Introduction
This is Rockman/Megaman(I'll use Megaman only) Zero(But not the one from the X series, like that Zero in Ultimate Marvel vs Capcom 3). The Zero in this game is from the GBA Megaman games(With the name, Megaman Zero). Here, he is considered one of the best characters in this game(And one of the characters with the biggest arsenal too). Is he below Geese Howard in the tier list? Is he stronger? I'll talk about that later. Now for his pros and cons.
Zero's Good and Bad Things
Good Things:
- Very good walking speed;
- Has a good variety of Special Moves(And combo options, especially in MAXIMUM Mode);
- His jumps are very high(And he can even jump off walls, but not like in his game);
- Has a very small hitbox(His standing hitbox is a little taller than standing Choi, but has the same height as Athena);
- Has an air projectile;
- Can slide(And punish sometimes) under projecties;
- Can do some infinites and 100% combos(In and outside of MAXIMUM Mode);
- Has an OTG(On/off the ground) move to add one hit and a little damage in your combos;
- Can call his Cyber-Elves and even charge some of his special moves(By holding the button, like in his game);
- Has an unblockable Exceed(And it can make him the best in the game for a little time after it);
- Has a warning message against any boss character(Which is just awesome, thanks, SNK!).
Bad Things:
- Has low stamina;
- He can use his elves only 3 times in the battle(Not per round);
- His projectile does zero damage if blocked(Got it? Zero? Sorry about that, but it's true);
- Has bad damage in some moves(But he still can do damaging combos, don't worry)
- Has bad jumping attacks for corner combos;
- Exceed doesn't do so much damage(But it still will help Zero).
Who is the strongest?
Yeah, the question still stays... Who is the strongest? Megaman Zero, or Geese Howard? I'll just put here my opinion, and you can put yours here too(Put your nickname too if you want, it should be better) if you think:"Well, Zero is just the best, we don't care about the ruler of Southtown!", but if you think:"Geese is a badass, he can win everyone in this game!", put your opinion(And your name) in Geese's section.
I, Redarts (talk), think that Geese is better than Zero(Nothing against the Zero players, he is good, but that's just my opinion). One of the reasons to play one of those two are the infinites. Geese is easier to play, has better projectiles, easier normal mode infinite(I mean, Zero's normal mode infinite can only be done with the opponent in the air, and we don't have so much jumpers in this game, which is bad for him). Now, let's... "Delete" the infinites. Zero's arsenal is bigger than Geese's, and that's what makes him more technical(And technique = hard things to learn, and hard things to learn = bad for beginners, and if he's bad for beginners = boring character to use. That's my opinion, okay? Each player has one different opinion, so if you respect one, the others will respect you). Now for Geese's game without the infinite, he still would be with his ground game, damaging anti-airs, and his simple game and combos(He doesn't need his infinites to survive a match). So, again, Geese's better in my opinion.
Moves List
Normal Moves
s.LP -
s.LK -
s.HP -
s.HK -
j.LP -
j.LK -
j.HP -
j.HK -
cr.LP -
cr.LK -
cr.HP -
cr.HK -
Command Moves
Jump Kahou Zuki
- d + B in air
Jouhou Zuki
- b + B
3-Dan Zuki
- f + B,B,B
Naname Shitazuki
- df + B
Sliding
- df + D
Sankaku Tobi
- ub into a wall, press uf
Special Moves
Buster Shot
- qcf + A (air)
Charge Shot
- qcf + C (air; can hold)
Zed Saber
- hcf + B (air)
Charge Zed Saber
- hcf + D (air; can hold)
Triple Saber
- qcb + P (x3)
Shield Boomerang
- qcb + K
Triple Rod
- f,d,df + B (air)
Charge Triple Rod
- f,d,df + D (air)
Irregular Hunt
- f,hcf + P
Cyber Elf (Support)
- Charge b,f + P / K
Cyber Elf (Bakudan Setchi)
- Charge d,u + P / K
Super Moves
Spiral Shot
- qcf,qcf + P (can hold)
Ultimate Saber (Dash)
- qcb,hcf + B
Ultimate Saber (Sliding)
- qcb,hcf + D
Exceed Move
Cyber Elf Force
- A,A,d,B,D
The Basics
COMBOS
1.- cr.LK x 1~2,cr.LP, qcb+P x3
2.- cr.LK x 1~3 , qcb,hcf+LK or HK
3.- (Corner Jumping Opponent) j.f,d,df+LK xn