Marvel VS Capcom: Infinite/Zero

From SuperCombo Wiki

Mvci logo.png

Zero

Mvci Zero.png

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

CHARACTER DATA
Health:
9,000
Double Jump:
No
Air Dash:
2-Way
Air Dash/Jump count:
1
Misc Movement:
Hienkyaku (command dash)

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
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200 Mid 5 3 12 -4 -2
-
Standing Heavy Punch
Mvci hp.png
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
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 Mid 8 4 19 +1 -3
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 13 6 24 -6 -10
-
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200 Mid 9 5 19 -6 -8
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 12 7 17 +26 -7 Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 Low 8 5 23 -4 -9
-
Crouching Heavy Kick
Mvci down.pngMvci hk.png
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.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200 High 7 7 13 - -
-
Jumping Heavy Punch
j.Mvci hp.png
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.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 High 6 5 18 - -
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 16 5 20 - - During Air Combo:
Groundbounce Hardknockdown Aircombofinisher
-

Command Normals

Youdantotsu
Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
250 Mid 8 4 14 +6 +2
-
Shippuuga
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
250x3 (750) Mid 14 9 28 -7 -11
-
Reshoukyaku
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 10 5 47 -5 -32 Knockdown
-
Koketsuga
Mvci df.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Low 10 3 23 +52 -7 Hard Knockdown
-
Kuuenzan
j.Mvci back.pngMvci hp.png
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.Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
650 High 11 3 28 - -
-

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
6 hits (960) or 1000 (back throw) Throw 3 1 - - -
Additional damage scales by 50%. Combo follow-ups are only possible if you end up as close to your opponent as possible, with them being as far into the corner as possible.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
6 hits (960) or 1000 (back throw) Throw 3 1 - - -
Additional damage scales by 50%. Combos are only possible off of the forward version in the corner, and even then only by tagging.
Tag
Mvci tag.png
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 Cancel.png your tag-in.

Specials

Hienkyaku
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png - - 7 12 18 - - Airok.png
No push box on frames 7-18
Mvci hp.png - - 7 21 18 - - Airok.png
No push box on frames 7-27
Zero's "command dash" is one of his main mobility options, this move will pass through opponents hurtboxes and allow him to create cross ups. This move can be canceled into Level 3 Buster.
Mvci lp.png version dashes forwards a short distance.
Mvci hp.png version dashes forwards full screen.
Hienkyaku
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png - - 7 22 16 - - Airok.png
No push box on frames 7-28
Mvci hk.png - - 7 22 16 - - Airok.png
No push box on frames 7-28
Mvci lk.png or Mvci hk.png version of this move puts Zero in the air, Zero can perform one more Air Hienkyaku before landing. This move can be canceled into Level 3 Buster.
Mvci lk.png version dashes directly upwards a short distance.
Mvci hk.png version dashes towards the top of the screen and then down to the ground.
Air Hienkyaku
j.Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png - - 7 10 2 - -
Mvci hp.png - - 7 23 2 - -
The air version is an effective way to set up cross up overheads, can only use one Hienkyaku per jump. This move can be canceled into Level 3 Buster.
Mvci lp.png version in the air dashes forwards a short distance.
Mvci hp.png version in the air dashes forwards full screen.
Air Hienkyaku
j.Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png - - 9 12 6 - - Super Jump 8F + Land 6F
Mvci hk.png - - 7 22 - - No push box on frames 7-28
Can only use one Hienkyaku per jump, this move can be canceled into Level 3 Buster.
Mvci lk.png version dashes directly down towards the ground.
Mvci hk.png version dashes towards the top of the screen and then down to the ground, can effectively chain the ground version into this air version to reach higher altitudes.
Hyper Zero Blaster - Level 1
Hold Mvci lp.png, Mvci hp.png, Mvci lk.png, or Mvci hk.png
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 Mvci lp.png, Mvci hp.png, Mvci lk.png, or Mvci hk.png
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.
Hyper Zero Blaster - Level 3
Hold Mvci lp.png, Mvci hp.png, Mvci lk.png, or Mvci hk.png
release to activate
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Mid 9 - 22 +80 +4 Projectile
Hard Knockdown
Ground Bounce
Wall Bounce
Level 3 cannot be reflected. Release charge during Hadangeki, Ryuenjin, Sentsuizan, or Raikousen to get a follow up attack out of these moves.
Hadangeki
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 1000 Mid 18 8 19 -3 -1 Projectile
Mvci hp.png 550x2 Mid 18 16 11 -1 +7
Simply known as Zero's "fireball" attack, an effective zoning tool which gains strength when canceled into Rakuhouha.
Mvci lp.png version travels slowly and can be reflected.
Mvci hp.png version travels a bit faster and is a 2 hit projectile, can 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 Cancel.png 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 Low.png to the ground. All projectiles spawned can be reflected and cause knockdowns.
Ryuenjin
Mvci down.pngMvci down.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 1000 Mid 5 1(4)1(6)1(6)4 16 +16 -26 Knockdown
Invuln frames 1-4
Mvci hp.png 150*5(735)/500+150*4(1055) Mid 5 27 31 +5 -29 Knockdown
Invuln frames 1-4
Zero's "DP" is a High.png reaching ground attack with invincibility frames and is great for anti-airs and can be canceled into Hyouretsuzan to confirm.
Mvci lp.png version is a Low.png to the ground DP.
Mvci hp.png version is a High.png reaching DP, damage is based on distance, first hit does 500 during early animation frames vs 150.
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 Downward.png 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.
Sentsuizan
j.Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 1000 Mid 15 1
Mvci hk.png 1000 Mid 20 1 During Air Combo:
Hardknockdown Aircombofinisher
Zero's "Dive Kick", when combined with his dash options in neutral, he can use this move after getting in position to pressure the opponent. Can Cancel.png into F-Splasher to create new combo paths or frame trap the enemy.
Mvci lk.png version is a decent combo tool as it won't waste your hard Knockdown.png and can be used multiple times in a combo.
Mvci hk.png version has longer start up and is a good air combo ender as it ends in a hard knockdown.
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.
Raikousen
j.Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 200x5 (960) Mid 32 20 Proj
Mvci hp.png 200x5 (960) 35 20 Proj
Known simply as Zero's "lightning attack", after dashing forwards Zero leaves a trail of electricity which is ideal for setting up mix-ups. Can Cancel.png into C-Sword at anytime before landing.
Mvci lp.png version has Zero travel at a Downward.png angle towards the ground, this is his primary special in his "lightning loops".
Mvci hp.png version has Zero travel forwards in the air.
C-Sword
Release Level 3 Hyper Zero Blaster during Raikousen
Damage Guard Startup Active Recovery On Hit On Block Properties
300x3 (870) High (first hit only), Mid Knockdown
A move resembling his j.Mvci hp.png but with a wider hitbox that hits all around Zero. This move seems better used with tags as it's very easy to punish on block or whiff.

Hypers

Rekkoha
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
360*13+450 (3681) Mid 17 70 29 +81 -13 Proj Knockdown
Known simply by "skittles" due to it's rainbow effect, can be a nice way to add damage on to an enemy at higher heights.
Raijinshou
Mvci down.pngMvci down.pngMvci lp.pngMvci hp.png
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.
Sougenmu
Mvci down.pngMvci down.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - 18 - -
Also known as his "shadow clone" ability, Zero powers up and creates a clone that mimics his actions after a set amount of time.
Genmu Zero

Level 3
Mvci qcb.pngMvci lk.pngMvci hk.png

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

Match ups

How to fight Zero

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