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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. | |||
== | == 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 === | ||
Flux, Killerkai | Cloud805 (Zero/Dante), Flux, Killerkai | ||
{{ MvCICharacterDataBox | 9,000 | No | 2-Way | 1 | Hienkyaku (command dash) }} | {{ MvCICharacterDataBox | 9,000 | No | 2-Way | 1 | Hienkyaku (command dash) }} | ||
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=== 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 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. | {{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 === | ||
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|lactive=10 | |lactive=10 | ||
|lrecovery=2 | |lrecovery=2 | ||
|lhit= | |lhit=- | ||
|lblock= | |lblock=- | ||
|lproperties= | |lproperties= | ||
|hdamage=- | |hdamage=- | ||
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|name=Air Hienkyaku | |name=Air Hienkyaku | ||
|command=j.[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=j.[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= | |ldamage=- | ||
|lguard= | |lguard=- | ||
|lstartup=9 | |lstartup=9 | ||
|lactive=12 | |lactive=12 | ||
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|damage=800 | |damage=800 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Projectile | ||
|startup=9 | |startup=9 | ||
|active= | |active=- | ||
|recovery= | |recovery=22 | ||
|hit=-11 | |hit=-11 | ||
|block=+4 | |block=+4 | ||
|notes=Level 1 can be reflected. | |notes=Level 1 can be reflected. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|command=Hold [[File:Mvci_lp.png]], [[File:Mvci_hp.png]], [[File:Mvci_lk.png]], or [[File:Mvci_hk.png]] <br> release to activate | |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 | |damage=900 | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Projectile | ||
|startup=9 | |startup=9 | ||
|active= | |active=- | ||
|recovery= | |recovery=22 | ||
|hit=-4 | |hit=-4 | ||
|block=+4 | |block=+4 | ||
|notes=Level 2 can not be reflected | |notes=Level 2 can not be reflected. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|damage=1000 | |damage=1000 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Projectile<br>Hard Knockdown<br>Ground Bounce<br>Wall Bounce<br> | ||
|startup=9 | |startup=9 | ||
|active= | |active=- | ||
|recovery= | |recovery=22 | ||
|hit=+80 | |hit=+80 | ||
|block=+4 | |block=+4 | ||
|notes=Level 3 | |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 | {{MvCIMoveListRow2.1 | ||
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|lhit=-3 | |lhit=-3 | ||
|lblock=-1 | |lblock=-1 | ||
|lproperties= | |lproperties=Projectile | ||
|hdamage=550x2 | |hdamage=550x2 | ||
|hguard=Mid | |hguard=Mid | ||
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|damage=500x3 (1450) | |damage=500x3 (1450) | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Projectile<br>Knockdown | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|lhit=+16 | |lhit=+16 | ||
|lblock=-26 | |lblock=-26 | ||
|lproperties=Knockdown | |lproperties=Knockdown<br>Invuln frames 1-4 | ||
|hdamage=150*5(735)/500+150*4(1055) | |hdamage=150*5(735)/500+150*4(1055) | ||
|hguard=Mid | |hguard=Mid | ||
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|hhit=+5 | |hhit=+5 | ||
|hblock=-29 | |hblock=-29 | ||
|hproperties=Knockdown | |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. | |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. | ||
}} | }} | ||
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|damage=500x2 | |damage=500x2 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Hard Knockdown | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|name=Genmu Zero | |name=Genmu Zero | ||
Level 3 | Level 3 | ||
|command=[[File:Mvci_qcb.png]][[File: | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage=1500*5 (4800) | |damage=1500*5 (4800) | ||
|guard=Mid | |guard=Mid | ||
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=== 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 == |
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