

Zero
In a nutshell
Zero is a tricky character with a large variety of moves that are complimented by different assists in different ways. He can play keepaway with his buster arm and Hadangeki slashes, or he can try to get behind you with his teleports and his Raikousen. Dedicated Zero players will find that their teammates are the key to a decisive victory against any opponent.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Standing Light

35,000
Crouching Light


30,000

Standing Medium

53,000
Crouching Medium


56,000

Standing Heavy

25,000 x3
Crouching Heavy


70,000
Shippuga


30,000 x3
Standing Special

80,000

Jumping Light
air

33,000

Jumping Medium
air

55,000

Jumping Heavy
air

25,000 x 3

Cancels only into Jumping Special or TAC
Reverse Jumping Heavy
air
+


25,000 x 3

Jumping Special
air

75,000

Down TAC


60,000

Up TAC


60,000

Side TAC
b/f +
during air combo

38,000

Special Moves
Hadangeki


70,000
70,000
104,500 (55,000 x 2)

70,000

104,500 (55,000 x 2)

Ryuenjin


70,000
81,200 (30,000 x 3)
102,300 (25,000 x 5)

81,200 (30,000 x 3)

102,300 (25,000 x 5)

Raikousen



102,300 (25,000 x 5)



Nocancel
Sentsuizan



fake
60,000
80,000

60,000

80,000


Hienkyaku



Hyper Zero Blaster
hold
then release

Lvl 1: 40,000
Lvl 2: 70,000
Lvl3: 108,300 (40,000 x 3)
Lvl 2: 70,000
Lvl3: 108,300 (40,000 x 3)

Lvl 3 grants

Hyper Moves
Rekkoha



269,300 (15,000 x 30)

Damage scales by 0.96
Sougenmu



Grants shadow attack that mimics Zero's attacks
Genmu Zero



350,000

Apprentice Combos
Strategy
Tips and Tricks
- Zero can activate Sougenmu and then tag out to pause the timer and keep the shadow clone on his assists. This is particularly useful with his projectile assist.
- Calling an assist and teleporting through your opponent is as effective as ever with Zero. Now, you can include his Raikousen into this tactic as an alternate way of getting behind your opponent.
- The recovery on Sougenmu is pretty quick, so you can DHC a mistimed super into this to keep the team safe and let Zero start some offense.
- You can charge the Zero Blaster with any attack. While charging, you can switch buttons. For instance, while holding Light, start holding Heavy and then release Light. You'll still be charging the blaster.
- While Zero doesn't have any ground moves that hit overhead, jumping with an instant air-dash followed by air
is super-fast, an easy hit-confirm into massive combos and will cross-up if you know your spacing. The cross-up version is particularly useful when coupled with assists (especially low-hitting ones) as it makes it really hard for the opponent to block and as such is often a great way to start a round.
- Zero's crouching
is a great normal. The startup leaves a bit to be desired, but it does more damage than his standing
and has insane priority. This is the move that annoys everyone in footsies because Zero can just throw it out and win most poke wars, following up with standing
for a mad easy hit-confirm into massive combos. Because these normals are so good, it's generally the prevalent consensus for players who like to keep a mega buster charge to use the
button to do so.