UMVC3/Zero: Difference between revisions

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(→‎Special Moves: put in frame data for specials)
(→‎Hyper Moves: frame data for zero's hypers)
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===Hyper Moves===
===Hyper Moves===


{{UMvC3MoveListHeader}}
{{UMvC3MoveListRow2.0
{{MoveListRow | Rekkoha | qcf + atk + atk | 15,000 X 30 <br> (269,300) | otg <br> proj <br> strk on final hit }}
|photo=
{{MoveListRow | Sougenmu | qcb + atk + atk | 0 | Creates a shadow clone <br> Zero that duplicates all <br> actions after Zero. <br> Lasts about 5 seconds.}}
|name=rekkoha
{{MoveListRow | Genmu Zero | dp + atk + atk | 350,000 | proj <br> hardknockdown <br> Level 3 Hyper. | level3 }}
|command=qcf + atk atk
{{MoveListFooter}}
|damage=15,000 X 30 (269,300)
|guard=-
|properties= {{#motion:OTG}}  {{#motion:proj}} {{#motion:strk}} on final hit
|startup=16+10
|active=80
|recovery=29
|hit=+1
|block=-14
|notes=
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Sougenmu
|command=qcb + atk atk
|damage=
|guard=-
|properties=
|startup=10+1
|active=
|recovery=1
|hit=-
|block=
|notes= Creates a shadow clone Zero that duplicates all actions after zero, hitting 16 frames later. Lasts 300 frames/5 seconds. Zero does not gain meter while active. Using any hyper combo causes it to disappear
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Genmu Zero
|command=dp + atk atk
|damage=350,000
|guard=-
|properties= {{#motion:proj}} {{#motion:hardknockdown}}
|startup=10+1
|active=
|recovery=57
|hit=-
|block=
|notes= level 3 hyper. Invincible frames 1-24. 100 high durability points
}}


== Mission Mode ==
== Mission Mode ==

Revision as of 22:22, 9 August 2020

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

Standing {{#motion: l}}
Damage Guard Startup Active Recovery On Hit On Block Properties
35,000 - 5 3 12 -1 -3
Standing {{#motion: m}}
Damage Guard Startup Active Recovery On Hit On Block Properties
53,000 - 7 3 19 -4 -5
Standing {{#motion: h}}
Damage Guard Startup Active Recovery On Hit On Block Properties
64,200 - 11 10 16 +1 0
Forward {{#motion: h}}
f + h
Damage Guard Startup Active Recovery On Hit On Block Properties
77,100 - 14 7 17 +5 +4
Crouching {{#motion: l}}
Damage Guard Startup Active Recovery On Hit On Block Properties
30,000 low 4 2 11 0 -1
Crouching {{#motion: m}}
Damage Guard Startup Active Recovery On Hit On Block Properties
56,000 low 8 3 20 -5 -6
Crouching {{#motion: h}}
Damage Guard Startup Active Recovery On Hit On Block Properties
70,000 low 13 5 18 - -1
{{#motion: s}}
Damage Guard Startup Active Recovery On Hit On Block Properties
80,000 - 9 5 22 - -5 launch nocancel
Jumping {{#motion: l}}
Damage Guard Startup Active Recovery On Hit On Block Properties
33,000 high 5 3 12 - -
Jumping {{#motion: m}}
Damage Guard Startup Active Recovery On Hit On Block Properties
55,000 high 8 3 19 - -
Jumping {{#motion: h}}
Damage Guard Startup Active Recovery On Hit On Block Properties
64,200 high 10 18 15 - - nocancel except s
Kuenzan
air d + h
Damage Guard Startup Active Recovery On Hit On Block Properties
64,200 high 9 18 9 - - nocancel and cannot be chained from previous chain normal buttons s
Jumping {{#motion: s}}
Damage Guard Startup Active Recovery On Hit On Block Properties
75,000 high 13 9 17 - - aircombofinisher


Throws

Ground Throw
(near opponent) f / b + h
Damage Guard Startup Active Recovery On Hit On Block Properties
80,000 throw 1 1 - - - hardknockdown
Air Throw
(near opponent) air f / b + h
Damage Guard Startup Active Recovery On Hit On Block Properties
80,000 airthrow 1 1 - - - hardknockdown


Special Moves

hadangeki
qcf + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png 70,000 - 17 - 25 -2 -2 Each projectile has 2 low priority durability points
M.png 70,000 - 8 - 34 -7 -8
H.png 55,000 x 2 - 13 - 34 -7 -8
Ryuejin
dp + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png 70,000 - 5 9 24 -10 -11 {{#motion:strk}}
M.png 30,000 X 3

(81,200)0

- 5 25 21 -7 -6
H.png 25,000 X 5

(102,300)

- 5 25 21 -7 -16
Raikousen
air dp + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png 25,000 X 5

(102,300)

- 30 15 8/until grounded +20 +17 {{#motion:stagger}} Truesoftknockdown.png against
airborne opponents
M.png 25,000 X 5

(102,300)

- 30 15 8/until grounded +5 +4
H.png 25,000 X 5

(102,300)

- 30 15 8/until grounded +5 -15
Sentsuizan
air qcf + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png - - 1 - 15 - -- L is a Fake-Out attack. M/H {{#motion:aircombofinisher}} {{#motion:OTG}} {{#motion:aircombofinisher}}
M.png 60,000 - 13 until grounded 10 +9 +8
H.png 80,000 - 18 Until Grounded 10 +9 +8
Hienkyaku
qcb + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png - - 5 - 25 - -- L/M dash forward. H moves up then back down. Moves through opponent and can steal corner.
M.png - 5 35
H.png - 5 22
air Hienkyaku
air qcb + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png - - - - - - -- L moves Zero to the ground. M dash forward. H moves up then back down to the ground.M and H can move through opponents and can steal corner.
M.png - 6 20
H.png - 6 21
Hyper Zero Blaster
hold atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png 40,000 - 5 - 23 -6 -7 Level 1 Requires 30 frames of charging, 2 low priority durability points.

Level 2 requires 70 frames, 4 low priority durability points.
Level 3 requires 150 frames, Truesoftknockdown.png, can cancel from any special move, beam durability

M.png 70,000 - 5 23, air 15 -4 -5
H.png 108,300 - 5 23, air 15 +2

Hyper Moves

rekkoha
qcf + atk atk
Damage Guard Startup Active Recovery On Hit On Block Properties
15,000 X 30 (269,300) - 16+10 80 29 +1 -14 {{#motion:OTG}} {{#motion:proj}} {{#motion:strk}} on final hit
Sougenmu
qcb + atk atk
Damage Guard Startup Active Recovery On Hit On Block Properties
- 10+1 1 -
Creates a shadow clone Zero that duplicates all actions after zero, hitting 16 frames later. Lasts 300 frames/5 seconds. Zero does not gain meter while active. Using any hyper combo causes it to disappear
Genmu Zero
dp + atk atk
Damage Guard Startup Active Recovery On Hit On Block Properties
350,000 - 10+1 57 - {{#motion:proj}} {{#motion:hardknockdown}}
level 3 hyper. Invincible frames 1-24. 100 high durability points

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/