Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
70,000 | 17 | - | 25 | |
On Hit | On Block | Guard | Properties | |
-2 | -2 | - | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
70,000 | 8 | - | 34 | |
On Hit | On Block | Guard | Properties | |
-7 | -8 | - | ![]() | |
The L and M versions of Zero's projectile. These have very similar animations, but L is slower while M is faster.
| ||||
H![]() ![]() |
Damage | Startup | Active | Recovery |
55,000 x 2 | 13 | - | 34 | |
On Hit | On Block | Guard | Properties | |
-7 | -8 | - | ![]() | |
The H version has a middling projectile speed, but gains higher durability. It also gains an additional hit, as well as total higher damage. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
70,000 | 5 | 9 | 24 | |
On Hit | On Block | Guard | Properties | |
-10 | -11 | - | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
30,000 X 3 (81,200) | 5 | 25 | 21 | |
On Hit | On Block | Guard | Properties | |
-7 | -6 | - | ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
25,000 X 5 (102,300) | 5 | 25 | 21 | |
On Hit | On Block | Guard | Properties | |
-7 | -16 | - | ![]() |
L In air, ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
- | 1 | - | 15 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
| ||||
M In air, ![]() ![]() |
Damage | Startup | Active | Recovery |
60,000 | 13 | until grounded | 10 | |
On Hit | On Block | Guard | Properties | |
+9 | +8 | - | ![]() ![]() | |
| ||||
H In air, ![]() ![]() |
Damage | Startup | Active | Recovery |
80,000 | 18 | until grounded | 10 | |
On Hit | On Block | Guard | Properties | |
+9 | +8 | - | ![]() ![]() | |
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 |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
- | 5 | - | 25 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
| ||||
M![]() ![]() |
Damage | Startup | Active | Recovery |
- | 5 | - | 35 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
| ||||
H![]() ![]() |
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 In air, ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
- | - | - | - | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
| ||||
M In air, ![]() ![]() |
Damage | Startup | Active | Recovery |
- | 6 | - | 20 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
| ||||
H In air, ![]() ![]() |
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. |
{{MoveData |image=UMvC3ZeroBusterLevel1.jpg |caption=Level 1 |image2=UMvC3ZeroBusterLevel2.jpg |caption2=Level 2 |image3=UMvC3ZeroBusterLevel3.jpg |caption3=Level 3 |name=Hyper Zero Blaster |input=test |data=
|- style="font-size:80%; line-height:1em"
! style="" rowspan=4 | Level 1
! style="width:23%;" | Damage
! style="width:23%;" | Startup
! style="width:23%;" | Active
! style="width:23%;" | Recovery
|-
| 40,000
| 5
| -
| 23
|- style="font-size:80%; line-height:1em"
! On Hit
! On Block
! Guard
! Properties
|-
| -6
| -7
| -
|
|-
| style="width:100%; border-top:solid 1px #aaa; text-align:left" colspan=5 |
- Requires 30 frames of charging
- 2
priority durability points
Level 1 Buster shot. Small, slow, and low durability.
|- style="font-size:80%; line-height:1em"
! style="" rowspan=4 | Level 2
! style="width:23%;" | Damage
! style="width:23%;" | Startup
! style="width:23%;" | Active
! style="width:23%;" | Recovery
|-
| 70,000
| 5
| -
| 23, air 15
|- style="font-size:80%; line-height:1em"
! On Hit
! On Block
! Guard
! Properties
|-
| -4
| -5
| -
|
|-
| style="width:100%; border-top:solid 1px #aaa; text-align:left" colspan=5 |
- Requires 70 frames of charging
- 4
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.
|- style="font-size:80%; line-height:1em"
! style="" rowspan=4 | Level 3
! style="width:23%;" | Damage
! style="width:23%;" | Startup
! style="width:23%;" | Active
! style="width:23%;" | Recovery
|-
| 108,300
| 5
| -
| 23, air 15
|- style="font-size:80%; line-height:1em"
! On Hit
! On Block
! Guard
! Properties
|-
| -
| +2
| -
|
|-