UMVC3/Zero: Difference between revisions

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{{MoveListRow | Jumping Heavy | air h | 25,000 X 3 <br> (64,200) | high <br> nocancel except s }}
{{MoveListRow | Jumping Heavy | air h | 25,000 X 3 <br> (64,200) | high <br> nocancel except s }}
{{MoveListRow | Jumping Special | air s | 75,000 | high aircombofinisher }}
{{MoveListRow | Jumping Special | air s | 75,000 | high aircombofinisher }}
{{MoveListRow | Kuenzan | air d + h | 25,000 X 3 <br> (64,200) | high <br> nocancel except s }}
{{MoveListRow | Kuenzan | air d + h | 25,000 X 3 <br> (64,200) | high <br> nocancel and cannot be chained from previous chain normal buttons except s }}
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Revision as of 14:05, 13 April 2017

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Zero

Umvc3 zero face.jpg

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

Zero colors.jpg

Players to Watch

EMP|Flocker, Cloud805, Killer Kai, Flux, Windzero, Mihe, Marn, Bubblan

Character Vitals

CHARACTER DATA
Health:
830k.jpg
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
40.0 %
60.0 %
X-Factor Speed Boost:
20.0 %
30.0 %
40.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
30 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %

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

Zero/X-23/Dante
Deadpool/Zero hard tags

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Ryuenjin H
direct tiltup
102,300
strk
Rekkoha
Beta2.png Hadangeki M
shot front
70,000
proj
Rekkoha
Gamma2.png Shippuga
direct front
30,000 X 3
(81,200)
Rekkoha

Normal Moves

Name
Command
Damage
Notes (glossary)
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 X 3
(64,200)
Crouching Heavy
d + h
70,000
softknockdown
Special
s
80,000
launch nocancel
Shippuga
f + h
30,000 X 3
(77,100)
Jumping Light
air l
33,000
high
Jumping Medium
air m
55,000
high
Jumping Heavy
air h
25,000 X 3
(64,200)
high
nocancel except s
Jumping Special
air s
75,000
high aircombofinisher
Kuenzan
air d + h
25,000 X 3
(64,200)
high
nocancel and cannot be chained from previous chain normal buttons except s

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Hadangeki L / M
qcf + l or m
70,000
proj
Hadangeki H
qcf + h
55,000 X 2
(104,500)
proj
Sentsuizan L
air qcf + l
0
fake-out attack
Sentsuizan M
air qcf + m
70,000
stagger
otg
aircombofinisher
Sentsuizan H
air qcf + h
80,000
stagger
otg
aircombofinisher
Ryuenjin L
dp + l
70,000
strk
Ryuenjin M
dp + m
30,000 X 3
(81,200)
strk
Ryuenjin H
dp + h
25,000 X 5
(102,300)
strk
Raikousen
air dp + atk
25,000 X 5
(102,300)
stagger
Truesoftknockdown.png against
airborne opponents
Hienkyaku
qcb + atk
0
airok
*Similar to an
air dash / teleport*
Hyper Zero Blaster (level 1)
hold atk
40,000
proj
Hyper Zero Blaster (level 2)
hold atk
70,000
proj
Hyper Zero Blaster (level 3)
hold atk
40,000 X 3
(108,300)
proj
strk
Truesoftknockdown.png

Hyper Moves

Name
Command
Damage
Notes (glossary)
Rekkoha
qcf + atk + atk
15,000 X 30
(269,300)
otg
proj
strk on final hit
Sougenmu
qcb + atk + atk
0
Creates a shadow clone
Zero that duplicates all
actions after Zero.
Lasts about 5 seconds.
Genmu Zero
dp + atk + atk
350,000
proj
hardknockdown
Level 3 Hyper.

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 {{#motion: h}} 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 {{#motion: h}} has the {{#motion: nocancel}} property. This means that during an air combo, if you use air {{#motion: h}}, 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 {{#motion: nocancel}} is {{#motion: s}} - this still chains as usual.
  • 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/