(→Hyper Moves: frame data for zero's hypers) |
m (fix motion tags) |
||
Line 5: | Line 5: | ||
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. | 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. | ||
| | | | ||
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.}} | 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 === | === Alternate Colors === | ||
Line 53: | Line 53: | ||
{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Ryuenjin H | direct tiltup | 102,300 | strk | Rekkoha | | Ryuenjin H | {{direct}} {{tiltup}} | 102,300 | {{strk}} | Rekkoha | ||
| Shippuga | direct front | 30,000 X 3 <br> (81,200) | | Rekkoha | | Shippuga | {{direct}} {{front}} | 30,000 X 3 <br> (81,200) | | Rekkoha | ||
| Hadangeki M | shot front | 70,000 | proj | Rekkoha | | Hadangeki M | {{shot}} {{front}} | 70,000 | {{proj}} | Rekkoha | ||
}} | }} | ||
Line 62: | Line 62: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing {{ | |name=Standing {{ l}} | ||
|command= | |command= | ||
|damage=35,000 | |damage=35,000 | ||
Line 76: | Line 76: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing {{ | |name=Standing {{ m}} | ||
|command= | |command= | ||
|damage=53,000 | |damage=53,000 | ||
Line 90: | Line 90: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing {{ | |name=Standing {{ h}} | ||
|command= | |command= | ||
|damage=64,200 | |damage=64,200 | ||
Line 104: | Line 104: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Forward {{ | |name=Forward {{ h}} | ||
|command= f + h | |command= {{f}} + h | ||
|damage=77,100 | |damage=77,100 | ||
|guard=- | |guard=- | ||
Line 118: | Line 118: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching {{ | |name=Crouching {{ l}} | ||
|command= | |command= | ||
|damage=30,000 | |damage=30,000 | ||
Line 132: | Line 132: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching {{ | |name=Crouching {{ m}} | ||
|command= | |command= | ||
|damage=56,000 | |damage=56,000 | ||
Line 146: | Line 146: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching {{ | |name=Crouching {{ h}} | ||
|command= | |command= | ||
|damage=70,000 | |damage=70,000 | ||
Line 160: | Line 160: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name={{ | |name={{ s}} | ||
|command= | |command= | ||
|damage=80,000 | |damage=80,000 | ||
Line 174: | Line 174: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping {{ | |name=Jumping {{ l}} | ||
|command= | |command= | ||
|damage=33,000 | |damage=33,000 | ||
Line 188: | Line 188: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping {{ | |name=Jumping {{ m}} | ||
|command= | |command= | ||
|damage=55,000 | |damage=55,000 | ||
Line 202: | Line 202: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping {{ | |name=Jumping {{ h}} | ||
|command= | |command= | ||
|damage=64,200 | |damage=64,200 | ||
Line 211: | Line 211: | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|properties= nocancel except s | |properties= {{nocancel}} except s | ||
|notes= | |notes= | ||
}} | }} | ||
Line 217: | Line 217: | ||
|photo= | |photo= | ||
|name=Kuenzan | |name=Kuenzan | ||
|command= air d + h | |command= air {{d}} + h | ||
|damage=64,200 | |damage=64,200 | ||
|guard=high | |guard=high | ||
Line 225: | Line 225: | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|properties= nocancel and cannot be chained from previous chain normal buttons s | |properties= {{nocancel}} and cannot be chained from previous chain normal buttons {{s}} | ||
|notes= | |notes= | ||
}} | }} | ||
Line 231: | Line 231: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping {{ | |name=Jumping {{ s}} | ||
|command= | |command= | ||
|damage=75,000 | |damage=75,000 | ||
Line 250: | Line 250: | ||
|photo= | |photo= | ||
|name=Ground Throw | |name=Ground Throw | ||
|command= (near opponent) f / b + h | |command= (near opponent) {{f}} / {{b}} + h | ||
|damage=80,000 | |damage=80,000 | ||
|guard=throw | |guard=throw | ||
Line 264: | Line 264: | ||
|photo= | |photo= | ||
|name=Air Throw | |name=Air Throw | ||
|command=(near opponent) air f / b + h | |command=(near opponent) air {{f}} / {{b}} + h | ||
|damage=80,000 | |damage=80,000 | ||
|guard=airthrow | |guard=airthrow | ||
Line 304: | Line 304: | ||
|hhit=-7 | |hhit=-7 | ||
|hblock=-8 | |hblock=-8 | ||
|properties= Each projectile has 2 low priority durability points | |properties= Each projectile has 2 {{low}} priority durability points | ||
|notes= | |notes= | ||
}} | }} | ||
Line 334: | Line 334: | ||
|hhit=-7 | |hhit=-7 | ||
|hblock=-16 | |hblock=-16 | ||
|properties= {{ | |properties= {{strk}} | ||
|notes= | |notes= | ||
}} | }} | ||
Line 340: | Line 340: | ||
|photo= | |photo= | ||
|name=Raikousen | |name=Raikousen | ||
|command= air dp + atk | |command= air {{dp}} + atk | ||
|ldamage=25,000 X 5 | |ldamage=25,000 X 5 | ||
(102,300) | (102,300) | ||
Line 367: | Line 367: | ||
|hhit=+5 | |hhit=+5 | ||
|hblock=-15 | |hblock=-15 | ||
|properties={{ | |properties={{stagger}} [[File:truesoftknockdown.png]] against <br> airborne opponents | ||
|notes= | |notes= | ||
}} | }} | ||
Line 373: | Line 373: | ||
|photo= | |photo= | ||
|name=Sentsuizan | |name=Sentsuizan | ||
|command=air qcf + atk | |command=air {{qcf}} + atk | ||
|ldamage=- | |ldamage=- | ||
|lguard=- | |lguard=- | ||
Line 395: | Line 395: | ||
|hhit=+9 | |hhit=+9 | ||
|hblock=+8 | |hblock=+8 | ||
|properties= L is a Fake-Out attack. M/H {{ | |properties= L is a Fake-Out attack. M/H {{aircombofinisher}} {{OTG}} {{aircombofinisher}} | ||
|notes= | |notes= | ||
}} | }} | ||
Line 401: | Line 401: | ||
|photo= | |photo= | ||
|name=Hienkyaku | |name=Hienkyaku | ||
|command= qcb + atk | |command= {{qcb}} + atk | ||
|ldamage=- | |ldamage=- | ||
|lguard=- | |lguard=- | ||
Line 429: | Line 429: | ||
|photo= | |photo= | ||
|name=air Hienkyaku | |name=air Hienkyaku | ||
|command= air qcb + atk | |command= air {{qcb}} + atk | ||
|ldamage=- | |ldamage=- | ||
|lguard=- | |lguard=- | ||
Line 479: | Line 479: | ||
|hhit= | |hhit= | ||
|hblock=+2 | |hblock=+2 | ||
|properties= Level 1 Requires 30 frames of charging, 2 low priority durability points. | |properties= Level 1 Requires 30 frames of charging, 2 {{low}} priority durability points. | ||
Level 2 requires 70 frames, 4 low priority durability points. <br> Level 3 requires 150 frames, [[File:truesoftknockdown.png]], can cancel from any special move, beam durability | Level 2 requires 70 frames, 4 {{low}} priority durability points. <br> Level 3 requires 150 frames, [[File:truesoftknockdown.png]], can {{cancel}} from any special move, beam durability | ||
|notes= | |notes= | ||
}} | }} | ||
Line 489: | Line 489: | ||
|photo= | |photo= | ||
|name=rekkoha | |name=rekkoha | ||
|command=qcf + atk atk | |command=qcf + {{atk}} atk | ||
|damage=15,000 X 30 (269,300) | |damage=15,000 X 30 (269,300) | ||
|guard=- | |guard=- | ||
|properties= {{ | |properties= {{OTG}} {{proj}} {{strk}} on final hit | ||
|startup=16+10 | |startup=16+10 | ||
|active=80 | |active=80 | ||
Line 503: | Line 503: | ||
|photo= | |photo= | ||
|name=Sougenmu | |name=Sougenmu | ||
|command=qcb + atk atk | |command=qcb + {{atk}} atk | ||
|damage= | |damage= | ||
|guard=- | |guard=- | ||
Line 517: | Line 517: | ||
|photo= | |photo= | ||
|name=Genmu Zero | |name=Genmu Zero | ||
|command=dp + atk atk | |command=dp + {{atk}} atk | ||
|damage=350,000 | |damage=350,000 | ||
|guard=- | |guard=- | ||
|properties= {{ | |properties= {{proj}} {{hardknockdown}} | ||
|startup=10+1 | |startup=10+1 | ||
|active= | |active= | ||
Line 526: | Line 526: | ||
|hit=- | |hit=- | ||
|block= | |block= | ||
|notes= level 3 hyper. Invincible frames 1-24. 100 high durability points | |notes= level 3 hyper. Invincible frames 1-24. 100 {{high}} durability points | ||
}} | }} | ||
Line 537: | Line 537: | ||
* 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! | * 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 {{ | * Air {{ 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 {{ | * Keep in mind that Zero's air {{ h}} has the {{ nocancel}} property. This means that during an air combo, if you use air {{ 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 {{ | **The exception to this {{ nocancel}} is {{ 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. | * 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. | * 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. | ||
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http://shoryuken.com/2011/12/21/umvc3-new-zero-technology/ <br> | http://shoryuken.com/2011/12/21/umvc3-new-zero-technology/ <br> | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:17, 8 December 2020


Zero
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 health, and all tools available to him, and Zero is a robotic force to be reckoned with.
Alternate Colors
Players to Watch
EMP|Flocker, Cloud805, Killer Kai, Flux, Windzero, Mihe, Marn, Bubblan
Character Vitals
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
Move List
Assist Types
Normal Moves
Standing ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
35,000 | - | 5 | 3 | 12 | -1 | -3 | ||
Standing ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
53,000 | - | 7 | 3 | 19 | -4 | -5 | ||
Standing ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
64,200 | - | 11 | 10 | 16 | +1 | 0 | ||
Forward ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
77,100 | - | 14 | 7 | 17 | +5 | +4 | ||
Crouching ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
30,000 | low | 4 | 2 | 11 | 0 | -1 | ||
Crouching ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
56,000 | low | 8 | 3 | 20 | -5 | -6 | ||
Crouching ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
70,000 | low | 13 | 5 | 18 | - | -1 | ||
![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
80,000 | - | 9 | 5 | 22 | - | -5 | launch nocancel | |
Jumping ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
33,000 | high | 5 | 3 | 12 | - | - | ||
Jumping ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
55,000 | high | 8 | 3 | 19 | - | - | ||
Jumping ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
64,200 | high | 10 | 18 | 15 | - | - | ![]() | |
Kuenzan air ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
64,200 | high | 9 | 18 | 9 | - | - | ![]() ![]() | |
Jumping ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
75,000 | high | 13 | 9 | 17 | - | - | aircombofinisher | |
Throws
Ground Throw (near opponent) ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
80,000 | throw | 1 | 1 | - | - | - | hardknockdown | |
Air Throw (near opponent) air ![]() ![]() |
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 |
![]() |
70,000 | - | 17 | - | 25 | -2 | -2 | Each projectile has 2 ![]() | |
![]() |
70,000 | - | 8 | - | 34 | -7 | -8 | ||
![]() |
55,000 x 2 | - | 13 | - | 34 | -7 | -8 | ||
Ryuejin dp + atk |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
70,000 | - | 5 | 9 | 24 | -10 | -11 | ![]() | |
![]() |
30,000 X 3
(81,200)0 |
- | 5 | 25 | 21 | -7 | -6 | ||
![]() |
25,000 X 5
(102,300) |
- | 5 | 25 | 21 | -7 | -16 | ||
Sentsuizan air ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
- | - | 1 | - | 15 | - | -- | L is a Fake-Out attack. M/H ![]() ![]() | |
![]() |
60,000 | - | 13 | until grounded | 10 | +9 | +8 | ||
![]() |
80,000 | - | 18 | Until Grounded | 10 | +9 | +8 | ||
Hienkyaku![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
- | - | 5 | - | 25 | - | -- | L/M dash forward. H moves up then back down. Moves through opponent and can steal corner. | |
![]() |
- | 5 | 35 | ||||||
![]() |
- | 5 | 22 | ||||||
air Hienkyaku air ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
- | - | - | - | - | - | -- | 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. | |
![]() |
- | 6 | 20 | ||||||
![]() |
- | 6 | 21 | ||||||
Hyper Moves
rekkoha qcf + ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
15,000 X 30 (269,300) | - | 16+10 | 80 | 29 | +1 | -14 | Template:OTG ![]() ![]() | |
Sougenmu qcb + ![]() |
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 + ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350,000 | - | 10+1 | 57 | - | ![]() ![]() | |||
level 3 hyper. Invincible frames 1-24. 100 ![]() |
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
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
has the
property. This means that during an air combo, if you use air
, 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
is
- this still chains as usual.
- The exception to this
- 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/