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==Recommended skills== | ==Recommended skills== | ||
'''Lean Extender''': One of the few characters that can change direction in the middle of their lean, with LE on you can basically do a full circle if you are fast enough. This lets him turn corners very quickly, coupled with his Dash Attack zero can cover distance faster than almost every other character. | |||
'''Charge Attacker''': A charged delay heavy mixup from Zero is extremely useful, adding in charge variations from W-W-W-(CHARGE)DA or W-(CHARGE)H make charge attacker really shine on Zero, guard masters will have trouble with a Zero using this perk. | |||
'''Power Leveler''': Poison Ability and Zero's natural combo ability make PL an obvious choice for any good Zero player! | |||
'''Spin Master''': Zero already rocks one of the most useful 360's in the game because he goes upward when he does it, letting rampaging players or someone who is trying to HKW you go under him. | |||
==Note== | ==Note== |
Revision as of 13:34, 9 September 2014
Zero (零点 Reiten) is a ninja-esque human combatant in Anarchy Reigns. Zero is a human ninja that wields twin katanas - Onimaru and Juzumaru - a pair of authentic japanese blades built for the wielder to carry on their back. The swords are rumored to be part of the "Tenka Goken" blades of myth.
Attributes
Zero is amazing. He excels at everything he does. Guard Breaking. High damage combos. A reliable 360 attack. Delay heavy into LKWx4 all day long. People catch on eventually, so use the heavy sparingly as it IS punishable. Get in peoples face with dash attack and W-W-W-*W-DA mix-ups. If you see their guard about to break, try and finish it off with something like W-H or W-W-W-H.
Recommended skills
Lean Extender: One of the few characters that can change direction in the middle of their lean, with LE on you can basically do a full circle if you are fast enough. This lets him turn corners very quickly, coupled with his Dash Attack zero can cover distance faster than almost every other character.
Charge Attacker: A charged delay heavy mixup from Zero is extremely useful, adding in charge variations from W-W-W-(CHARGE)DA or W-(CHARGE)H make charge attacker really shine on Zero, guard masters will have trouble with a Zero using this perk.
Power Leveler: Poison Ability and Zero's natural combo ability make PL an obvious choice for any good Zero player!
Spin Master: Zero already rocks one of the most useful 360's in the game because he goes upward when he does it, letting rampaging players or someone who is trying to HKW you go under him.