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.
How to select Megaman Zero
Oh, wanna play with Zero but can't select him? Don't worry, we can help you. On the character select screen, do these inputs before the timer reaches 10.
(While holding start) Up, Right(2x), Left(2x), Down, Up(3x), right, and select Zero with a button(Still holding start).
There are some hacks that can let you play with the Bosses/Sub-bosses, you can download them easily, or if you want to play online, you can download the rom and enjoy on Fightcade matches.
Moves List
Normal Moves
s.LP - (Far) A slash with the Z-Sword. Nothing out of normal with that. Can be chained into itself, can be normal canceled, and can even chain into other moves. (Close) Has the same properties as the far version, but Zero does a punch. Good to begin Light Attack chains.
s.LK - The Far and the Close versions are the same. Zero does a stab with his Triple Rod(It's kind of a spear, but the name is Rod. And he does only one hit in this move too). Can be normal canceled.
s.HP - (Far) Zero's longest poke. Very fast, almost safe on block if you hit with the tip of the slash, but cannot be normal canceled. (Close) A punch. Can be canceled, and it's a little good on combos(His cl.HK is better to use).
s.HK - (Far) Another move to use as a poke. Like the move above, cannot be normal canceled, but Zero will move a little forward while he performs the kick. (Close) A simple knee. Better than the cl.HP above. Can be normal canceled, and only that.
j.LP - The Diagonal and the Neutral versions are the same. One of Zero's best normal air-to-air moves. It has one of the best horizontal range of his air normals, and use only like an air-to-air, it won't help Zero on his combos.
j.LK - (Diagonal) A stab aiming down with the Triple Rod(Again, he will do only one hit). Can be used as a jump-in(It's possible to combo after it). (Neutral) A stab with the Triple Rod(Do I need to say again?), and has the same reach as the j.LP. Nothing really interesting with this move.
j.HP - The Diagonal and the Neutral versions are the same. Zero's best jumping normal if you like crossup combos(It's like Choi's j.HP, including the fact that you can hardly combo if the normal does only one hit). It's the best jumping attack to use in neutral jump combos too.
j.HK - (Diagonal) A stab aiming down with the Triple Rod(I won't say it). It's like the j.LK, but better(I mean, the j.HKs are versions with more reach than the j.LKs, and performed in the same way, making the j.LKs 100% useless. Just analyse them, and you'll know what I'm saying). (Neutral) The air normal with the best reach. Use it only for air-to-air purposes. It's very hard to combo with it too.
cr.LP - A very, very fast punch, and very, very nice to use in your Light Attack chains. It can be chained into itself up to 4 times(Against Ryu, but I think that you can get more hits depending of the opponent's char). Can be normal canceled.
cr.LK - A low hitting kick. It can be chained into itself(You can get 2-4 hits with this, 2 on midscreen, and up to 4 on the corner), can be chained with other Light normals, and can be normal canceled. Only that.
cr.HP - An anti-air. Very fast, and can be normal canceled. Nothing out of order.
cr.HK - A stab with Zero's Triple Rod(That thing again). It knocks down, and can be greatly used as a low poke(It's very fast, and the reach is nice).
Command Moves
Jump Kahou Zuki
- d+LK (In the air only) - This move is like... Chun-Li's d+LK in this game? I mean, it has even the bounce property... I don't know if you can use this in the match, because Zero has better air options. You can do any air move after Zero bounces too.
Jouhou Zuki
- b+LK - Another move with the Triple Rod(You already know). It can be mostly used as an anti-air, or to hit tall characters. Watch out for the angle of the move, it can whiff against some jump-ins from your opponent(It can be better used against neutral jump-ins).
3-Dan Zuki
- f+LK(3x) - This is a 3-hit move with the Triple Rod. Can be used on combos to get a distance from your opponent. The first hit can be normal canceled(And can combo into the "Sliding" move in MAXIMUM Mode in any hit).
Naname Shitazuki
- df+LK - This move isn't that useful. For normal combos, it lacks reach. But it can hit as an OTG(On/Off the ground), which can give one more hit for your combos(If your opponent hasn't do a recovery roll, I mean). Use this if you're doing combos in the corner.
Sliding
- df+HK - It's like a normal slide, but really fast. You can easily do an OTG after this move(Zero will be very near from the opponent). This move can pass under "floating" projectiles too.
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