UMVC3/Zero: Difference between revisions

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(→‎Normal Moves: Replaces old attack data templates with new ones, and changed to mostly use numpad notation.)
(→‎Throws: Replaced old move templates with new ones, and changed to mostly use numpad notation.)
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=== Throws ===
=== Throws ===


{{UMvC3MoveListRow2.0
{{MoveData
|photo=[[File:ZeroFthrow.jpg|200px]]
|image=ZeroFthrow.jpg
Forward
|caption=Forward
 
[[File:UMvC3ZeroBthrow.jpg|200px]]
Back
|name=Ground Throw
|name=Ground Throw
|command= (near opponent) {{f}} / {{b}} + {{h}}
|input=(near opponent) 4/6H
|damage=80,000
|data=
|guard={{throw}}
{{AttackData-UMVC3
|startup=1
|damage=80,000
|active=1
|guard={{throw}}
|recovery=-
|startup=1
|hit=<nowiki>-</nowiki>
|active=1
|block=<nowiki>-</nowiki>
|recovery=-
|properties={{hardknockdown}}  
|onhit=-
|notes=
|onblock=-
|properties={{hardknockdown}}
|description=
}}
}}
{{MoveData
|image=UMvC3ZeroBthrow.jpg
|caption=Back
}}
}}
{{UMvC3MoveListRow2.0
|photo=[[File:UMvC3ZeroFairthrow.jpg|200px]]
Forward


[[File:UMvC3ZeroBairthrow.jpg|200px]]
{{MoveData
Back
|image=UMvC3ZeroFairthrow.jpg
|caption=Forward
|name=Air Throw
|name=Air Throw
|command=(near opponent) In air, {{f}} / {{b}} + {{h}}
|input=(near opponent) j.4/6H
|damage=80,000
|data=
|guard={{airthrow}}
{{AttackData-UMVC3
|startup=1
|damage=80,000
|active=1
|guard={{airthrow}}
|recovery=-
|startup=1
|hit=<nowiki>-</nowiki>
|active=1
|block=<nowiki>-</nowiki>
|recovery=-
|properties={{hardknockdown}}
|onhit=-
|notes=   
|onblock=-
|properties={{hardknockdown}}
|description=
  }}
}}
{{MoveData
|image=UMvC3ZeroBairthrow.jpg
|caption=Back
}}
}}



Revision as of 22:56, 17 April 2021

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Zero

Umvc3 zero face.jpg

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

Zero colors.jpg

Players to Watch

EMP|Flocker, Cloud805, Killer Kai, Flux, Windzero, Mihe, Marn, Bubblan

Character Vitals

CHARACTER DATA
Health:
830k.jpg
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
40.0 %
60.0 %
X-Factor Speed Boost:
20.0 %
30.0 %
40.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
30 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %

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

Zero/X-23/Dante
Deadpool/Zero hard tags

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Ryuenjin H.png
Direct.png Tiltup.png
102,300
Strk.png
Rekkoha
Beta2.png Hadangeki M.png
Shot.png Front.png
70,000
Proj.png
Rekkoha
Gamma2.png Shippuga
Direct.png Front.png
30,000 X 3
(81,200)
Rekkoha

Normal Moves

Standing Normals

5L
UMvC3Zero5L.jpg
HOO
Damage Startup Active Recovery
35,000 5 3 12
On Hit On Block Guard Properties
-1 -3 - -

Zero does a quick swipe with his saber.

5M
UMvC3Zero5M.jpg
HA
Damage Startup Active Recovery
53,000 7 3 19
On Hit On Block Guard Properties
-4 -5 - -

Zero does a horizontal slice. Moves him forward slightly.

5H
UMvC3Zero5H.jpg
HOO
Damage Startup Active Recovery
64,200 11 10 16
On Hit On Block Guard Properties
+1 0 - -

Zero grabs his saber with both hands and slashes down. Moves Zero forward a fair bit just before the attack.

5S
UMvC3ZeroS.jpg
Damage Startup Active Recovery
80,000 9 5 22
On Hit On Block Guard Properties
- -5 - Launch.png Nocancel.png

Zero slashes upward. Fairly standard launcher.

Crouching Normals

2L
UMvC3Zero2L.jpg
Damage Startup Active Recovery
30,000 4 2 11
On Hit On Block Guard Properties
0 -1 Low.png -

Zero does a low kick.

2M
UMvC3Zero2M.jpg
Damage Startup Active Recovery
56,000 8 3 20
On Hit On Block Guard Properties
-5 -6 Low.png -

Zero slashes low to the ground.

2H
UMvC3Zero2H.jpg
Damage Startup Active Recovery
70,000 13 5 18
On Hit On Block Guard Properties
- -1 - Sweep.png

Zero spins forward with his saber.

Jumping Normals

j.L
UMvC3ZerojL.jpg
Damage Startup Active Recovery
33,000 5 3 12
On Hit On Block Guard Properties
- - High.png -

Zero kicks out into the air.

j.M
UMvC3ZerojM.jpg
Damage Startup Active Recovery
55,000 5 3 19
On Hit On Block Guard Properties
- - High.png -

Zero slashes diagonally downwards in front of him.

j.H
UMvC3ZerojH.jpg
Damage Startup Active Recovery
64,200 10 18 15
On Hit On Block Guard Properties
- - High.png Nocancel.png except S

Zero spins clockwise with his saber.

j.S
UMvC3ZerojS.jpg
Damage Startup Active Recovery
75,000 13 9 17
On Hit On Block Guard Properties
- - High.png Aircombofinisher.png

Zero slashes forward in air. Standard air combo finisher.

Command Normals

Shippuga
Hurricane Fang
6H
UMvC3Zero6H.jpg
Damage Startup Active Recovery
77,100 14 7 17
On Hit On Block Guard Properties
+5 +4 - -

Zero dashes forward while swinging his saber.

Kuenzan
Air Circling Slash
j.2H
UMvC3Zeroj2H.jpg
Damage Startup Active Recovery
64,200 9 18 9
On Hit On Block Guard Properties
- - High.png Nocancel.png except S

Zero spins counterclockwise with his saber. You cannot chain into this normal from other air normals, you'll just get jumping H.png instead.

Throws

Ground Throw
(near opponent) 4/6H
ZeroFthrow.jpg
Forward
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw.png Hardknockdown.png
UMvC3ZeroBthrow.jpg
Back
Air Throw
(near opponent) j.4/6H
UMvC3ZeroFairthrow.jpg
Forward
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow.png Hardknockdown.png
UMvC3ZeroBairthrow.jpg
Back

Special Moves

Hadangeki
Qcf.png + Atk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3Zero236LM.jpg
L.png / M.png

UMvC3Zero236H.jpg
H.png

L.png 70,000 - 17 - 25 -2 -2 Proj.png
Each projectile has 2 Low.png priority durability points
M.png 70,000 - 8 - 34 -7 -8
H.png 55,000 x 2 - 13 - 34 -7 -8
Zero's projectile. The L.png and M.png versions are have very similar animations, but the M.png projectile travels much faster. While the L.png version technically has less recovery than M.png, it also has more startup, so they end up being about the same speed. The H.png version instead has higher startup and recovery, as well as a slower projectile than M.png, but in return it gains higher damage, an additional hit, and higher priority.
Ryuenjin
Dp.png + Atk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3Zero623X.jpg L.png 70,000 - 5 9 24 -10 -11 Strk.png
M.png 30,000 X 3

(81,200)0

- 5 25 21 -7 -6
H.png 25,000 X 5

(102,300)

- 5 25 21 -7 -16
Zero's DP.
Raikousen
In air, Dp.png + Atk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3Zeroj623X.jpg L.png 25,000 X 5

(102,300)

- 30 15 8/until grounded +20 +17 Stagger.png Truesoftknockdown.png against
airborne opponents
M.png 25,000 X 5

(102,300)

- 30 15 8/until grounded +5 +4
H.png 25,000 X 5

(102,300)

- 30 15 8/until grounded +5 -15
Zero's legendary lightning attack. Zero pauses for a moment, then charges in a direction, followed by a trail of lightning completely covering the distance he traveled. L.png version goes diagonally downwards, M.png version goes straight forward, and H.png version goes diagonally upwards.
Sentsuizan
In air, Qcf.png + Atk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3Zeroj236X.jpg L.png - - 1 - 15 - -- Otg.png Aircombofinisher.png
M.png 60,000 - 13 until grounded 10 +9 +8
H.png 80,000 - 18 until grounded 10 +9 +8
Zero's divekick. The L.png version is just a fake out, and the M.png and H.png versions make for a fairly standard divekick, with M.png going at a steeper angle, while H.png has a wider angle and a bit more delay. An important part of this move is its Otg.png property, which, when combined with level 3 buster, makes up a big part of Zero's combo game, allowing him to pick up an opponent after an Aircombofinisher.png or Hardknockdown.png without any help and go into his most devastating combos.
Hienkyaku
Qcb.png + Atk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3Zero214X.jpg L.png - - 5 - 25 - --
M.png - 5 35
H.png - 5 22
The grounded version of Zero's pseudo teleport dash. The L.png and M.png versions both travel along the ground, but the L.png version is much shorter. The H.png version goes upwards, but very slightly diagonally, just enough to cross over the opponent, followed by him dropping straight down. Zero can do any attack during this fall and can even air dash or call assists. All versions can steal the corner from the opponent, but no version has any invulnerablity whatsoever.
Air Hienkyaku
In air, Qcb.png + Atk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3Zeroj214X.jpg L.png - - - - - - --
M.png - 6 20
H.png - 6 21
The aerial version of Zero's pseudo teleport dash. The L.png version goes straight down giving Zero what is basically a fast fall. The M.png version goes straight forward and can steal the corner from the opponent. The H.png version goes diagonally upwards at the same angle as the grounded H.png version, and can also steal the corner from the opponent. Zero can also act after completing the M.png or H.png version dashes. Like the grounded version, these also have no invulnerability.
Hyper Zero Blaster
Hold Atk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3ZeroBusterLevel1.jpg
Level 1

UMvC3ZeroBusterLevel2.jpg
Level 2 UMvC3ZeroBusterLevel3.jpg
Level 3

L.png 40,000 - 5 - 23 -6 -7 Level 1 requires 30 frames of charging, 2 Low.png priority durability points.

Level 2 requires 70 frames, 4 Low.png priority durability points.


Level 3 requires 150 frames, Truesoftknockdown.png, can Cancel.png from any special move, beam durability

M.png 70,000 - 5 23, air 15 -4 -5
H.png 108,300 - 5 23, air 15 +2
Zero's Buster shot. Holding down any button (except S.png) will start charging the Buster and has three levels (see properties for exact times for each level). To use it, release all held buttons. You can switch the button being held and keep your charge - for example, if you start your charge by holding L.png, but switch to holding H.png, Zero won't fire the Buster. You can also still attack while charging.

Level 1 Buster shot. Small, slow, and low durability.


Level 2 Buster shot. A bit bigger and faster, and doesn't take too long to get. Slightly higher durability than level 1.


Level 3 Buster shot. An extremely useful tool, as Zero can cancel into it from any special for free, so long as he has the level 3 shot available. It's also quite fast, and has high durability, so it will not only erase most other projectiles, it'll keep going and most likely hit the opponent out of whatever they tried to do. The lower air recovery also means that you can perform some sneaky tricks with it, most notably cancelling specials with level 3 Buster, and then following up with another special.

Hyper Moves

Rekkoha
Qcf.png + Atk.pngAtk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3ZeroRekkohaFlash.jpg

UMvC3ZeroRekkoha1.jpg UMvC3ZeroRekkoha2.jpg

15,000 X 30 (269,300) - 16+10 80 29 +1 -14 Otg.png Proj.png Strk.png on final hit
After the super flash, Zero plants his hand on the ground, then rainbow colored lasers shoot down directly in front of Zero after a short delay. The lasers cover the entire area vertically. Can technically Otg.png but the delay means that it has some rather strict timing.
Sougenmu
Qcb.png + Atk.pngAtk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3ZeroSougenmuFlash.jpg

UMvC3ZeroSougenmu.jpg

- 10+1 1 -
Creates a clone of Zero that duplicates all actions after 16 frames. Lasts 300 frames/5 seconds. Zero does not gain meter while Sougenmu is active. Using any other Hyper immediately ends Sougenmu.
Genmu Zero
Dp.png + Atk.pngAtk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
UMvC3ZeroGenmuZeroFlash.jpg

UMvC3ZeroGenmuZero.jpg

350,000 - 10+1 57 - Proj.png Hardknockdown.png
100 High.png durability points.
Level 3 Hyper. Invincible frames 1-24.

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 H.png 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 H.png has the Nocancel.png property. This means that during an air combo, if you use air H.png, 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 Nocancel.png is S.png - 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/

Game Navigation

General
Controls
System
Strategy
HUD
Glossary
FAQ
Framedata
Archived Information
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Akuma
Amaterasu
Arthur
C. Viper
Chris
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Felicia
Firebrand
Frank West
Haggar
Hsien-Ko
Jill
Morrigan
Nemesis T-Type
Phoenix Wright
Ryu
Spencer
Strider Hiryu
Trish
Tron
Vergil
Viewtiful Joe
Wesker
Zero
Marvel Characters
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Deadpool
Doctor Doom
Doctor Strange
Dormammu
Ghost Rider
Hawkeye
Hulk
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Iron Man
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