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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 35,000 | }} | {{MoveListRow | Standing Light | l | 35,000 | }} | ||
{{MoveListRow | Crouching Light | | {{MoveListRow | Crouching Light | d + l | 30,000| low }} | ||
{{MoveListRow | Standing Medium | | {{MoveListRow | Standing Medium | m | 53,000 | }} | ||
{{MoveListRow | Crouching Medium | | {{MoveListRow | Crouching Medium | d + m | 56,000| low }} | ||
{{MoveListRow | Standing Heavy | | {{MoveListRow | Standing Heavy | h | 25,000 x3 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 70,000 | }} | {{MoveListRow | Crouching Heavy | d + h | 70,000 | }} | ||
{{MoveListRow | Shippuga | f + h | 30,000 x3 | }} | {{MoveListRow | Shippuga | f + h | 30,000 x3 | }} | ||
{{MoveListRow | Standing Special | | {{MoveListRow | Standing Special | s | 80,000 | launch }} | ||
{{MoveListRow | Jumping Light | | {{MoveListRow | Jumping Light | air l | 33,000| high }} | ||
{{MoveListRow | Jumping Medium | | {{MoveListRow | Jumping Medium | air m | 55,000 | high }} | ||
{{MoveListRow | Jumping Heavy | | {{MoveListRow | Jumping Heavy | air h | 25,000 x 3 | high <br> Cancels only into Jumping Special or TAC }} | ||
{{MoveListRow | Reverse Jumping Heavy | air d + h | 25,000 x 3 | high }} | {{MoveListRow | Reverse Jumping Heavy | air d + h | 25,000 x 3 | high }} | ||
{{MoveListRow | Jumping Special | | {{MoveListRow | Jumping Special | air s | 75,000 | high }} | ||
{{MoveListRow | Down TAC | d + s during air combo | 60,000 | high }} | |||
{{MoveListRow | Up TAC | u + s during air combo | 60,000 | high }} | |||
{{MoveListRow | Side TAC | b/f + s during air combo | 38,000 | high }} | |||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MoveListRow | Hadangeki | qcf + atk | 70,000 l <br> 70,000 m <br> 104,500 (55,000 x 2) h | }} | {{MoveListRow | Hadangeki | qcf + atk | 70,000 l <br> 70,000 m <br> 104,500 (55,000 x 2) h | }} | ||
{{MoveListRow | Ryuenjin | dp + atk | 70,000 l <br> 81,200 (30,000 x 3) m <br> 102,300 (25,000 x 5) h | }} | {{MoveListRow | Ryuenjin | dp + atk | 70,000 l <br> 81,200 (30,000 x 3) m <br> 102,300 (25,000 x 5) h | }} | ||
{{MoveListRow | Raikousen | aironly dp + atk | 102,300 (25,000 x 5) | l goes down diagonally <br> m goes forward <br> h goes up diagonally <br> | {{MoveListRow | Raikousen | aironly dp + atk | 102,300 (25,000 x 5) | l goes down diagonally <br> m goes forward <br> h goes up diagonally <br> Nocancel }} | ||
{{MoveListRow | Sentsuizan | aironly qcf + atk | fake l <br> 60,000 m <br> 80,000 h | otg air combo ender }} | {{MoveListRow | Sentsuizan | aironly qcf + atk | fake l <br> 60,000 m <br> 80,000 h | otg air combo ender }} | ||
{{MoveListRow | | {{MoveListRow | Hienkyaku | qcb + atk | | airok Teleport }} | ||
{{MoveListRow | Hyper Zero Blaster | hold h then release | Lvl 1: 40,000 <br> Lvl 2: 70,000 <br> Lvl3: 108,300 (40,000 x 3) | airok <br> Lvl 3 grants hardknockdown }} | {{MoveListRow | Hyper Zero Blaster | hold h then release | Lvl 1: 40,000 <br> Lvl 2: 70,000 <br> Lvl3: 108,300 (40,000 x 3) | airok <br> Lvl 3 grants hardknockdown }} | ||
{{MoveListFooter}} | {{MoveListFooter}} |
Revision as of 16:16, 1 April 2011


Zero
In a nutshell
Zero is a tricky character with a large variety of moves that are complimented by different assists in different ways. He can play keepaway with his buster arm and Hadangeki slashes, or he can try to get behind you with his teleports and his Raikousen. Dedicated Zero players will find that their teammates are the key to a decisive victory against any opponent.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Standing Light
l
35,000
Crouching Light
d + l
30,000
low
Standing Medium
m
53,000
Crouching Medium
d + m
56,000
low
Standing Heavy
h
25,000 x3
Crouching Heavy
d + h
70,000
Shippuga
f + h
30,000 x3
Standing Special
s
80,000
launch
Jumping Light
air l
33,000
high
Jumping Medium
air m
55,000
high
Jumping Heavy
air h
25,000 x 3
high
Cancels only into Jumping Special or TAC
Cancels only into Jumping Special or TAC
Reverse Jumping Heavy
air d + h
25,000 x 3
high
Jumping Special
air s
75,000
high
Down TAC
d + s during air combo
60,000
high
Up TAC
u + s during air combo
60,000
high
Side TAC
b/f + s during air combo
38,000
high
Special Moves
Hadangeki
qcf + atk
70,000 l
70,000 m
104,500 (55,000 x 2) h
70,000 m
104,500 (55,000 x 2) h
Ryuenjin
dp + atk
70,000 l
81,200 (30,000 x 3) m
102,300 (25,000 x 5) h
81,200 (30,000 x 3) m
102,300 (25,000 x 5) h
Raikousen
aironly dp + atk
102,300 (25,000 x 5)
l goes down diagonally
m goes forward
h goes up diagonally
Nocancel
m goes forward
h goes up diagonally
Nocancel
Sentsuizan
aironly qcf + atk
fake l
60,000 m
80,000 h
60,000 m
80,000 h
otg air combo ender
Hienkyaku
qcb + atk
airok Teleport
Hyper Zero Blaster
hold h then release
Lvl 1: 40,000
Lvl 2: 70,000
Lvl3: 108,300 (40,000 x 3)
Lvl 2: 70,000
Lvl3: 108,300 (40,000 x 3)
airok
Lvl 3 grants hardknockdown
Lvl 3 grants hardknockdown
Hyper Moves
Rekkoha
qcf + atk + atk
269,300 (15,000 x 30)
otg
Damage scales by 0.96
Damage scales by 0.96
Sougenmu
qcb + atk + atk
Grants shadow attack that mimics Zero's attacks
Genmu Zero
dp + atk + atk
350,000
startupinv
Apprentice Combos
Strategy
Tips and Tricks
- Zero can activate Sougenmu and then tag out to pause the timer and keep the shadow clone on his assists. This is particularly useful with his projectile assist.
- Calling an assist and teleporting through your opponent is as effective as ever with Zero. Now, you can include his Raikousen into this tactic as an alternate way of getting behind your opponent.
- The recovery on Sougenmu is pretty quick, so you can DHC a mistimed super into this to keep the team safe and let Zero start some offense.
- You can charge the Zero Blaster with any attack. While charging, you can switch buttons. For instance, while holding Light, start holding Heavy and then release Light. You'll still be charging the blaster.
- While Zero doesn't have any ground moves that hit overhead, jumping with an instant air-dash followed by air {{#motion: h}} is super-fast, an easy hit-confirm into massive combos and will cross-up if you know your spacing. The cross-up version is particularly useful when coupled with assists (especially low-hitting ones) as it makes it really hard for the opponent to block and as such is often a great way to start a round.