UMVC3/Zero: Difference between revisions

From SuperCombo Wiki
(→‎Special Moves: Fixed an error in the description of Hyper Zero Blaster.)
(Reworked page using new layout. Added frame data to movelist, some common synergies and their players, and some sample combos (38/50 reworked))
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{{UMvC3Header}}
{{Infobox Character UMVC3
|name=Zero
|image=Umvc3_zero_face.jpg
|health=830,000
|magicseries=Stronger
|airchain=None
|forwarddash=41
|backdash=35
|jump=46
|superjump=81
|walljump=No
|doublejump=No
|airdash=2-Way
|xfactordamage1=20
|xfactordamage2=50
|xfactordamage3=60
|xfactorspeed1=20
|xfactorspeed2=30
|xfactorspeed3=40
|minimumdamagenormal=20%, 30
|minimumdamagehyper=40
|minimumdamagexfactor=35
|content=
==Introduction==
Zero is a robot warrior regularly appearing alongside the classic Capcom hero Mega Man. In the ''Mega Man X'' series, he initially appears as a supporting character and fellow Maverick Hunter, but became playable in later games. Zero also eventually got his own series, ''Mega Man Zero'' in which he is the primary protagonist. Besides his Z-Buster (a counterpart to Megaman's 'X-Buster' arm cannon), Zero fights with his iconic energy sword, the Z-Saber.


{{UMvC3CharacterHeader|Zero|zero|
'''In UMvC3,''' Zero is a powerful all-rounder with tools to control neutral at most ranges and enormous damage. Although his standard mobility tools are not the best, Zero can use his command dash Hienkyaku (214X) in order to quickly zip around the screen. Using Zero's buster mechanic, he can store a powerful charged projectile until the moment he needs it, then instantly cancel any normal or special into Buster. This gives Zero unparalleled ability to convert stray hits into full combos, and makes him a threat from anywhere on the screen. Zero is also infamous for his ability to OTG relaunch with just about any assist in the game, and for his "Lightning Loops" combos, which allow him to kill any character with very good meter efficiency.
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. <br>
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.}}


=== Alternate Colors ===
{{ProConTable
| pros =
*Very oppressive neutral game, with strong normal attacks and the ability to dart around the screen while throwing out projectiles.
*Zero's unique ability to "Buster Cancel" his specials into a fast, powerful projectile makes his gameplan very difficult to punish, greatly enhances his zoning potential, and allows him to convert just about any random hit into a full combo.
*With the help of his Sougenmu (214XX) install hyper, Zero can perform powerful combos, including his infamous "Lightning Loops", giving him some of the best damage potential in the game. He can consistently kill most characters for a single bar, oftentimes generating much more meter than he needs to spend on a touch-of-death.
*Zero's oncoming mixup game is extremely strong. Utilizing moves like Raikousen (j.623X) and Hienkyaku (214X) which can cross-up even in the corner, Zero can create layered mixups that are about as difficult to block as you can imagine without being literally unblockable (note: Zero also has unblockables)
*Can be easily paired with other top tier characters due to being very flexible with assist extensions.
| cons =  
*Zero is rather selfish, as his assists are mediocre, and his hypers are awkward to DHC into.
*Ground dash and airdash speeds are slow, making Zero more dependent on his special moves for mobility.
}}


[[File:Zero colors.jpg]]


=== Players to Watch ===
EMP|Flocker, Cloud805, Killer Kai, Flux, Windzero, Mihe, Marn, Bubblan
{{ UMvC3CharacterDataBox | [[File:830k.jpg]] | Stronger | No | Yes | 1 |
20.0 | 40.0 | 60.0 |
20.0 | 30.0 | 40.0 |
10.0 | 15.0 | 20.0 |
20 | 20 | 20 | 30 | 40 |
35 | 35 | 35 | 35 | 40 |
35 | 35 | 35 | 35 | 40 |
35 | 35 | 35 | 35 | 40 |
}}
}}


== Video Walkthrough ==
== Move List ==
<youtube>Eg8o_VPP_qI</youtube>
<youtube>BJfVhKEfqFo</youtube>
[http://youtu.be/5LnylGeCKLI rehab guide by finger cramp -- old] <br>


=== Technology ===
=== Assists ===


[http://www.youtube.com/watch?v=2KZ8L5fuY8s Zero Throw conversions with Bolts and Jam Session] <br>
{{MoveData
[http://www.youtube.com/watch?v=RiRMxceT6aA Hard Tag from Doom to Lightning Loop] <br>
|image=UMvC3Zero623X.jpg
[http://youtu.be/i_-BUkq_WhQ Strider hard tag to Lightning Loop] <br>
|caption=
|name=Ryuenjin
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=25,000 x5
|guard=Mid
|startup=29
|active=25
|recovery=116, 86
|onhit=-
|onblock=-
|properties={{strk}}
|description=  
THC Hyper: Rekkoha. Zero swipes upwards with his sword, carrying himself and the opponent into the air. Like other DP-style assists, it lacks any invincibility, has limited horizontal reach, and tends to knock opponents too high into the air to be practical for combos.


=== Combos ===
Ryuenjin is notable for being an exceptional Crossover/Alpha Counter assist. When brought in this way, Ryuenjin does have a good amount of invincibility, and Zero can cancel the first hit into Sougenmu (214XX) before he becomes airborne. When canceled into Sougenmu, Zero is advantageous on block and gets a full combo on it, which can easily snowball into a dead opponent and a dangerous corner mixup for the incoming character.
}}
}}


[http://youtu.be/EjCc5xKViac BnB with Missiles and Jam Session] <br>
{{MoveData
[http://www.youtube.com/watch?v=J39yv3Xoud0&sns=em anchor zero] <br>
|image=UMvC3Zero236LM.jpg
|caption=
|name=Hadangeki
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=Mid
|startup=32
|active=-
|recovery=126, 96
|onhit=-
|onblock=-
|properties=Priority: Low, Durability: 3
|description=
THC Hyper: Rekkoha. Zero fires a standard projectile, which travels directly forwards. It is a competent neutral assist that can reach across the entire screen, but has poor durability and quickly gets smothered by projectiles from the opponent's own assists.


=== Team Concepts ===
Hadangeki becomes better if Zero is benefitting from his Sougenmu install in the backline, as he will fire two projectiles in quick succession. However, even the combined durability of both Hadangekis will lose to standard projectile assists, such as Plasma Beam and Sentinel Drones.
}}
}}


[http://www.youtube.com/watch?v=EDh6mA-7cx4 Zero/X-23/Dante] <br>
{{MoveData
[http://www.youtube.com/watch?v=Qc_9zAljUHc Deadpool/Zero hard tags] <br>
|image=UMvC3Zero6H.jpg
 
|caption=
== Move List ==
|name=Shippuga
 
|input=Assist Y
<youtube>BUbapw4Cuk8</youtube>
|data=
 
{{AttackData-UMVC3
=== Assist Types ===
|damage=30,000 x3
 
|guard=Mid
{{UMvC3CharacterAssists
|startup=37
  | Ryuenjin {{h}} | {{direct}} {{tiltup}} | 102,300 | {{strk}} | Rekkoha
|active=7
  | Shippuga | {{direct}} {{front}} | 30,000 X 3 <br> (81,200) |  | Rekkoha
|recovery=109, 79
  | Hadangeki {{m}} | {{shot}} {{front}} | 70,000 | {{proj}} | Rekkoha
|onhit=-
  |onblock=-
|properties={{chipdamage}}
|description=
THC Hyper: Rekkoha. Zero lunges forward while attacking up to three times. Unlike the point character version of this move (6H), the assist deals chip damage when blocked.
}}
}}
}}


=== Normal Moves ===
=== Ground Normals ===
 
==== Standing Normals ====


{{MoveData
{{MoveData
Line 69: Line 119:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=35,000
  |damage=35,000
  |guard=-
  |guard=Mid
  |startup=5
  |startup=5
  |active=3
  |active=3
Line 87: Line 137:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=53,000
  |damage=53,000
  |guard=-
  |guard=Mid
  |startup=7
  |startup=7
  |active=3
  |active=3
Line 94: Line 144:
  |onblock=-5
  |onblock=-5
  |properties=
  |properties=
  |description=Zero does a horizontal slice. Moves him forward slightly.
  |description=Zero does a horizontal slice. Moves him forward very slightly, less than half a character length.
  }}
  }}
}}
}}
Line 104: Line 154:
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=64,200
  |damage=25,000 x3
  |guard=-
  |guard=Mid
  |startup=11
  |startup=11
  |active=10
  |active=10
Line 112: Line 162:
  |onblock=0
  |onblock=0
  |properties=
  |properties=
  |description=Zero grabs his saber with both hands and slashes down. Moves Zero forward a fair bit just before the attack.
  |description=Zero grabs his saber with both hands and slashes down. During the startup, Zero steps forward slightly, advancing about half a character length.
5H hits three times, and the combined hitstop of all three hits gives this attack a very long duration on hit or block. Besides helping to hitconfirm, this hitstop is useful to stall for time while Zero builds up a Buster charge, or possibly to wait for his assists to come off cooldown.
  }}
  }}
}}
}}
Line 123: Line 175:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=80,000
  |damage=80,000
  |guard=-
  |guard=Mid
  |startup=9
  |startup=9
  |active=5
  |active=5
Line 134: Line 186:
}}
}}


==== Crouching Normals ====


{{MoveData
{{MoveData
Line 143: Line 194:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=30,000
  |damage=30,000
  |guard={{low}}
  |guard=Low
  |startup=4
  |startup=4
  |active=2
  |active=2
Line 150: Line 201:
  |onblock=-1
  |onblock=-1
  |properties=
  |properties=
  |description=Zero does a low kick.
  |description=
Zero does a low kick.
  }}
  }}
}}
}}
Line 161: Line 213:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=56,000
  |damage=56,000
  |guard={{low}}
  |guard=Low
  |startup=8
  |startup=8
  |active=3
  |active=3
Line 168: Line 220:
  |onblock=-6
  |onblock=-6
  |properties=
  |properties=
  |description=Zero slashes low to the ground.
  |description=
Zero slashes low to the ground.
  }}
  }}
}}
}}
Line 179: Line 232:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=70,000
  |damage=70,000
  |guard=-
  |guard=Mid
  |startup=13
  |startup=13
  |active=5
  |active=5
Line 185: Line 238:
  |onhit=-
  |onhit=-
  |onblock=-1
  |onblock=-1
  |properties={{sweep}}
  |properties={{strk}}
  |description=Zero spins forward with his saber.
  |description=
Note: Not a low. Zero spins forward with his saber. Advances him forward approximately one character length.
  }}
  }}
}}
}}
Line 195: Line 249:
|image=UMvC3ZerojL.jpg
|image=UMvC3ZerojL.jpg
|caption=
|caption=
|name=j.L
|name=j.5L
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=33,000
  |damage=33,000
  |guard={{high}}
  |guard=OH
  |startup=5
  |startup=5
  |active=3
  |active=3
Line 213: Line 267:
|image=UMvC3ZerojM.jpg
|image=UMvC3ZerojM.jpg
|caption=
|caption=
|name=j.M
|name=j.5M
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=55,000
  |damage=55,000
  |guard={{high}}
  |guard=OH
  |startup=5
  |startup=5
  |active=3
  |active=3
Line 231: Line 285:
|image=UMvC3ZerojH.jpg
|image=UMvC3ZerojH.jpg
|caption=
|caption=
|name=j.H
|name=j.5H
|subtitle=Pizza Cutter
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=64,200
  |damage=25,000 x3
  |guard={{high}}
  |guard=OH
  |startup=10
  |startup=10
  |active=18
  |active=18
Line 242: Line 297:
  |onblock=-
  |onblock=-
  |properties={{nocancel}} except S
  |properties={{nocancel}} except S
  |description=Zero spins clockwise with his saber.
  |description=
Zero spins clockwise with his saber. Works as a great jump-in with a deep cross-up hitbox. j.5H can not be special-cancled, except by chaining it into j.5S. This includes canceling into Lvl3 Buster, and so j.5H is one of the only moves that Zero can not Buster Cancel, making it relatively dangerous to whiff.
  }}
  }}
}}
}}
Line 254: Line 310:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=75,000
  |damage=75,000
  |guard={{high}}
  |guard=OH
  |startup=13
  |startup=13
  |active=9
  |active=9
Line 265: Line 321:
}}
}}


==== Command Normals ====
 
=== Command Normals ===


{{MoveData
{{MoveData
Line 275: Line 332:
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=77,100
  |damage=30,000 x3
  |guard=-
  |guard=Mid
  |startup=14
  |startup=14
  |active=7
  |active=7
Line 283: Line 340:
  |onblock=+4
  |onblock=+4
  |properties=
  |properties=
  |description=Zero dashes forward while swinging his saber.
  |description=
Zero dashes forward while swinging his saber. Like 5H, it hits three times, with a large amount of hitstop that is useful for hitconfirming and building a Buster Charge. Primarily used as combo and blockstring filler.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
Line 296: Line 355:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=64,200
  |damage=64,200
  |guard={{high}}
  |guard=OH
  |startup=9
  |startup=9
  |active=18
  |active=18
Line 303: Line 362:
  |onblock=-
  |onblock=-
  |properties={{nocancel}} except S
  |properties={{nocancel}} except S
  |description=Zero spins counterclockwise with his saber. You cannot chain into this normal from other air normals, you'll just get j.H instead.
  |description=Zero spins counterclockwise with his saber. Functions basically the same as j.5H, but spinning the opposite direction. You cannot chain into this normal from other air normals, you'll just get j.H instead. Like with j.5H, it cannot be special-canceled, except by chaining into j.5S.
  }}
  }}
}}
=== Throws ===
{{MoveData
|image=ZeroFthrow.jpg
|caption=Forward
|name=Ground Throw
|input=(near opponent) 4/6H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard={{throw}}
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
}}
}}
{{MoveData
|image=UMvC3ZeroBthrow.jpg
|caption=Back
}}
{{MoveData
|image=UMvC3ZeroFairthrow.jpg
|caption=Forward
|name=Air Throw
|input=(near opponent) j.4/6H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard={{airthrow}}
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
}}
}}
{{MoveData
|image=UMvC3ZeroBairthrow.jpg
|caption=Back
}}
}}


Line 370: Line 381:
  |subtitle={{qcf}} + {{l}}
  |subtitle={{qcf}} + {{l}}
  |damage=70,000
  |damage=70,000
  |guard=-
  |guard=Mid
  |startup=17
  |startup=17
  |active=-
  |active=-
Line 376: Line 387:
  |onhit=-2
  |onhit=-2
  |onblock=-2
  |onblock=-2
  |properties={{proj}}
  |properties=Priority: Low, Durability: 3
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 382: Line 393:
  |subtitle={{qcf}} + {{m}}
  |subtitle={{qcf}} + {{m}}
  |damage=70,000
  |damage=70,000
  |guard=-
  |guard=Mid
  |startup=8
  |startup=8
  |active=-
  |active=-
Line 388: Line 399:
  |onhit=-7
  |onhit=-7
  |onblock=-8
  |onblock=-8
  |properties={{proj}}
  |properties=Priority: Low, Durability: 3
|description=The L and M versions of Zero's projectile. These have very similar animations, but L is slower while M is faster.<br>
* Each projectile has 2 {{low}} priority durability points
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 396: Line 405:
  |subtitle={{qcf}} + {{h}}
  |subtitle={{qcf}} + {{h}}
  |damage=55,000 x 2
  |damage=55,000 x 2
  |guard=-
  |guard=Mid
  |startup=13
  |startup=13
  |active=-
  |active=-
Line 402: Line 411:
  |onhit=-7
  |onhit=-7
  |onblock=-8
  |onblock=-8
  |properties={{proj}}
  |properties=Priority: Low, Durability: 3
  |description=The H version has a middling projectile speed, but gains higher durability. It also gains an additional hit, as well as total higher damage.
  |description=
Standard projectile special. Zero creates a slashing projectile that travels across the stage. L and M versions are single-hit projectiles, with the L version having slow startup and traveling slowly across the screen, while the M version starts up very quickly and has a fast travel speed. If Zero performs 236L and then 236M in quick succession, they will both reach fullscreen distance at the same time. H version startup and travel speed are somewhere inbetween the L and M versions, and notably hits twice for higher total damage.
 
Hadangeki becomes a very powerful zoning tool while enchanced by Sougenmu, as the afterimage's projectile will neatly cover the real Zero's recovery. The gap between these projectiles is very small, and X-Factor Zero can keep an opponent trapped in blockstun while dealing very heavy chip damage.
  }}
  }}
}}
}}
----
 
 
{{MoveData
{{MoveData
|image=UMvC3Zero623X.jpg
|image=UMvC3Zero623X.jpg
Line 418: Line 431:
  |subtitle={{dp}} + {{l}}
  |subtitle={{dp}} + {{l}}
  |damage=70,000
  |damage=70,000
  |guard=-
  |guard=Mid
  |startup=5
  |startup=5
  |active=9
  |active=9
Line 430: Line 443:
  |subtitle={{dp}} + {{m}}
  |subtitle={{dp}} + {{m}}
  |damage=30,000 X 3 (81,200)
  |damage=30,000 X 3 (81,200)
  |guard=-
  |guard=Mid
  |startup=5
  |startup=5
  |active=25
  |active=25
Line 442: Line 455:
  |subtitle={{dp}} + {{h}}
  |subtitle={{dp}} + {{h}}
  |damage=25,000 X 5 (102,300)
  |damage=25,000 X 5 (102,300)
  |guard=-
  |guard=Mid
  |startup=5
  |startup=5
  |active=25
  |active=25
Line 449: Line 462:
  |onblock=-16
  |onblock=-16
  |properties={{strk}}
  |properties={{strk}}
  |description
  |description=
Zero rises into the air with an uppercut special. Has no invincibility and very limited utility. Outside of its ability to be Buster-canceled, it also lacks combo utility. The H version is sometimes useful as a relatively high-damage way to end Lightning Loops without spending meter.
  }}
  }}
}}
}}
----
 
 
{{MoveData
{{MoveData
|image=UMvC3Zeroj623X.jpg
|image=UMvC3Zeroj623X.jpg
Line 464: Line 479:
  |subtitle=In air,<br>{{dp}} + {{l}}
  |subtitle=In air,<br>{{dp}} + {{l}}
  |damage=25,000 X 5 (102,300)
  |damage=25,000 X 5 (102,300)
  |guard=-
  |guard=Mid
  |startup=30
  |startup=30
  |active=15
  |active=15
Line 471: Line 486:
  |onblock=+17
  |onblock=+17
  |properties={{stagger}}(all hits)<br>{{truesoftknockdown}}(air hit)
  |properties={{stagger}}(all hits)<br>{{truesoftknockdown}}(air hit)
|description=* Goes at a 45 degree angle downward<br>
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 484: Line 498:
  |onblock=+4
  |onblock=+4
  |properties={{stagger}}(all hits)<br>{{truesoftknockdown}}(air hit)
  |properties={{stagger}}(all hits)<br>{{truesoftknockdown}}(air hit)
|description=* Goes directly forwards
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 497: Line 510:
  |onblock=-15
  |onblock=-15
  |properties={{stagger}}(all hits)<br>{{truesoftknockdown}}(air hit)
  |properties={{stagger}}(all hits)<br>{{truesoftknockdown}}(air hit)
  |description=* Goes at a 45 degree angle upward
  |description=
----
Zero's legendary lightning attack. Zero pauses for a moment, then charges in a direction, followed by a trail of lightning completely covering the distance he traveled.
Zero's legendary lightning attack. Zero pauses for a moment, then charges in a direction, followed by a trail of lightning completely covering the distance he traveled.
*L version sends Zero and the lightning at a 45 degree down-forward angle.
*M version sends Zero and the lightning directly forward.
*H version sends Zero and the lightning at a 45 degree up-forward angle.
Raikousen is a powerful offensive tool. Because the lightning becomes active after Zero moves, it can very easily cross up the opponent, and creates very heavily layered mixups when paired with assists, expecially on incoming. Buster-canceling the lightning lets Zero easily confirm the hit, or continue into further ambiguous mixups if the opponent manages to block the first assault. It also works as a serviceable mobility tool, alongside 214X.
Most of Zero's combo game is focuses on carrying the opponent to the corner, where a low-to-the-ground j.623L Lightning will hit the opponent for very heavy damage. In Sougenmu, Zero can combo these j.623L's into each other, creating the basis for his famous "Lightning Loops" which effectively guarantee a kill on any opponent for 1 or 2 bars.
  }}
  }}
}}
}}
----
 
 
{{MoveData
{{MoveData
|image=UMvC3Zeroj236X.jpg
|image=UMvC3Zeroj236X.jpg
Line 521: Line 541:
  |onblock=-
  |onblock=-
  |properties=
  |properties=
|description=* Just a fake out, has no hitbox
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 527: Line 546:
  |subtitle=In air,<br>{{qcf}} + {{m}}
  |subtitle=In air,<br>{{qcf}} + {{m}}
  |damage=60,000
  |damage=60,000
  |guard=-
  |guard=Mid
  |startup=13
  |startup=13
  |active=until grounded
  |active=until grounded
Line 534: Line 553:
  |onblock=+8
  |onblock=+8
  |properties={{otg}}{{aircombofinisher}}
  |properties={{otg}}{{aircombofinisher}}
|description=* Steep angle
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 540: Line 558:
  |subtitle=In air,<br>{{qcf}} + {{h}}
  |subtitle=In air,<br>{{qcf}} + {{h}}
  |damage=80,000
  |damage=80,000
  |guard=-
  |guard=Mid
  |startup=18
  |startup=18
  |active=until grounded
  |active=until grounded
Line 547: Line 565:
  |onblock=+8
  |onblock=+8
  |properties={{otg}}{{aircombofinisher}}
  |properties={{otg}}{{aircombofinisher}}
  |description=* Wider angle
  |description=
----
Zero's divekick. The L version is just a fake out, and the M and H versions make for a fairly standard divekick, with M going at a steeper angle, while H has a wider angle and is a bit slower.
Zero's divekick. The L version is just a fake out, and the M and H versions make for a fairly standard divekick, with M going at a steeper angle, while H has a wider angle and is a bit slower. An important part of this move is its {{otg}} property, which, when combined with level 3 buster, makes up a big part of Zero's combo game, allowing him to pick up an opponent after an {{aircombofinisher}} or {{hardknockdown}} without any help and go into his most devastating combos.
 
This is Zero's primary OTG tool. Zero can relaunch from just about any Hard Knockdown by using j.236X OTG and pairing it with either a Level 3 Buster-cancel or an assist call.
  }}
  }}
}}
}}
----
 
 
{{MoveData
{{MoveData
|image=UMvC3Zero214X.jpg
|image=UMvC3Zero214X.jpg
Line 571: Line 591:
  |onblock=-
  |onblock=-
  |properties=
  |properties=
|description=* Travels a short distance along the ground
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 584: Line 603:
  |onblock=-
  |onblock=-
  |properties=
  |properties=
|description=* Travels a longer distance along the ground
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 597: Line 615:
  |onblock=-
  |onblock=-
  |properties=
  |properties=
  |description=* Travels up and slightly forwards into the air, then drops straight down
  |description=
* Will just barely cross over the opponent
* Can perform any action after Zero begins to drop
----
The grounded version of Zero's pseudo teleport dash. Zero dashes in a specified direction at high speed, and phases through the opponent if they're in his way. All versions can steal the corner from the opponent, but no version has any invulnerablity.
The grounded version of Zero's pseudo teleport dash. Zero dashes in a specified direction at high speed, and phases through the opponent if they're in his way. All versions can steal the corner from the opponent, but no version has any invulnerablity.
*L version dashes forwards along the ground, approximately 1/3 of fullscreen distance.
*M version dashes forwards along the ground, approximately 3/4 of fullscreen distance.
*H version causes Zero to shoot upwards to roughly superjump height, while also moving a small distance forward. He then plummets very quickly back down towards the ground. While falling, Zero can freely attack or dash.
Hienkyaku is Zero's primary mobility tool, as his regular dashes are not particularly fast. It is also useful for Zero's offense, as he can use it in response to an opponent's pushblock in order to quickly re-close the distance between them. Calling an assist and then canceling into Hienkyaku to dash behing the opponent is a simple way to set up an ambiguous crossup.
  }}
  }}
}}
}}
Line 623: Line 643:
  |onblock=-
  |onblock=-
  |properties=
  |properties=
|description=* Drops straight down, acting as a fast fall
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 636: Line 655:
  |onblock=-
  |onblock=-
  |properties=
  |properties=
|description=* Dashes straight forward
* Can perform any action after Zero completes the dash
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 650: Line 667:
  |onblock=-
  |onblock=-
  |properties=
  |properties=
  |description=* Dashes diagonally upwards at the same angle as the grounded H version
  |description=
* Can perform any action after Zero begins to drop
----
The aerial version of Zero's pseudo teleport dash. The M and H versions can steal the corner from the opponent. Like the grounded version, these dashes also have no invulnerability.
The aerial version of Zero's pseudo teleport dash. The M and H versions can steal the corner from the opponent. Like the grounded version, these dashes also have no invulnerability.
*L version quickly drops straight down to the ground, acting as a fast fall. It is useful for air-to-air confirms, since it lets Zero quickly land after a Level 3 Buster and take advantage of the Soft Knockdown.
*M version dashes directly forward.
*H version causes Zero to dash diagonally upwards and then quickly fall down, similar to the grounded H version. Once Zero begins to fall, he is free to act.
  }}
  }}
}}
}}
----
 
 
{{MoveData
{{MoveData
|image=UMvC3ZeroBusterLevel1.jpg
|image=UMvC3ZeroBusterLevel1.jpg
Line 676: Line 695:
  |onhit=-6
  |onhit=-6
  |onblock=-7
  |onblock=-7
  |properties={{proj}}
  |properties={{airok}}, Priority: Low, Durability: 2
|description=* Requires 30 frames of charging
* 2 {{low}} priority durability points
Level 1 Buster shot. Small, slow, and low durability.
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 690: Line 706:
  |onhit=-4
  |onhit=-4
  |onblock=-5
  |onblock=-5
  |properties={{proj}}
  |properties={{airok}}, Priority: Low, Durability: 4
|description=* Requires 70 frames of charging
* 4 {{low}} priority durability points
Level 2 Buster shot. A bit bigger and faster, and doesn't take too long to get. Slightly higher durability than level 1.
  }}
  }}
  {{AttackData-UMVC3
  {{AttackData-UMVC3
Line 704: Line 717:
  |onhit=-
  |onhit=-
  |onblock=+2
  |onblock=+2
  |properties={{proj}}{{truesoftknockdown}}
  |properties={{airok}}, {{truesoftknockdown}}, Priority: Low, Beam Durability: 3 per frame for 3 frames.
|description=* Requires 150 frames of charging
|description=
* Beam durability
Zero's Buster shot. Holding down any button (except S) will start charging the Buster. To use it, release all held buttons. You can switch the button being held and keep your charge - for example, if you start your charge by holding L, but switch to holding H, Zero won't fire the Buster. Zero is free to act while charging, but he loses his charge if he is hit by an attack.
* Can cancel into this from any special move
 
Level 3 Buster shot. An extremely useful tool, as Zero can cancel into it from any special for free, so long as he has the level 3 shot available. It's also quite fast, and has high durability, so it will not only erase most other projectiles, it'll keep going and most likely hit the opponent out of whatever they tried to do. The lower air recovery also means that you can perform some sneaky tricks with it, most notably cancelling specials with level 3 Buster, and then following up with another special.
Level 1 Buster requires at least 30 frames of charge. It is a small projectile with no notable properties, low damage, and limited durability. Level 2 Buster requires at least 70 frames of charge. It has improved damage and durability, but is still fairly standard.
----
 
Zero's Buster shot. Holding down any button (except S) will start charging the Buster and has three levels (see above for exact times for each level). To use it, release all held buttons. You can switch the button being held and keep your charge - for example, if you start your charge by holding L, but switch to holding H, Zero won't fire the Buster. You can also still attack while charging.
By charging Buster for at least 150 frames (2.5 seconds), Zero gains access to Level 3 Buster, an extremely powerful move and the defining point of his moveset. Besides having greatly improved damage and durability, it now gains two notable special properties. First, Zero can cancel his other special moves into Level 3 Buster. This greatly improves Zero's combos, mixup game, zoning, and basically every aspect of his gameplay by giving him a very quick cancel option. Second, Level 3 Buster forces a Soft Knockdown on hit, regardless of height or hitstun deterioration. Zero can use this to consistently convert even very stray, awkward hits into a standard BnB combo by Buster-Canceling the hit, then catching the opponent before they reach the ground.
 
'''Glitch:''' Normally, the strength of maintaining a stored Buster charge is tempered by losing access to the button being held for the charge. Using an attack that is input using the button held for Buster requires either first releasing the button or switching to another held button in advance, which can be awkward to perform quickly. A glitch allows Zero to perform specials using his held Buster input without losing the charge:
 
Zero can release the input for Buster during the hitstop caused by a normal on hit or block, input a special using that button, then re-hold the button before hitstop concludes. If done fast enough and with proper timing, Zero will perform the special but not forfeit his Buster charge. This is functionally similar to [/Vergil#Special_Moves Vergil's] much more well-known Round Trip Glitch. [https://youtu.be/UHSi_bMOjyc Video Guide on implementing the Buster Glitch]
  }}
  }}
}}
}}


===Hyper Moves===
=== Hyper Combos ===


{{MoveData
{{MoveData
Line 734: Line 751:
  |onhit=+1
  |onhit=+1
  |onblock=-14
  |onblock=-14
  |properties={{otg}} {{proj}}<br>{{strk}} on final hit
  |properties={{otg}} {{proj}}<br>{{strk}} on final hit, Priority: High, Beam Durability: 1 per frame for 30 frames
  |description=After the super flash, Zero plants his Buster arm on the ground, then rainbow colored lasers shoot down directly in front of Zero after a short delay. The lasers cover the entire area vertically. Can technically {{otg}} but the delay means that it has some rather strict timing.
  |description=After the super flash, Zero plants his Buster arm on the ground, then rainbow colored lasers shoot down directly in front of Zero after a short delay. The lasers cover the entire area vertically. Can technically {{otg}} but the delay means that it has some rather strict timing.
  }}
  }}
}}
}}
----
 
 
{{MoveData
{{MoveData
|image=UMvC3ZeroSougenmuFlash.jpg
|image=UMvC3ZeroSougenmuFlash.jpg
Line 744: Line 762:
|image2=UMvC3ZeroSougenmu.jpg
|image2=UMvC3ZeroSougenmu.jpg
|name=Sougenmu
|name=Sougenmu
|subtitle=Twin Dream/<br>Twin Phantasm
|subtitle=Twin Phantasm
|input=214XX
|input=214XX
|data=
|data=
Line 756: Line 774:
  |onblock=-
  |onblock=-
  |properties=-
  |properties=-
  |description=Creates a clone of Zero that duplicates all actions after 16 frames. Lasts 300 frames/5 seconds. Zero does not gain meter while Sougenmu is active. Using any other Hyper immediately ends Sougenmu.
  |description=
Install hyper. For 300 frames (5 seconds), Zero has a shadow clone that imiatates all of his actions with a 16 frame delay. This hyper is extremely powerful and is Zero's primary way to spend meter, thanks to numerous ways to take advantage of the clone's attacks. Attacks during Sougenmu effectively have greatly improved frame data due to the additional delayed hit from the clone, allowing combos and blockstrings that are not normally possible. Projectiles used in Sougenmu will fire twice, improving their coverage, total durability, and damage potential. This also applies to Level 3 Buster, and combining Zero's improved pressure under Sougenmu with his ability to freely buster-cancel almost anything means it is guaranteed to be Zero's turn for the duration of this hyper.
Zero can create very dangerous solo High/Low mixups, or even unblockables, while in Sougenmu. If he quickly follows up an Overhead attack with a Low, or visa-versa, the opponent will simultaneously have to block the clones High/Low and the real Zero's, which may be impossible if timed correctly.
  }}
  }}
}}
}}
----
 
 
{{MoveData
{{MoveData
|image=UMvC3ZeroGenmuZeroFlash.jpg
|image=UMvC3ZeroGenmuZeroFlash.jpg
Line 770: Line 792:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=350,000
  |damage=350,000
  |guard=-
  |guard=Mid
  |startup=10+1
  |startup=10+1
  |active=-
  |active=-
Line 776: Line 798:
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
  |properties={{proj}} {{hardknockdown}}
  |properties=Invuln until frame 24, {{hardknockdown}}, Priority: High, Durability: 100
  |description=* 100 {{high}} durability points
  |description=
* Invincible frames 1-24.
Zero's level 3 Hyper. Unlike most level 3 hypers, it is not a cinematic. Zero produces a giant slash, which covers most of the screen and quickly travels forward as a projectile. It is a solid combo ender to secure a kill without having to perform Lightning Loops, which carry a risk of messing up. Its large amount of invuln frames mean it can also be used on reaction to many other hypers to blow through them.
Zero's level 3 Hyper.  
  }}
  }}
}}
}}


== Mission Mode ==
=== Universal Mechanics ===
<youtube>IDlwsz9B5dA</youtube>


== Strategy ==
{{MoveData
|image=ZeroFthrow.jpg
|caption=Forward
|image2=UMvC3ZeroBthrow.jpg
|caption2=Back
|name=Ground Throw
|input=(near opponent) 4/6H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=Throwing an opponent (even if the throw is teched) resets Zero's Buster charge, if he has one.
}}
}}


=== Tips and Tricks ===
{{MoveData
|image=UMvC3ZeroFairthrow.jpg
|caption=Forward
|image2=UMvC3ZeroBairthrow.jpg
|caption2=Back
|name=Airthrow
|input=(near opponent) j.4/6H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard={{airthrow}}
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=Throwing an opponent (even if the throw is teched) resets Zero's Buster charge, if he has one.
}}
}}


* 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 {{ 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 {{ 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 {{ 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.
* 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 ===
{{MoveData
|image=
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=7
|recovery=17
|onhit=-
|onblock=-2
|properties=Snapback
|description=
Animation and hitbox based on 6H.
}}
}}




=== Advanced Strategy ===
{{MoveData
|image=
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=27,000
|guard=OH
|startup=-
|active=20
|recovery=33
|onhit=-
|onblock=-15
|properties={{softknockdown}}
|description=
-
}}
}}
 
 
== Team Position ==
 
Zero is most commonly chosen as a '''Point''' character. Zero has a strong neutral game that becomes even more oppressive when assists are smartly utilized to cover holes in his gameplan. Assists are also important for Zero to carry opponents to the corner mid-combo, so that he can activate Sougenmu (214XX) and begin his Lightning Loops for a kill. Zero is a very meter-efficient point character who excels at building meter for his teammates to spend, making him a good choice to pair with meter-hungry anchor characters.
 
 
=== Notable Synergies ===
 
'''Dante:''' Jam Session is one of the game's best neutral assists. It provides a sheer vertical wall of coverage, preventing opponents from moving freely even at superjump height. Superjump height is otherwise one of Zero's biggest weak points in neutral, so this nicely closes that gap. The huge amount of blockstun caused by Jam Session can also be used to set up multi-layered Oncoming Mixups, something Zero is particularly good at doing. Jam Session's weakness is usually that its odd hitstun makes the assist difficult to convert into a combo. However, Zero can convert this easily using Level 3 Buster Shot.
 
'''Players to Watch:''' Megaman Steve (Zero/Dante/Akuma), Cloud805 (Zero/Dante/Vergil), Flux (Zero/Dante/Vergil), Jibrill (Zero/Dante/Vergil), Nolife (Zero/Dante/Vergil)
 
'''Vergil:''' Rapid Slash provides Zero with a powerful horizontal assist (which pairs nicely with the vertical coverage from Dante's Jam session, above). In the case of Zero, it is particularly notable because of the huge amount of corner carry it provides. Zero can use Rapid Slash to drag nearly any confirm to the corner, where he can start his Lightning Loops and kill for very little meter. Because Zero is so meter-efficient in terms of damage, he can be counted on to build several bars of hyper meter for Vergil, who is a famously meter-hungry character. This gives Vergil plenty of access to Spiral Swords and Devil Trigger, drastically increasing his effectiveness.
 
'''Players to Watch:''' Flocker (Zero/Vergil/Hawkeye), Joey D (Zero/Doom/Vergil), Cloud805 (Zero/Dante/Vergil), Flux (Zero/Dante/Vergil), Killer Kai (Zero/Vergil/Strider), Jibrill (Zero/Dante/Vergil), Nolife (Zero/Dante/Vergil), Romora (Zero/Doom/Vergil), Marn (Zero/Vergil/Strider)
 
'''Phoenix:''' Zero excels at being a battery for meter-hungry anchor characters, and no anchor is more meter-dependent than Phoenix. Although Zero doesn't really have the capacity to build several meters in a single combo (barring a TAC Infinite), he is constantly building bar through his oppressive neutral and meter-positive combos. Zero's excellent neutral game means he can do without calling Phoenix except as a combo extension, reducing the risk of her being sniped early.
 
'''Players to Watch:''' PZPoy (Zero/Doom/Phoenix)
 
'''Other Players to Watch:''' WindZero (Jill/Zero/Chris)
 
== Combos ==
 
=== Solo Combos ===
 
<code><nowiki>(Charging [L]), 2M > 5H > 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump j.236H xx ]L[, j.623[L], land, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236XX (581,000 for 1 bar)</nowiki></code> <br>
 
[https://youtu.be/Eg8o_VPP_qI?t=470 Video Timestamp]. Basic no-assist midscreen route. The ending given goes into Skittles super, but it can be modified to go into Lightning Loops by instead going <code><nowiki>j.5S, rejump, j.236H xx ]L[, j.623[L] xx 214XX</nowiki></code>. Lightning Loops are detailed further below. <br>
 
<code><nowiki>(Charging [L]), 2M > 5H > 6H > 5S sjc. j.2H, j.5M xx ]L[, j.623[L], land, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, short dash, jump, j.236H xx ]L[, j.623[L] xx 214XX</nowiki></code> <br>
 
[https://youtu.be/Eg8o_VPP_qI?t=361 Video Timestamp]. Alternate solo route into Lightning Loops. <br>
 
<code><nowiki>(Charging [L]), 2M > 5H > 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump j.236H xx ]L[, j.623[L], land, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump, j.236H xx ]L[, j.623L xx 214XX</nowiki></code> <br>
 
[https://youtu.be/Eg8o_VPP_qI?t=600 Video Timestamp]. Corner optimization on solo BnB into Lightning Loops. Basically identical to the first combo, but you can connect an extra 2H after the Buster relaunch. <br>
 
<code><nowiki>(Charging [L]), 2M > 5H > 6H > 5S sjc. j.5M > j.5M > j.5H, ]L[ (side switch), j.623[L], land, 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump, j.236H xx ]L[, j.623L xx 214XX</nowiki></code> <br>
 
[https://youtu.be/Eg8o_VPP_qI?t=724 Video Timestamp]. Side-switch variant for when Zero is cornered. <br>
 
<code><nowiki>(Charging [L}), (Any air hit) xx ]L[, j.214L, land, short dash, 5M > 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump, j.236H xx ]L[, j.623[L], land, 5S sjc. j.2H > j.5S, rejump, j.236H xx ]L[, j.623L xx 214XX</nowiki></code> <br>
 
[https://youtu.be/Eg8o_VPP_qI?t=833 Video Timestamp]. Generic way to confirm air-to-air hits with stored Buster charge. <br>
 
 
=== Lightning Loops ===
 
Basically all of Zero's combo routes are designed to carry the opponent into the corner, and then end with a j.623L Lightning canceled into Sougenmu activation. From here, Zero can repeatedly combo Lightning into itself, jumping and reactivating the attack while his afterimage covers his own recovery. The high base damage of Lightning when most hits connect, combined with Zero's naturally high minimum damage scaling, and effectively doubled due to Sougenmu, make this extremely powerful. Indirectly, Sougenmu is the most damaging level 1 hyper in the game.
 
The oldest, original variation of Lightning Loops uses repeated Tiger Knee inputs to perform L Raikousen very close to the ground. This version can be mechanically difficult to execute, and deals significantly lower damage due to several Lightning hits missing, but has lax timing requirements. The input looks something like:
 
<code><nowiki>j.623[L] xx 214MH, jump back ]L[, j.623L (Charge [H]), j.62369L, j.62369L, jump back ]H[, j.623L (Charge [H]), j.62369L, etc.</nowiki></code> <br>
 
[https://youtu.be/Eg8o_VPP_qI?t=1913 You can see a video example here.] Note how very few instances of Lightning actually connect for their full five hits. <br>
 
[https://youtu.be/y37kRAN2pqM Here] is another video tutorial on classic Lightning Loops which shows an alternative TK Lightning Input: 36823L <br>
 
Lightning Loops were later refined to not require a TK motion for each rep, instead just using a standard neutral jump into Lightning. This is more damaging, and less mechanically intensive (especially on P2 side), but does introduce the risk of mistiming the juggle. A Loop using this method would look something like:
 
<code><nowiki>j.623[L] xx 214MH, jump back ]L[, j.623L (Charge [H]), neutral jump j.623L, neutral jump j.623M xx ]H[, j.623L (Charge [H]), neutral jump j.623L, neutral jump j.623M xx ]H[, j.623L etc.</nowiki></code> <br>
 
[https://youtu.be/5CTit_LC4js You can see a video example here.] This video also shows a standard post-Sougenmu ender. It is useful if your Lightning Loop sequence will not kill, but you do not want to spend an additional bar on activating Sougenmu a second time. The inputs for this ender are: <br>
 
<code><nowiki>(During Lighting Loops, charging [M]), j.623L, neutral jump, j.623L, land, 623H xx ]M[, j.623L, land, 623H</nowiki></code> <br>
 
Note that since you need the H button free to perform the DP ender, you will want to charge Buster with the M input, and should switch to holding [M] once you are no longer going to use j.623M extensions. <br>
 
Lastly, you can implement the "Dylnyan Extension", in which you double up on releasing H Buster input to also buffer an additional H Lightning at the end of your loop. This is generally the most optimized one-bar Sougenmu combo, and will kill normal-health characters even if the pre-loop combo was very simple: <br>
 
<code><nowiki>j.623[L] xx 214MH, jump back ]L[, j.623L (Charge [H]), neutral jump, j.623L, neutral jump, j.623M xx ]H[, airdash (charge [H]), j.623L, neutral jump j.623L, neutral jump j.623L, jump back j.623]H[~[H], j.623L, j.62369M, land, 623M xx ]H[, j.623L</nowiki></code> <br>
 
[https://youtu.be/YoZzgo9blmQ?t=47 Video Timestamp]
 
=== X-Factor Combos ===
 
[https://youtu.be/J39yv3Xoud0 XF3 Combos]
 
=== Sample Team Combos ===
 
[https://youtu.be/i_-BUkq_WhQ Strider Hard Tag to Zero Loops] <br>
[https://youtu.be/RiRMxceT6aA Doom Hard Tag to Zero Loops] <br>
 
[https://youtu.be/BJfVhKEfqFo Zero May Cry (Zero/Dante/Vergil) reference video] <br>
 
[https://youtu.be/2KZ8L5fuY8s Zero/Dante/Strange Throw Conversions] <br>
 
[https://youtu.be/EjCc5xKViac Zero/Doom/Dante] <br>
 
[https://youtu.be/EDh6mA-7cx4 Zero/X23/Dante] <br>
 
[https://youtu.be/Qc_9zAljUHc Deadpool/Zero/Rocket] <br>
 


== Strategy vs. Zero ==
== Videos and External Resources ==


== Other Useful Zero Links ==
=== Hitbox Display ===
Zero Crossover Counter usage: <br>
http://shoryuken.com/2011/12/21/umvc3-new-zero-technology/ <br>


<youtube>BUbapw4Cuk8</youtube>
=== Video Guides ===
[https://youtu.be/BJfVhKEfqFo Zero May Cry Tutorial] <br>
[https://youtu.be/5LnylGeCKLI FingerCramp Zero Guide (from 2012)] <br>
[https://youtu.be/Wi0mKqDtaxg Punish Guide for Buster > Lightning]
=== Setup / Mixup Videos ===
[https://youtu.be/OGw-sEYVpxU?t=179 Zero Corner Mixup Notes] <br>
[https://youtu.be/UHSi_bMOjyc Using Buster Glitch for Mixups] <br>
== Alternate Colors ==
[[File:Zero_colors.jpg]]
----
{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
[[Category:Ultimate Marvel vs Capcom 3]]
}}

Revision as of 13:46, 10 July 2022


Introduction

Zero is a robot warrior regularly appearing alongside the classic Capcom hero Mega Man. In the Mega Man X series, he initially appears as a supporting character and fellow Maverick Hunter, but became playable in later games. Zero also eventually got his own series, Mega Man Zero in which he is the primary protagonist. Besides his Z-Buster (a counterpart to Megaman's 'X-Buster' arm cannon), Zero fights with his iconic energy sword, the Z-Saber.

In UMvC3, Zero is a powerful all-rounder with tools to control neutral at most ranges and enormous damage. Although his standard mobility tools are not the best, Zero can use his command dash Hienkyaku (214X) in order to quickly zip around the screen. Using Zero's buster mechanic, he can store a powerful charged projectile until the moment he needs it, then instantly cancel any normal or special into Buster. This gives Zero unparalleled ability to convert stray hits into full combos, and makes him a threat from anywhere on the screen. Zero is also infamous for his ability to OTG relaunch with just about any assist in the game, and for his "Lightning Loops" combos, which allow him to kill any character with very good meter efficiency.

Strengths Weaknesses
  • Very oppressive neutral game, with strong normal attacks and the ability to dart around the screen while throwing out projectiles.
  • Zero's unique ability to "Buster Cancel" his specials into a fast, powerful projectile makes his gameplan very difficult to punish, greatly enhances his zoning potential, and allows him to convert just about any random hit into a full combo.
  • With the help of his Sougenmu (214XX) install hyper, Zero can perform powerful combos, including his infamous "Lightning Loops", giving him some of the best damage potential in the game. He can consistently kill most characters for a single bar, oftentimes generating much more meter than he needs to spend on a touch-of-death.
  • Zero's oncoming mixup game is extremely strong. Utilizing moves like Raikousen (j.623X) and Hienkyaku (214X) which can cross-up even in the corner, Zero can create layered mixups that are about as difficult to block as you can imagine without being literally unblockable (note: Zero also has unblockables)
  • Can be easily paired with other top tier characters due to being very flexible with assist extensions.
  • Zero is rather selfish, as his assists are mediocre, and his hypers are awkward to DHC into.
  • Ground dash and airdash speeds are slow, making Zero more dependent on his special moves for mobility.
Zero
Umvc3 zero face.jpg
Character Data
Health 830,000
Ground Magic Series Stronger
Air Chain Combo Limit None
Forward Dash Duration 41 frames
Backdash Duration 35 frames
Jump Duration 46 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? 2-Way
X-Factor Damage Boost (1/2/3) 20% / 50% / 60%
X-Factor Speed Boost (1/2/3) 20% / 30% / 40%
Minimum Damage Scaling (Normals, Specials) 20%, 30%
Minimum Damage Scaling (Hypers) 40%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Ryuenjin
Assist A
UMvC3Zero623X.jpg
Damage Startup Active Recovery
25,000 x5 29 25 116, 86
On Hit On Block Guard Properties
- - Mid Strk.png

THC Hyper: Rekkoha. Zero swipes upwards with his sword, carrying himself and the opponent into the air. Like other DP-style assists, it lacks any invincibility, has limited horizontal reach, and tends to knock opponents too high into the air to be practical for combos.

Ryuenjin is notable for being an exceptional Crossover/Alpha Counter assist. When brought in this way, Ryuenjin does have a good amount of invincibility, and Zero can cancel the first hit into Sougenmu (214XX) before he becomes airborne. When canceled into Sougenmu, Zero is advantageous on block and gets a full combo on it, which can easily snowball into a dead opponent and a dangerous corner mixup for the incoming character.

Hadangeki
Assist B
UMvC3Zero236LM.jpg
Damage Startup Active Recovery
70,000 32 - 126, 96
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 3

THC Hyper: Rekkoha. Zero fires a standard projectile, which travels directly forwards. It is a competent neutral assist that can reach across the entire screen, but has poor durability and quickly gets smothered by projectiles from the opponent's own assists.

Hadangeki becomes better if Zero is benefitting from his Sougenmu install in the backline, as he will fire two projectiles in quick succession. However, even the combined durability of both Hadangekis will lose to standard projectile assists, such as Plasma Beam and Sentinel Drones.

Shippuga
Assist Y
UMvC3Zero6H.jpg
Damage Startup Active Recovery
30,000 x3 37 7 109, 79
On Hit On Block Guard Properties
- - Mid Chipdamage.png

THC Hyper: Rekkoha. Zero lunges forward while attacking up to three times. Unlike the point character version of this move (6H), the assist deals chip damage when blocked.

Ground Normals

5L
UMvC3Zero5L.jpg
HOO
Damage Startup Active Recovery
35,000 5 3 12
On Hit On Block Guard Properties
-1 -3 Mid -

Zero does a quick swipe with his saber.

5M
UMvC3Zero5M.jpg
HA
Damage Startup Active Recovery
53,000 7 3 19
On Hit On Block Guard Properties
-4 -5 Mid -

Zero does a horizontal slice. Moves him forward very slightly, less than half a character length.

5H
UMvC3Zero5H.jpg
HOO
Damage Startup Active Recovery
25,000 x3 11 10 16
On Hit On Block Guard Properties
+1 0 Mid -

Zero grabs his saber with both hands and slashes down. During the startup, Zero steps forward slightly, advancing about half a character length.

5H hits three times, and the combined hitstop of all three hits gives this attack a very long duration on hit or block. Besides helping to hitconfirm, this hitstop is useful to stall for time while Zero builds up a Buster charge, or possibly to wait for his assists to come off cooldown.

5S
UMvC3ZeroS.jpg
Damage Startup Active Recovery
80,000 9 5 22
On Hit On Block Guard Properties
- -5 Mid Launch.png Nocancel.png

Zero slashes upward. Fairly standard launcher.


2L
UMvC3Zero2L.jpg
Damage Startup Active Recovery
30,000 4 2 11
On Hit On Block Guard Properties
0 -1 Low -

Zero does a low kick.

2M
UMvC3Zero2M.jpg
Damage Startup Active Recovery
56,000 8 3 20
On Hit On Block Guard Properties
-5 -6 Low -

Zero slashes low to the ground.

2H
UMvC3Zero2H.jpg
Damage Startup Active Recovery
70,000 13 5 18
On Hit On Block Guard Properties
- -1 Mid Strk.png

Note: Not a low. Zero spins forward with his saber. Advances him forward approximately one character length.

Jumping Normals

j.5L
UMvC3ZerojL.jpg
Damage Startup Active Recovery
33,000 5 3 12
On Hit On Block Guard Properties
- - OH -

Zero kicks out into the air.

j.5M
UMvC3ZerojM.jpg
Damage Startup Active Recovery
55,000 5 3 19
On Hit On Block Guard Properties
- - OH -

Zero slashes diagonally downwards in front of him.

j.5H
Pizza Cutter
UMvC3ZerojH.jpg
Damage Startup Active Recovery
25,000 x3 10 18 15
On Hit On Block Guard Properties
- - OH Nocancel.png except S

Zero spins clockwise with his saber. Works as a great jump-in with a deep cross-up hitbox. j.5H can not be special-cancled, except by chaining it into j.5S. This includes canceling into Lvl3 Buster, and so j.5H is one of the only moves that Zero can not Buster Cancel, making it relatively dangerous to whiff.

j.S
UMvC3ZerojS.jpg
Damage Startup Active Recovery
75,000 13 9 17
On Hit On Block Guard Properties
- - OH Aircombofinisher.png

Zero slashes forward in air. Standard air combo finisher.


Command Normals

Shippuga
Hurricane Fang
6H
UMvC3Zero6H.jpg
Damage Startup Active Recovery
30,000 x3 14 7 17
On Hit On Block Guard Properties
+5 +4 Mid -

Zero dashes forward while swinging his saber. Like 5H, it hits three times, with a large amount of hitstop that is useful for hitconfirming and building a Buster Charge. Primarily used as combo and blockstring filler.


Kuenzan
Air Circling Slash
j.2H
UMvC3Zeroj2H.jpg
Damage Startup Active Recovery
64,200 9 18 9
On Hit On Block Guard Properties
- - OH Nocancel.png except S

Zero spins counterclockwise with his saber. Functions basically the same as j.5H, but spinning the opposite direction. You cannot chain into this normal from other air normals, you'll just get j.H instead. Like with j.5H, it cannot be special-canceled, except by chaining into j.5S.

Special Moves

Hadangeki
Wave Sever Attack
236X
UMvC3Zero236LM.jpg
L/M
UMvC3Zero236H.jpg
H
L
Qcf.png + L.png
Damage Startup Active Recovery
70,000 17 - 25
On Hit On Block Guard Properties
-2 -2 Mid Priority: Low, Durability: 3
M
Qcf.png + M.png
Damage Startup Active Recovery
70,000 8 - 34
On Hit On Block Guard Properties
-7 -8 Mid Priority: Low, Durability: 3
H
Qcf.png + H.png
Damage Startup Active Recovery
55,000 x 2 13 - 34
On Hit On Block Guard Properties
-7 -8 Mid Priority: Low, Durability: 3

Standard projectile special. Zero creates a slashing projectile that travels across the stage. L and M versions are single-hit projectiles, with the L version having slow startup and traveling slowly across the screen, while the M version starts up very quickly and has a fast travel speed. If Zero performs 236L and then 236M in quick succession, they will both reach fullscreen distance at the same time. H version startup and travel speed are somewhere inbetween the L and M versions, and notably hits twice for higher total damage.

Hadangeki becomes a very powerful zoning tool while enchanced by Sougenmu, as the afterimage's projectile will neatly cover the real Zero's recovery. The gap between these projectiles is very small, and X-Factor Zero can keep an opponent trapped in blockstun while dealing very heavy chip damage.


Ryuenjin
Dragon Flame Blade
623X
UMvC3Zero623X.jpg
L
Dp.png + L.png
Damage Startup Active Recovery
70,000 5 9 24
On Hit On Block Guard Properties
-10 -11 Mid Strk.png
M
Dp.png + M.png
Damage Startup Active Recovery
30,000 X 3 (81,200) 5 25 21
On Hit On Block Guard Properties
-7 -6 Mid Strk.png
H
Dp.png + H.png
Damage Startup Active Recovery
25,000 X 5 (102,300) 5 25 21
On Hit On Block Guard Properties
-7 -16 Mid Strk.png

Zero rises into the air with an uppercut special. Has no invincibility and very limited utility. Outside of its ability to be Buster-canceled, it also lacks combo utility. The H version is sometimes useful as a relatively high-damage way to end Lightning Loops without spending meter.


Raikousen
Lightning Flash
j.623X
UMvC3Zeroj623X.jpg
Your life ends 2 Hypers from now
L
In air,
Dp.png + L.png
Damage Startup Active Recovery
25,000 X 5 (102,300) 30 15 8/until grounded
On Hit On Block Guard Properties
+20 +17 Mid Stagger.png(all hits)
Truesoftknockdown.png(air hit)
M
In air,
Dp.png + M.png
Damage Startup Active Recovery
25,000 X 5 (102,300) 30 15 8/until grounded
On Hit On Block Guard Properties
+5 +4 - Stagger.png(all hits)
Truesoftknockdown.png(air hit)
H
In air,
Dp.png + H.png
Damage Startup Active Recovery
25,000 X 5 (102,300) 30 15 8/until grounded
On Hit On Block Guard Properties
+5 -15 - Stagger.png(all hits)
Truesoftknockdown.png(air hit)

Zero's legendary lightning attack. Zero pauses for a moment, then charges in a direction, followed by a trail of lightning completely covering the distance he traveled.

  • L version sends Zero and the lightning at a 45 degree down-forward angle.
  • M version sends Zero and the lightning directly forward.
  • H version sends Zero and the lightning at a 45 degree up-forward angle.

Raikousen is a powerful offensive tool. Because the lightning becomes active after Zero moves, it can very easily cross up the opponent, and creates very heavily layered mixups when paired with assists, expecially on incoming. Buster-canceling the lightning lets Zero easily confirm the hit, or continue into further ambiguous mixups if the opponent manages to block the first assault. It also works as a serviceable mobility tool, alongside 214X.

Most of Zero's combo game is focuses on carrying the opponent to the corner, where a low-to-the-ground j.623L Lightning will hit the opponent for very heavy damage. In Sougenmu, Zero can combo these j.623L's into each other, creating the basis for his famous "Lightning Loops" which effectively guarantee a kill on any opponent for 1 or 2 bars.


Sentsuizan
Whirling Crash Slash
j.236X
UMvC3Zeroj236X.jpg
L
In air,
Qcf.png + L.png
Damage Startup Active Recovery
- 1 - 15
On Hit On Block Guard Properties
- - - -
M
In air,
Qcf.png + M.png
Damage Startup Active Recovery
60,000 13 until grounded 10
On Hit On Block Guard Properties
+9 +8 Mid Otg.pngAircombofinisher.png
H
In air,
Qcf.png + H.png
Damage Startup Active Recovery
80,000 18 until grounded 10
On Hit On Block Guard Properties
+9 +8 Mid Otg.pngAircombofinisher.png

Zero's divekick. The L version is just a fake out, and the M and H versions make for a fairly standard divekick, with M going at a steeper angle, while H has a wider angle and is a bit slower.

This is Zero's primary OTG tool. Zero can relaunch from just about any Hard Knockdown by using j.236X OTG and pairing it with either a Level 3 Buster-cancel or an assist call.


Hienkyaku
Flying Swallow Legs
214X
UMvC3Zero214X.jpg
zoom
L
Qcb.png + L.png
Damage Startup Active Recovery
- 5 - 25
On Hit On Block Guard Properties
- - - -
M
Qcb.png + M.png
Damage Startup Active Recovery
- 5 - 35
On Hit On Block Guard Properties
- - - -
H
Qcb.png + H.png
Damage Startup Active Recovery
- 5 - 22
On Hit On Block Guard Properties
- - - -

The grounded version of Zero's pseudo teleport dash. Zero dashes in a specified direction at high speed, and phases through the opponent if they're in his way. All versions can steal the corner from the opponent, but no version has any invulnerablity.

  • L version dashes forwards along the ground, approximately 1/3 of fullscreen distance.
  • M version dashes forwards along the ground, approximately 3/4 of fullscreen distance.
  • H version causes Zero to shoot upwards to roughly superjump height, while also moving a small distance forward. He then plummets very quickly back down towards the ground. While falling, Zero can freely attack or dash.

Hienkyaku is Zero's primary mobility tool, as his regular dashes are not particularly fast. It is also useful for Zero's offense, as he can use it in response to an opponent's pushblock in order to quickly re-close the distance between them. Calling an assist and then canceling into Hienkyaku to dash behing the opponent is a simple way to set up an ambiguous crossup.

Hienkyaku (aerial)
j.214X
UMvC3Zeroj214X.jpg
Aerial zoom
L
In air,
Qcb.png + L.png
Damage Startup Active Recovery
- - - -
On Hit On Block Guard Properties
- - - -
M
In air,
Qcb.png + M.png
Damage Startup Active Recovery
- 6 - 20
On Hit On Block Guard Properties
- - - -
H
In air,
Qcb.png + H.png
Damage Startup Active Recovery
- 6 - 21
On Hit On Block Guard Properties
- - - -

The aerial version of Zero's pseudo teleport dash. The M and H versions can steal the corner from the opponent. Like the grounded version, these dashes also have no invulnerability.

  • L version quickly drops straight down to the ground, acting as a fast fall. It is useful for air-to-air confirms, since it lets Zero quickly land after a Level 3 Buster and take advantage of the Soft Knockdown.
  • M version dashes directly forward.
  • H version causes Zero to dash diagonally upwards and then quickly fall down, similar to the grounded H version. Once Zero begins to fall, he is free to act.


Hyper Zero Blaster
[X], then ]X[
UMvC3ZeroBusterLevel1.jpg
Level 1
UMvC3ZeroBusterLevel2.jpg
Level 2
UMvC3ZeroBusterLevel3.jpg
Level 3
Level 1 Damage Startup Active Recovery
40,000 5 - 23
On Hit On Block Guard Properties
-6 -7 - Airok.png, Priority: Low, Durability: 2
Level 2 Damage Startup Active Recovery
70,000 5 - 23, air 15
On Hit On Block Guard Properties
-4 -5 - Airok.png, Priority: Low, Durability: 4
Level 3 Damage Startup Active Recovery
108,300 5 - 23, air 15
On Hit On Block Guard Properties
- +2 - Airok.png, Truesoftknockdown.png, Priority: Low, Beam Durability: 3 per frame for 3 frames.

Zero's Buster shot. Holding down any button (except S) will start charging the Buster. To use it, release all held buttons. You can switch the button being held and keep your charge - for example, if you start your charge by holding L, but switch to holding H, Zero won't fire the Buster. Zero is free to act while charging, but he loses his charge if he is hit by an attack.

Level 1 Buster requires at least 30 frames of charge. It is a small projectile with no notable properties, low damage, and limited durability. Level 2 Buster requires at least 70 frames of charge. It has improved damage and durability, but is still fairly standard.

By charging Buster for at least 150 frames (2.5 seconds), Zero gains access to Level 3 Buster, an extremely powerful move and the defining point of his moveset. Besides having greatly improved damage and durability, it now gains two notable special properties. First, Zero can cancel his other special moves into Level 3 Buster. This greatly improves Zero's combos, mixup game, zoning, and basically every aspect of his gameplay by giving him a very quick cancel option. Second, Level 3 Buster forces a Soft Knockdown on hit, regardless of height or hitstun deterioration. Zero can use this to consistently convert even very stray, awkward hits into a standard BnB combo by Buster-Canceling the hit, then catching the opponent before they reach the ground.

Glitch: Normally, the strength of maintaining a stored Buster charge is tempered by losing access to the button being held for the charge. Using an attack that is input using the button held for Buster requires either first releasing the button or switching to another held button in advance, which can be awkward to perform quickly. A glitch allows Zero to perform specials using his held Buster input without losing the charge:

Zero can release the input for Buster during the hitstop caused by a normal on hit or block, input a special using that button, then re-hold the button before hitstop concludes. If done fast enough and with proper timing, Zero will perform the special but not forfeit his Buster charge. This is functionally similar to [/Vergil#Special_Moves Vergil's] much more well-known Round Trip Glitch. Video Guide on implementing the Buster Glitch

Hyper Combos

Rekkoha
Rending Light Rule
236XX
UMvC3ZeroRekkohaFlash.jpg
UMvC3ZeroRekkoha1.jpg
Note the delay
UMvC3ZeroRekkoha2.jpg
This was totally cooler in TvC
Damage Startup Active Recovery
15,000 X 30 (269,300) 16+10 80 29
On Hit On Block Guard Properties
+1 -14 - Otg.png Proj.png
Strk.png on final hit, Priority: High, Beam Durability: 1 per frame for 30 frames

After the super flash, Zero plants his Buster arm on the ground, then rainbow colored lasers shoot down directly in front of Zero after a short delay. The lasers cover the entire area vertically. Can technically Otg.png but the delay means that it has some rather strict timing.


Sougenmu
Twin Phantasm
214XX
UMvC3ZeroSougenmuFlash.jpg
"This is over!"
UMvC3ZeroSougenmu.jpg
Damage Startup Active Recovery
- 10+1 - 1
On Hit On Block Guard Properties
- - - -

Install hyper. For 300 frames (5 seconds), Zero has a shadow clone that imiatates all of his actions with a 16 frame delay. This hyper is extremely powerful and is Zero's primary way to spend meter, thanks to numerous ways to take advantage of the clone's attacks. Attacks during Sougenmu effectively have greatly improved frame data due to the additional delayed hit from the clone, allowing combos and blockstrings that are not normally possible. Projectiles used in Sougenmu will fire twice, improving their coverage, total durability, and damage potential. This also applies to Level 3 Buster, and combining Zero's improved pressure under Sougenmu with his ability to freely buster-cancel almost anything means it is guaranteed to be Zero's turn for the duration of this hyper.

Zero can create very dangerous solo High/Low mixups, or even unblockables, while in Sougenmu. If he quickly follows up an Overhead attack with a Low, or visa-versa, the opponent will simultaneously have to block the clones High/Low and the real Zero's, which may be impossible if timed correctly.


Genmu Zero
Phantasm Zero
623XX
UMvC3ZeroGenmuZeroFlash.jpg
"Ittouryoudan!"
UMvC3ZeroGenmuZero.jpg
Damage Startup Active Recovery
350,000 10+1 - 57
On Hit On Block Guard Properties
- - Mid Invuln until frame 24, Hardknockdown.png, Priority: High, Durability: 100

Zero's level 3 Hyper. Unlike most level 3 hypers, it is not a cinematic. Zero produces a giant slash, which covers most of the screen and quickly travels forward as a projectile. It is a solid combo ender to secure a kill without having to perform Lightning Loops, which carry a risk of messing up. Its large amount of invuln frames mean it can also be used on reaction to many other hypers to blow through them.

Universal Mechanics

Ground Throw
(near opponent) 4/6H
ZeroFthrow.jpg
Forward
UMvC3ZeroBthrow.jpg
Back
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Throwing an opponent (even if the throw is teched) resets Zero's Buster charge, if he has one.

Airthrow
(near opponent) j.4/6H
UMvC3ZeroFairthrow.jpg
Forward
UMvC3ZeroBairthrow.jpg
Back
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow.png Hardknockdown.png

Throwing an opponent (even if the throw is teched) resets Zero's Buster charge, if he has one.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 7 17
On Hit On Block Guard Properties
- -2 Mid Snapback

Animation and hitbox based on 6H.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 33
On Hit On Block Guard Properties
- -15 OH Softknockdown.png

-


Team Position

Zero is most commonly chosen as a Point character. Zero has a strong neutral game that becomes even more oppressive when assists are smartly utilized to cover holes in his gameplan. Assists are also important for Zero to carry opponents to the corner mid-combo, so that he can activate Sougenmu (214XX) and begin his Lightning Loops for a kill. Zero is a very meter-efficient point character who excels at building meter for his teammates to spend, making him a good choice to pair with meter-hungry anchor characters.


Notable Synergies

Dante: Jam Session is one of the game's best neutral assists. It provides a sheer vertical wall of coverage, preventing opponents from moving freely even at superjump height. Superjump height is otherwise one of Zero's biggest weak points in neutral, so this nicely closes that gap. The huge amount of blockstun caused by Jam Session can also be used to set up multi-layered Oncoming Mixups, something Zero is particularly good at doing. Jam Session's weakness is usually that its odd hitstun makes the assist difficult to convert into a combo. However, Zero can convert this easily using Level 3 Buster Shot.

Players to Watch: Megaman Steve (Zero/Dante/Akuma), Cloud805 (Zero/Dante/Vergil), Flux (Zero/Dante/Vergil), Jibrill (Zero/Dante/Vergil), Nolife (Zero/Dante/Vergil)

Vergil: Rapid Slash provides Zero with a powerful horizontal assist (which pairs nicely with the vertical coverage from Dante's Jam session, above). In the case of Zero, it is particularly notable because of the huge amount of corner carry it provides. Zero can use Rapid Slash to drag nearly any confirm to the corner, where he can start his Lightning Loops and kill for very little meter. Because Zero is so meter-efficient in terms of damage, he can be counted on to build several bars of hyper meter for Vergil, who is a famously meter-hungry character. This gives Vergil plenty of access to Spiral Swords and Devil Trigger, drastically increasing his effectiveness.

Players to Watch: Flocker (Zero/Vergil/Hawkeye), Joey D (Zero/Doom/Vergil), Cloud805 (Zero/Dante/Vergil), Flux (Zero/Dante/Vergil), Killer Kai (Zero/Vergil/Strider), Jibrill (Zero/Dante/Vergil), Nolife (Zero/Dante/Vergil), Romora (Zero/Doom/Vergil), Marn (Zero/Vergil/Strider)

Phoenix: Zero excels at being a battery for meter-hungry anchor characters, and no anchor is more meter-dependent than Phoenix. Although Zero doesn't really have the capacity to build several meters in a single combo (barring a TAC Infinite), he is constantly building bar through his oppressive neutral and meter-positive combos. Zero's excellent neutral game means he can do without calling Phoenix except as a combo extension, reducing the risk of her being sniped early.

Players to Watch: PZPoy (Zero/Doom/Phoenix)

Other Players to Watch: WindZero (Jill/Zero/Chris)

Combos

Solo Combos

(Charging [L]), 2M > 5H > 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump j.236H xx ]L[, j.623[L], land, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236XX (581,000 for 1 bar)

Video Timestamp. Basic no-assist midscreen route. The ending given goes into Skittles super, but it can be modified to go into Lightning Loops by instead going j.5S, rejump, j.236H xx ]L[, j.623[L] xx 214XX. Lightning Loops are detailed further below.

(Charging [L]), 2M > 5H > 6H > 5S sjc. j.2H, j.5M xx ]L[, j.623[L], land, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, short dash, jump, j.236H xx ]L[, j.623[L] xx 214XX

Video Timestamp. Alternate solo route into Lightning Loops.

(Charging [L]), 2M > 5H > 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump j.236H xx ]L[, j.623[L], land, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump, j.236H xx ]L[, j.623L xx 214XX

Video Timestamp. Corner optimization on solo BnB into Lightning Loops. Basically identical to the first combo, but you can connect an extra 2H after the Buster relaunch.

(Charging [L]), 2M > 5H > 6H > 5S sjc. j.5M > j.5M > j.5H, ]L[ (side switch), j.623[L], land, 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump, j.236H xx ]L[, j.623L xx 214XX

Video Timestamp. Side-switch variant for when Zero is cornered.

(Charging [L}), (Any air hit) xx ]L[, j.214L, land, short dash, 5M > 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump, j.236H xx ]L[, j.623[L], land, 5S sjc. j.2H > j.5S, rejump, j.236H xx ]L[, j.623L xx 214XX

Video Timestamp. Generic way to confirm air-to-air hits with stored Buster charge.


Lightning Loops

Basically all of Zero's combo routes are designed to carry the opponent into the corner, and then end with a j.623L Lightning canceled into Sougenmu activation. From here, Zero can repeatedly combo Lightning into itself, jumping and reactivating the attack while his afterimage covers his own recovery. The high base damage of Lightning when most hits connect, combined with Zero's naturally high minimum damage scaling, and effectively doubled due to Sougenmu, make this extremely powerful. Indirectly, Sougenmu is the most damaging level 1 hyper in the game.

The oldest, original variation of Lightning Loops uses repeated Tiger Knee inputs to perform L Raikousen very close to the ground. This version can be mechanically difficult to execute, and deals significantly lower damage due to several Lightning hits missing, but has lax timing requirements. The input looks something like:

j.623[L] xx 214MH, jump back ]L[, j.623L (Charge [H]), j.62369L, j.62369L, jump back ]H[, j.623L (Charge [H]), j.62369L, etc.

You can see a video example here. Note how very few instances of Lightning actually connect for their full five hits.

Here is another video tutorial on classic Lightning Loops which shows an alternative TK Lightning Input: 36823L

Lightning Loops were later refined to not require a TK motion for each rep, instead just using a standard neutral jump into Lightning. This is more damaging, and less mechanically intensive (especially on P2 side), but does introduce the risk of mistiming the juggle. A Loop using this method would look something like:

j.623[L] xx 214MH, jump back ]L[, j.623L (Charge [H]), neutral jump j.623L, neutral jump j.623M xx ]H[, j.623L (Charge [H]), neutral jump j.623L, neutral jump j.623M xx ]H[, j.623L etc.

You can see a video example here. This video also shows a standard post-Sougenmu ender. It is useful if your Lightning Loop sequence will not kill, but you do not want to spend an additional bar on activating Sougenmu a second time. The inputs for this ender are:

(During Lighting Loops, charging [M]), j.623L, neutral jump, j.623L, land, 623H xx ]M[, j.623L, land, 623H

Note that since you need the H button free to perform the DP ender, you will want to charge Buster with the M input, and should switch to holding [M] once you are no longer going to use j.623M extensions.

Lastly, you can implement the "Dylnyan Extension", in which you double up on releasing H Buster input to also buffer an additional H Lightning at the end of your loop. This is generally the most optimized one-bar Sougenmu combo, and will kill normal-health characters even if the pre-loop combo was very simple:

j.623[L] xx 214MH, jump back ]L[, j.623L (Charge [H]), neutral jump, j.623L, neutral jump, j.623M xx ]H[, airdash (charge [H]), j.623L, neutral jump j.623L, neutral jump j.623L, jump back j.623]H[~[H], j.623L, j.62369M, land, 623M xx ]H[, j.623L

Video Timestamp

X-Factor Combos

XF3 Combos

Sample Team Combos

Strider Hard Tag to Zero Loops
Doom Hard Tag to Zero Loops

Zero May Cry (Zero/Dante/Vergil) reference video

Zero/Dante/Strange Throw Conversions

Zero/Doom/Dante

Zero/X23/Dante

Deadpool/Zero/Rocket


Videos and External Resources

Hitbox Display

Video Guides

Zero May Cry Tutorial

FingerCramp Zero Guide (from 2012)

Punish Guide for Buster > Lightning

Setup / Mixup Videos

Zero Corner Mixup Notes

Using Buster Glitch for Mixups


Alternate Colors

Zero colors.jpg