Marvel VS Capcom: Infinite/Zero: Difference between revisions

From SuperCombo Wiki
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|notes=Level 3 can not be reflected. Release charge during Hadangeki, Ryuenjin, Sentsuizan, or Raikousen to get a follow up attack out of these moves.
|notes=Level 3 can not be reflected. Release charge during Hadangeki, Ryuenjin, Sentsuizan, or Raikousen to get a follow up attack out of these moves.
}}
}}
 
{{MvCIMoveListRow2.1
|photo=[[File:]][[File:]]
|name=Hadangeki (fireball)
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|ldamage=1000
|lguard=
|lstartup=18
|lactive=8
|lrecovery=19
|lhit=-3
|lblock=-1
|lproperties=Proj
|hdamage=550x2
|hguard=
|hstartup=18
|hactive=16
|hrecovery=11
|hhit=-1
|hblock=+7
|hproperties=
|notes=Simply known as Zero's "fireball" attack, an effective zoning tool which gains strength when canceled into Rakuhouha.<br> [[File:Mvci_lp.png]] version travels slowly and can be reflected.<br> [[File:Mvci_hp.png]] version travels a bit faster and is a 2 hit projectile, can be reflected.
}}
{{UMvC3MoveListRow2.0
|photo=[[File:]]
|name=Rakuhouha
|command=Release Level 3 Buster (during Hadangeki)
|damage=500x3 (1450)
|guard=
|properties=Proj
|startup=
|active=
|recovery=
|hit=
|block=
|notes=Releasing charge at any point during this move, even on the very last frame of recovery, will cancel into this move. This is Zero's strongest zoning tool as it will release 3 separate projectiles that travel at different angles with one traveling low to the ground. All projectiles spawned can be reflected.
}}
{{MvCIMoveListRow2.2
{{MvCIMoveListRow2.2
|photo=[[File:]][[File:]]
|photo=[[File:]][[File:]]
Line 474: Line 509:
|hblock=
|hblock=
|hproperties=
|hproperties=
|notes=
}}
{{UMvC3MoveListRow2.0
|photo=[[File:]]
|name=
|command=
|damage=
|guard=
|properties=
|startup=
|active=
|recovery=
|hit=
|block=
|notes=
}}
{{MvCIMoveListRow2.2
|photo=[[File:]][[File:]]
|name=
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=
|lguard=
|lstartup=
|lactive=
|lrecovery=
|lhit=
|lblock=
|lproperties=
|hdamage=
|hguard=
|hstartup=
|hactive=
|hrecovery=
|hhit=
|hblock=
|hproperties=
|notes=
}}
{{UMvC3MoveListRow2.0
|photo=[[File:]]
|name=
|command=
|damage=
|guard=
|properties=
|startup=
|active=
|recovery=
|hit=
|block=
|notes=
}}
{{MvCIMoveListRow2.2
|photo=[[File:]][[File:]]
|name=
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=
|lguard=
|lstartup=
|lactive=
|lrecovery=
|lhit=
|lblock=
|lproperties=
|hdamage=
|hguard=
|hstartup=
|hactive=
|hrecovery=
|hhit=
|hblock=
|hproperties=
|notes=
}}
{{UMvC3MoveListRow2.0
|photo=[[File:]]
|name=
|command=
|damage=
|guard=
|properties=
|startup=
|active=
|recovery=
|hit=
|block=
|notes=
|notes=
}}
}}

Revision as of 16:38, 19 October 2017

Mvci logo.png

Zero

Mvci Zero.png

In a nutshell
WIP

Introduction

Players to Watch

Flux, Killerkai

Character Vitals

CHARACTER DATA
Health:
9,000
Double Jump:
No
Air Dash:
2-Way
Air Dash/Jump count:
1
Misc Movement:
Hienkyaku (command dash)

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 version of the 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.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 200 5 3 12 -4 -2
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 200x3 12 9 18 +3 -1
Sword attack with extremely long active frames.
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 400 8 4 19 +1 -3
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 600 13 6 24 -6 -10
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 200 9 5 19 -6 -8
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 600 12 7 17 +26 -7 Launch
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 400 Low 8 5 23 -4 -9
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 600 Low 14 9 18 +51 -8 Hardknockdown
Jumping Light Punch
Mvci up.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 200 High 7 7 13
Jumping Heavy Punch
Mvci up.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 200x3 (560) High (first hit only) 13 2(2)2(2)2(4)9 7
Jumping Light Kick
Mvci up.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 400 High 6 5 18
Jumping Heavy Kick
Mvci up.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 600 High 16 5 20 Air combo only: Groundbounce Hardknockdown
Youdantotsu
Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 250 8 4 14 +6 +2
Sippuuga
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 250x3 14 9 28 -7 -11
Reshoukyaku
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 600 10 5 47 -5 -32 Knockdown
Koketsuga
Mvci df.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 700 10 3 23 +52 -7 Knockdown
Kuuenzan
Mvci up.pngMvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 250x3 High (first hit only) 12 2(1)2(2)3(3)3(1)2 7
Rasenkyaku
Mvci up.pngMvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 650 High 11 3 28

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 6 hits (960) or 1000 (back throw) 3 1
Additional damage scales by 50%
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 6 hits (960) or 1000 (back throw) 3 1
Additional damage scales by 50%
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 500 6 8 44 +33 +28
Hit/Block adv is dependent on when you cancel your tag-in

Specials

Hienkyaku (Air OK)
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]][[File:]] Mvci lp.png 7 12 18 No push box on frames 7-18
Mvci hp.png 7 21 18 No push box on frames 7-27
Zero's "command dash" is one of his main mobility options, this move will pass through opponents hurtboxes and allow him to create cross ups. This move can be canceled into Level 3 Buster.
Mvci lp.png version dashes forwards a short distance.
Mvci hp.png version dashes forwards full screen.
Hienkyaku (Air OK)
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]][[File:]] Mvci lk.png 7 22 16 No push box on frames 7-28
Mvci hk.png 7 22 16 No push box on frames 7-28
Mvci lk.png or Mvci hk.png version of this move puts Zero in the air, Zero can perform one more Air Hienkyaku before landing. This move can be canceled into Level 3 Buster.
Mvci lk.png version dashes directly upwards a short distance.
Mvci hk.png version dashes towards the top of the screen and then down to the ground.
Air Hienkyaku
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]][[File:]] Mvci lp.png 7 10 2
Mvci hp.png 7 23 2
The air version is an effective way to set up cross up overheads, can only use one Hienkyaku per jump. This move can be canceled into Level 3 Buster.
Mvci lp.png version in the air dashes forwards a short distance.
Mvci hp.png version in the air dashes forwards full screen.
Air Hienkyaku
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]][[File:]] Mvci lk.png 9 12 6 Super Jump 8F + Land 6F
Mvci hk.png 7 22 No push box on frames 7-28
Can only use one Hienkyaku per jump, this move can be canceled into Level 3 Buster.
Mvci lk.png version dashes directly down towards the ground.
Mvci hk.png version dashes towards the top of the screen and then down to the ground, can effectively chain the ground version into this air version to reach higher altitudes.
Hyper Zero Blaster level 1
Hold Mvci lp.png or Mvci hp.png or Mvci lk.png or Mvci hk.png
release to activate
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 800 9 22 -11 +4 Proj
Level 1 can be reflected.
Hyper Zero Blaster level 2
Hold Mvci lp.png or Mvci hp.png or Mvci lk.png or Mvci hk.png
release to activate
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 900 9 22 -4 +4 Proj
Level 2 can not be reflected
Hyper Zero Blaster level 3
Hold Mvci lp.png or Mvci hp.png or Mvci lk.png or Mvci hk.png
release to activate
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 1000 9 22 +80 +4 Proj Hardknockdown Groundbounce Wallbounce
Level 3 can not be reflected. Release charge during Hadangeki, Ryuenjin, Sentsuizan, or Raikousen to get a follow up attack out of these moves.
Hadangeki (fireball)
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]][[File:]] Mvci lp.png 1000 18 8 19 -3 -1 Proj
Mvci hp.png 550x2 18 16 11 -1 +7
Simply known as Zero's "fireball" attack, an effective zoning tool which gains strength when canceled into Rakuhouha.
Mvci lp.png version travels slowly and can be reflected.
Mvci hp.png version travels a bit faster and is a 2 hit projectile, can be reflected.
Rakuhouha
Release Level 3 Buster (during Hadangeki)
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 500x3 (1450) Proj
Releasing charge at any point during this move, even on the very last frame of recovery, will cancel into this move. This is Zero's strongest zoning tool as it will release 3 separate projectiles that travel at different angles with one traveling low to the ground. All projectiles spawned can be reflected.

Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]][[File:]] Mvci lk.png
Mvci hk.png

Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]]

Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]][[File:]] Mvci lk.png
Mvci hk.png

Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]]

Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]][[File:]] Mvci lk.png
Mvci hk.png

Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]]

Hypers


Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]]

Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]]

Hitboxes

Videos

Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Zero

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