

Zero
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.
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.
In a nutshell
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
Players to Watch
EMP|Flocker, Cloud805, Killer Kai, Flux, Windzero, Mihe, Marn, Bubblan
Character Vitals
Video Walkthrough
rehab guide by finger cramp -- old
Technology
Zero Throw conversions with Bolts and Jam Session
Hard Tag from Doom to Lightning Loop
Strider hard tag to Lightning Loop
Combos
BnB with Missiles and Jam Session
anchor zero
Team Concepts
Move List
Assist Types
Normal Moves
Standing {{#motion: l}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
35,000 | - | 5 | 3 | 12 | -1 | -3 | ||
Standing {{#motion: m}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
53,000 | - | 7 | 3 | 19 | -4 | -5 | ||
Standing {{#motion: h}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
64,200 | - | 11 | 10 | 16 | +1 | 0 | ||
Forward {{#motion: h}} f + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
77,100 | - | 14 | 7 | 17 | +5 | +4 | ||
Crouching {{#motion: l}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
30,000 | low | 4 | 2 | 11 | 0 | -1 | ||
Crouching {{#motion: m}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
56,000 | low | 8 | 3 | 20 | -5 | -6 | ||
Crouching {{#motion: h}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
70,000 | low | 13 | 5 | 18 | - | -1 | ||
{{#motion: s}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
80,000 | - | 9 | 5 | 22 | - | -5 | launch nocancel | |
Jumping {{#motion: l}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
33,000 | high | 5 | 3 | 12 | - | - | ||
Jumping {{#motion: m}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
55,000 | high | 8 | 3 | 19 | - | - | ||
Jumping {{#motion: h}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
64,200 | high | 10 | 18 | 15 | - | - | nocancel except s | |
Kuenzan air d + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
64,200 | high | 9 | 18 | 9 | - | - | nocancel and cannot be chained from previous chain normal buttons s | |
Jumping {{#motion: s}} |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
75,000 | high | 13 | 9 | 17 | - | - | aircombofinisher | |
Throws
Ground Throw (near opponent) f / b + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
80,000 | throw | 1 | 1 | - | - | - | hardknockdown | |
Air Throw (near opponent) air f / b + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
80,000 | airthrow | 1 | 1 | - | - | - | hardknockdown | |
Special Moves
hadangeki qcf + atk |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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70,000 | - | 17 | - | 25 | -2 | -2 | Each projectile has 2 low priority durability points | |
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70,000 | - | 8 | - | 34 | -7 | -8 | ||
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55,000 x 2 | - | 13 | - | 34 | -7 | -8 | ||
Ryuejin dp + atk |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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70,000 | - | 5 | 9 | 24 | -10 | -11 | {{#motion:strk}} | |
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30,000 X 3
(81,200)0 |
- | 5 | 25 | 21 | -7 | -6 | ||
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25,000 X 5
(102,300) |
- | 5 | 25 | 21 | -7 | -16 | ||
Sentsuizan air qcf + atk |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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- | - | 1 | - | 15 | - | -- | L is a Fake-Out attack. M/H {{#motion:aircombofinisher}} {{#motion:OTG}} {{#motion:aircombofinisher}} | |
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60,000 | - | 13 | until grounded | 10 | +9 | +8 | ||
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80,000 | - | 18 | Until Grounded | 10 | +9 | +8 | ||
Hienkyaku qcb + atk |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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- | - | 5 | - | 25 | - | -- | L/M dash forward. H moves up then back down. Moves through opponent and can steal corner. | |
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- | 5 | 35 | ||||||
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- | 5 | 22 | ||||||
air Hienkyaku air qcb + atk |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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- | - | - | - | - | - | -- | L moves Zero to the ground. M dash forward. H moves up then back down to the ground.M and H can move through opponents and can steal corner. | |
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- | 6 | 20 | ||||||
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- | 6 | 21 | ||||||
Hyper Moves
rekkoha qcf + atk atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
15,000 X 30 (269,300) | - | 16+10 | 80 | 29 | +1 | -14 | {{#motion:OTG}} {{#motion:proj}} {{#motion:strk}} on final hit | |
Sougenmu qcb + atk atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | 10+1 | 1 | - | |||||
Creates a shadow clone Zero that duplicates all actions after zero, hitting 16 frames later. Lasts 300 frames/5 seconds. Zero does not gain meter while active. Using any hyper combo causes it to disappear |
Genmu Zero dp + atk atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350,000 | - | 10+1 | 57 | - | {{#motion:proj}} {{#motion:hardknockdown}} | |||
level 3 hyper. Invincible frames 1-24. 100 high durability points |
Mission Mode
Strategy
Tips and Tricks
- 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 {{#motion: 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 {{#motion: h}} has the {{#motion: nocancel}} property. This means that during an air combo, if you use air {{#motion: 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 {{#motion: nocancel}} is {{#motion: 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
Advanced Strategy
Strategy vs. Zero
Other Useful Zero Links
Zero Crossover Counter usage:
http://shoryuken.com/2011/12/21/umvc3-new-zero-technology/