Tatsunoko vs Capcom: Ultimate All Stars/Zero

From SuperCombo Wiki

Introduction

Zero is here to dominate the Meta once again

Strengths Weaknesses
  • Has a run instead of a dash
  • Extremely annoying zoning
  • Divekick has a very wide hitbox, can turn ambiguous real fast
  • Extremely strong combos
  • Supers are situational but all exceptional
  • Command Teleport
  • Fast annoying jab with big annoying hitbox
  • Health isn't terrible but a bit on the low side
  • lol
TVC Zero Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 2 - - 750 - Very fast jab with a large and high hitbox, but can not be rapid fire cancelled. 3C -> Ryuenjin -> 5A is totally viable
5 3 - - 650 Low Even faster low, once again not rapid fire cancellable.
8 - - - 1140 - Quick swipe with his saber, it's decent enough
7 - - - 1200 Low Decent range low
13 - - - 2137 - Hits 3 times, useful for helping to buffer a buster charge
15 - - - 2400 Low/Hard Knockdown Somehow this is a sweep, but okay.
15 - - - 2400 Launcher Can be used as an anti-air
15 - - - 2565 - Also hits three times, if opponent is high enough you can link 5A from this.
5 - - 800 - Overhead Zero does a little baby kick, it's fast but okay
8 - - 1200 - Overhead Zero does a quick swipe, useful in combos and neutral/
16 - - - - Overhead/Forced Roll Zero does his own version of pizza cutter. On block it hits four times. He has an alternate version via j.2C

Universal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 11 - - - - -
Crossover Counter 20 - - - - -
Throw 1 - - - 5200 -
Back Throw 1 - - - 5200 -
Air Throw 1 - - - 6000 -
Air Back Throw 1 - - - 6000 -

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 - - - - - Insanely fast DP, does DP things. Good punish, AA, and combo ender. Useable in Air
11/16/36 - - - - Projectile Zero shoots out his projectile.
  • A Version is fast
  • B is faster
  • C is slowest but you get two projectiles instead of one.

- - - - - Teleport Zero dashes across the screen, can be cancelled with buster.
  • A does a small dash
  • B dashes 3/4th screen
  • C dashes upward to the air
    Useable in air
- - - - - Projectile Zero charges his buster. Much like Marvel you can switch which button charges, but you have about 2 frames to switch buttons before zero lets go.
- - - - - Overhead Zero stops his momentum and dives down to the ground.
  • A is a fake out, Zero begins the animation, then just stops
  • B is a standard Dive kick
  • C has a slightly longer delay, but moves Zero horizontally forward a bit more.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
21+33 - - - - OTG Zero punches the ground and rainbow lasers fill the screen. On block you will get pushed full screen. However if Zero does this in front of you can easily cross him up and punish or if you're feeling yourself you can literally push zero out of the way and punish. Hits OTG

16 + 0 - - - - Install Zero summons a shadow clone which enhances his attacks
  • Ryuenjin attacks twice
  • Hadangeki shoots out two projectiles
  • Charge Shot shoots twice
  • Sentsuizan dives twice
16 + 4 - - - - Invincibility Zero stops time and hurts you. Does very good damage, great punish. 'Useable on giants

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Capcom Characters
Alex
Batsu Ichimonji
Chun-Li
Frank West
Kaijin No Soki
Megaman Volnutt
Morrigan Aensland
Roll
Ryu
Saki Omokane
Viewtiful Joe
Zero
Tatsunoko Characters
Casshan
Doronjo
Ippatsuman
Joe the Condor
Jun the Swan
Karas
Ken the Eagle
Polimar
Tekkaman
Tekkaman Blade
Yatterman-1
Yatterman-2
Giants
Gold Lightan
PTX-40A