m (Removed {{low}} when referring to Zero's low health) |
(→Special Moves: Rewrote most of the notes and adjusted formatting for the properties of Hyper Zero Blaster.) |
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|hhit= | |hhit= | ||
|hblock=+2 | |hblock=+2 | ||
|properties= | |properties=Level 1 requires 30 frames of charging, 2 {{low}} priority durability points.<br> | ||
Level 2 requires 70 frames, 4 {{low}} priority durability points. <br> Level 3 requires 150 frames, | ---- | ||
|notes= Zero's Buster shot. Holding down any button (except {{s}}) will start charging the Buster and has three levels (see properties for exact times for each level). To use it, release all held buttons. You can switch the button being held and keep your charge - for example, if you start your charge by holding {{l}}, but switch to holding {{h}}, Zero won't fire the Buster. You can also attack while charging. Level 3 | Level 2 requires 70 frames, 4 {{low}} priority durability points.<br> | ||
---- | |||
Level 3 requires 150 frames, {{truesoftknockdown}}, can {{cancel}} from any special move, beam durability | |||
|notes= Zero's Buster shot. Holding down any button (except {{s}}) will start charging the Buster and has three levels (see properties for exact times for each level). To use it, release all held buttons. You can switch the button being held and keep your charge - for example, if you start your charge by holding {{l}}, but switch to holding {{h}}, Zero won't fire the Buster. You can also still attack while charging.<br> | |||
---- | |||
Level 1 Buster shot. Small, slow, and low durability. | |||
---- | |||
Level 2 Buster shot. A bit bigger and faster, and doesn't take too long to get. Slightly higher durability than level 1. | |||
---- | |||
Level 3 Buster shot. An extremely useful tool, as Zero can cancel into it from any special for free, so long as he has the level 3 shot available. It's also quite fast, and has high durability, so it will not only erase most other projectiles, it'll keep going and most likely hit the opponent out of whatever they tried to do. The lower air recovery also means that you can perform some sneaky tricks with it, most notably cancelling specials with level 3 Buster, and then following up with another special. | |||
}} | }} | ||
Revision as of 01:48, 14 April 2021


Zero
Zero is a Maverick Hunter from the future, tasked with hunting down rebel robots and defending those around him. Armed with his Z-Saber and Buster arm, he is renowned as one of the finest robot soldiers ever produced.
Interestingly enough, however, he was originally created by one of the greatest villains his world had ever seen - Dr. Wily - after accidentally creating a strong, but unruly, prototype robot named Bass.
In a nutshell
Zero is a character for any given situation - other than survival. He has an excellent rushdown game with large, multi-hitting normals, a strong zoning game, incredible agility, and extremely long combos that can deal massive damage. Best played with an assist (either for keeping him safe, or extending combos), you should always play Zero either first or second on a team, to build meter and weaken the opponent until your next character can clean up any mess Zero leaves behind. Just keep in mind his low health, and all tools available to him, and Zero is a robotic force to be reckoned with.
Alternate Colors
Players to Watch
EMP|Flocker, Cloud805, Killer Kai, Flux, Windzero, Mihe, Marn, Bubblan
Character Vitals
Video Walkthrough
rehab guide by finger cramp -- old
Technology
Zero Throw conversions with Bolts and Jam Session
Hard Tag from Doom to Lightning Loop
Strider hard tag to Lightning Loop
Combos
BnB with Missiles and Jam Session
anchor zero
Team Concepts
Move List
Assist Types
Normal Moves
Standing ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
35,000 | - | 5 | 3 | 12 | -1 | -3 | |
Zero does a quick swipe with his saber. |
Standing ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
53,000 | - | 7 | 3 | 19 | -4 | -5 | |
Zero does a horizontal slice. Moves him forward slightly. |
Standing ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
64,200 | - | 11 | 10 | 16 | +1 | 0 | |
Zero grabs his saber with both hands and slashes down. Moves forward some just before the attack. |
Shippuga![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
77,100 | - | 14 | 7 | 17 | +5 | +4 | |
Zero dashes forward while swinging his saber. |
Crouching ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
30,000 | ![]() |
4 | 2 | 11 | 0 | -1 | |
Zero does a low kick. |
Crouching ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
56,000 | ![]() |
8 | 3 | 20 | -5 | -6 | |
Zero slashes low to the ground. |
Crouching ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
70,000 | - | 13 | 5 | 18 | - | -1 | ![]() |
Zero spins forward with his saber. |
Standing ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
80,000 | - | 9 | 5 | 22 | - | -5 | ![]() ![]() |
Zero slashes upward. Fairly standard launcher. |
Jumping ![]() In air, ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
33,000 | ![]() |
5 | 3 | 12 | - | - | |
Zero kicks out into the air. |
Jumping ![]() In air, ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
55,000 | ![]() |
8 | 3 | 19 | - | - | |
Zero slashes diagonally downwards in front of him. |
Jumping ![]() In air, ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
64,200 | ![]() |
10 | 18 | 15 | - | - | ![]() ![]() |
Zero spins clockwise with his saber. |
Jumping ![]() In air, ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
75,000 | ![]() |
13 | 9 | 17 | - | - | ![]() |
Zero slashes forward in air. Standard air combo finisher. |
Throws
Ground Throw (near opponent) ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() Forward |
80,000 | ![]() |
1 | 1 | - | - | - | ![]() |
Air Throw (near opponent) In air, ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() Forward |
80,000 | ![]() |
1 | 1 | - | - | - | ![]() |
Special Moves
Ryuenjin![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
![]() |
70,000 | - | 5 | 9 | 24 | -10 | -11 | ![]() |
![]() |
30,000 X 3
(81,200)0 |
- | 5 | 25 | 21 | -7 | -6 | ||
![]() |
25,000 X 5
(102,300) |
- | 5 | 25 | 21 | -7 | -16 | ||
Zero's DP. |
Hyper Moves
Genmu Zero![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
350,000 | - | 10+1 | 57 | - | ![]() ![]() 100 ![]() | ||
Level 3 Hyper. Invincible frames 1-24. |
Mission Mode
Strategy
Tips and Tricks
- Zero can cancel any of his special moves into a release Mega Buster Shot (level 3). Use this to make several moves safe, to greatly extend combos, deal massive damage, or even set up some terrifying mixups. One of the best moves for this is Raikousen, as the lightning bolt trail activates either way, allowing you to combine both moves for heavy damage and soft knockdowns, or as a mixup / chip damage tool by using the Raikousen M, release Mega Buster Shot, and then immediately using Raikousen L, covering all escape routes, and allowing a combo on hit!
- Air
is one of Zero's best tools. Its speed and massive hitbox make it virutally impossible to throw, its hitstun makes it very difficult to punish, and with it being a multi-hitting overhead, it makes for excellent mixups. Most of your approaches will probably involve the use of this move.
- Keep in mind that Zero's air
has the
property. This means that during an air combo, if you use air
, you have to link your special move, you can't just do it after a hit or two. This means that spacing and timing Zero's basic air combos is slightly more strict than other characters.
- The exception to this
is
- this still chains as usual.
- The exception to this
- Rekkoha has a lot of startup time. Keep this in mind when using it as an OTG Hyper after an air combo, as without proper timing, the opponent will roll out of it, and be able to punish you.
- Due to Rekkoha's startup time, never use it outside of a combo or DHC - it can easily be punished before the rainbow lasers come out, even with a simple throw.
Combos
Basic Strategy
Advanced Strategy
Strategy vs. Zero
Other Useful Zero Links
Zero Crossover Counter usage:
http://shoryuken.com/2011/12/21/umvc3-new-zero-technology/