You can't use the cl./cr.C because you'll be charging the button.)
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(f~hcf P, j.X,) cr.B x1-2, cr.A, qcb P x3, (OTG df.B, meaty Exceed) | TBA | TBA | TBA | TBA | Good combo with a low starter. Nothing very special in this combo, except for the very low damage. You can use this combo as one of his BnBs. If you want more damage, you can do a cr./cl.C, or even his cl.D. Note about the optional things: It should be better to know how to use them in combos, like for example: the f, HCF+P is better when your opponent is stunned, and the OTG + Meaty Exceed can be useless if your opponent does a recovery roll. You'll need to know these variants to do more damage in Zero's combos. |
(f~hcf P, j.X,) cr.B x1-3, qcb~hcf K (Corner only - OTG df.B, meaty Exceed) | TBA | TBA | TBA | TBA | A variation of the above, but with more damage. The Super used will not change the combo. |
(Corner only, anti-air jumping opponent) j.dp B xN | TBA | TBA | TBA | TBA | This is Zero's infinite. The timing of the attacks can be hard; you'll need to jump almost every time. There are video references you can use as well. |
(Both players in opposite corners) Charge qcf C, qcf x2 P | TBA | TBA | TBA | TBA | Long range combo. Really good and easy to do, but hard to land in a real match. Learn if you want. |
[b]~f D, cross-up j.C, cr.B x1-2, qcb P / qcf A, (Cyber-Elf hit) | TBA | TBA | TBA | TBA | A setup for the running Cyber-Elf. Really good to use as a wakeup mixup, or even while they're stunned. You'll have 3 chances to use this combo, so don't even try to mess the combo up. |
[CD grab, walk a little forward, OTG df.B, walk a little forward,]xN | TBA | TBA | TBA | TBA | NOT a real infinite. Another one of Zero's infinite loops, but much easier than the air DP one. The hits connect with each other, but your opponent can still escape from the combo. If your opponent doesn't know how to throw escape - and they will, you won the match. The best way to land this infinite is after a GCFS if they somehow don't know how to throw escape. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cr./cl.A/cl.B, [(C)qcb P x2, (C)hcf B,]x2, (SC)qcf x2 P | TBA | TBA | TBA | TBA | A combo to practice. You can't add the other optional things because the Super will send your opponent far away, albeit possible in the corner. The Light attacks are better in this combo due to the "push" your opponent will get as opposed to Heavy attacks. The combo will work better with a jumping crossup. The Supercancel in the last part isn't that hard, just do another QCF and press a punch. The HCF after the input will help you with it. For the version used on the QCB+P, the combo will work with any of them, but it was easier with the C version. You'll have more time to cancel the move, because it's slower, and will combo anyway. |