Zero
Third time's the charm for Zero, who first appeared in a Capcom-developed vs. title with Tatsunoko vs. Capcom: Ultimate All-Stars. Zero debuted in Capcom's Mega Man X as a sort of mentor figure to X, later becoming a playable character in that series. Like X, he is a Maverick Hunter, sworn to take down the violent, gone-haywire Reploid robots in the year 21XX, though his past and future are more tumultuous than X's, as he was built by classic Mega Man antagonist Dr. Wily. A struggle between good and evil rages insides of Zero, though he ultimately overcomes and shows that he's more than the sum of his programming.
In a nutshell
Zero is almost certainly the best character in the game; featuring nearly every tool you could want to get your hands on. From highly-damaging combos, to strong neutral presence with huge disjointed normals and a variety of projectile angles, to swift mobility, he can do it all. Although he's lost his ability to cancel his specials into a charged buster shot from Ultimate Marvel vs. Capcom 3, he's gained an intriguing new ability to use those buster charges to instead cancel his specials into a whole new suite of specials, giving him not just one but several new special moves to play with, increasing his flexibility in all areas of his gameplay.
Introduction
Players to Watch
Flux, Killerkai
Character Vitals
Move List
Unique Trait
Buster Cancel: By holding down any of the attack buttons, Zero can charge his buster up to three levels. Once charged to level 3, Zero can cancel any of his special attacks by letting go of Buster to cancel into a new additional special which can create new attack angles and keep the opponent guessing. Combine this with his Sougenmu shadow clone ability, and you can make life a living hell for your opponent with a seemingly nonstop barrage of attacks.
Normals
Standing Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | Mid | 5 | 3 | 12 | -4 | -2 | ||
- |
Standing Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200x3 (600) | Mid | 12 | 9 | 18 | +3 | -1 | ||
Sword attack with extremely long active frames. |
Standing Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Mid | 8 | 4 | 19 | +1 | -3 | ||
- |
Standing Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 13 | 6 | 24 | -6 | -10 | ||
- |
Crouching Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | Mid | 9 | 5 | 19 | -6 | -8 | ||
- |
Crouching Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 12 | 7 | 17 | +26 | -7 | Launch | |
- |
Crouching Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Low | 8 | 5 | 23 | -4 | -9 | ||
- |
Crouching Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Low | 14 | 9 | 18 | +51 | -8 | Hard Knockdown | |
A slide. |
Jumping Light Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | High | 7 | 7 | 13 | - | - | ||
- |
Jumping Heavy Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200x3 (560) | High (first hit only), Mid | 13 | 2(2)2(2)2(4)9 | 7 | - | - | ||
- |
Jumping Light Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | High | 6 | 5 | 18 | - | - | ||
- |
Jumping Heavy Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 16 | 5 | 20 | - | - | During Air Combo: Groundbounce Hardknockdown Aircombofinisher | |
- |
Command Normals
Youdantotsu |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250 | Mid | 8 | 4 | 14 | +6 | +2 | ||
- |
Shippuuga |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250x3 (750) | Mid | 14 | 9 | 28 | -7 | -11 | ||
- |
Reshoukyaku |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 10 | 5 | 47 | -5 | -32 | Knockdown | |
- |
Koketsuga |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 10 | 3 | 23 | +52 | -7 | Hard Knockdown | |
- |
Kuuenzan j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250x3 (750) | High (first hit only), Mid | 12 | 2(1)2(2)3(3)3(1)2 | 7 | - | - | ||
- |
Rasenkyaku j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
650 | High | 11 | 3 | 28 | - | - | ||
- |
Misc
Tag |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you your tag-in. |
Specials
Hyper Zero Blaster - Level 1 Hold , , , or release to activate |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 9 | - | 22 | -11 | +4 | Projectile | |
Level 1 can be reflected. |
Hyper Zero Blaster - Level 2 Hold , , , or release to activate |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
900 | Mid | 9 | - | 22 | -4 | +4 | Projectile | |
Level 2 can not be reflected. |
Rakuhouha Release Level 3 Hyper Zero Blaster during Hadangeki |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500x3 (1450) | Mid | Projectile Knockdown | ||||||
Releasing charge at any point during this move, even on the very last frame of recovery, will into this move. This is Zero's strongest zoning tool as it will release 3 separate projectiles that travel at different angles with one traveling to the ground. All projectiles spawned can be reflected and cause knockdowns. |
Hyouretsuzan Release Level 3 Hyper Zero Blaster during Ryuenjin |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500x2 | Mid | Hard Knockdown | ||||||
When canceled out of Ryuenjin, Zero performs a ice attack that confirms out of Ryuenjin. If done twice in a combo, the opponent will enter a force tech where they can only either neutral tech or air tech. |
F-Splasher Release Level 3 Hyper Zero Blaster during Sentsuizan |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | Wallbounce Knockdown | ||||||
After canceling out of Sentsuizan, Zero will do an air shoulder tackle backed by ice which creates a wall bounce, can be an ideal move to begin your combo. |
Hypers
Raijinshou |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300+250+220*12+500 | Mid | 16 | 106 | 57 | +46 | -51 | Proj Knockdown | |
An invincible super with nice lockdown properties. |
Genmu Zero | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1500*5 (4800) | Mid | 20 | 59 | +96 | +2 | Proj Knockdown | ||
Zero's level 3 is different from most characters in that his isn't a cinematic hyper and is simply an incredibly strong full screen projectile. |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind