Tatsunoko vs Capcom: Ultimate All Stars/Zero

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< Tatsunoko vs Capcom: Ultimate All Stars
Revision as of 13:48, 3 November 2021 by Cce2955 (talk | contribs) (Zero Skeleton done, all capcom characters finished, tatsunoko tomorrow I guess)

Introduction

Zero is here to dominate the Meta once again

Strengths Weaknesses
  • Has a run instead of a dash
  • Extremely annoying zoning
  • Divekick has a very wide hitbox, can turn ambiguous real fast
  • Extremely strong combos
  • Supers are situational but all exceptional
  • Command Teleport
  • Health isn't terrible but a bit on the low side
TVC Zero Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 6 2 - - 750 - Very fast jab, also has a high hitbox, 3C -> Ryuenjin -> 5A is totally viable
2A 5 3 - - 650 Low Even faster low ugh
5B 8 - - - 1140 - Quick swipe with his saber, it's decent enough
2B 7 - - - 1200 Low Decent range low
5C 13 - - - 2137 - Hits 3 times, useful for helping to buffer a buster charge
2C 15 - - - 2400 Low/Hard Knockdown Somehow this is a sweep, but okay.
3C 15 - - - 2400 Launcher Can be used as an anti-air
6C 15 - - - 2565 - Also hits three times, if opponent is high enough you can link 5A from this.
j.A 5 - - 800 - Overhead Zero does a little baby kick, it's fast but okay
j.B 8 - - 1200 - Overhead Zero does a quick swipe, useful in combos and neutral/
j.C 16 - - - - Overhead/Forced Roll Zero does his own version of pizza cutter. On block it hits four times. He has an alternate version via j.2C

Universal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 11 - - - - -
Crossover Counter 20 - - - - -
Throw 1 - - - 5200 -
Back Throw 1 - - - 5200 -
Air Throw 1 - - - 6000 -
Air Back Throw 1 - - - 6000 -

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Ryuenjin
623X
4 - - - - - Insanely fast DP, does DP things. Good punish, AA, and combo ender. Useable in Air
Hadangeki
[4]->6X
11/16/36 - - - - Projectile Zero shoots out his projectile.
  • A Version is fast
  • B is faster
  • C is slowest but you get two projectiles instead of one.
Hienkyaku
214X
- - - - - Teleport Zero dashes across the screen, can be cancelled with buster.
  • A does a small dash
  • B dashes 3/4th screen
  • C dashes upward to the air
    Useable in air
Hyper Zero Blaster
[X]
- - - - - Projectile Zero charges his buster. Much like Marvel you can switch which button charges, but you have about 2 frames to switch buttons before zero lets go.
Sentsuizan
j.236X
- - - - - Overhead Zero stops his momentum and dives down to the ground.
  • A is a fake out, Zero begins the animation, then just stops
  • B is a standard Dive kick
  • C has a slightly longer delay, but moves Zero horizontally forward a bit more.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Rekkoha
236XX
21+33 - - - - OTG Zero punches the ground and rainbow lasers fill the screen. On block you will get pushed full screen. However if Zero does this in front of you can easily cross him up and punish. Hits OTG
Sougenmu
214XX
16 + 0 - - - - Install Zero summons a shadow clone which enhances his attacks
  • Ryuenjin attacks twice
  • Hadangeki shoots out two projectiles
  • Charge Shot shoots twice
  • Sentsuizan dives twice
Dark Hold
623XX
16 + 4 - - - - Invincibility Zero stops time and hurts you. Does very good damage, great punish. 'Useable on giants

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants