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{{SVC Character Subnav|name=Rockman Zero}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
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| '''Crouching Hitbox''' || Tiny | | '''Crouching Hitbox''' || Tiny | ||
|- | |- | ||
| '''Defense Modifier''' || 255 | |||
|- | |||
| '''Wall Jump''' || Yes | |||
|} | |} | ||
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'''How to select Rockman Zero (Outside of Super Plus)''' | '''How to select Rockman Zero (Outside of Super Plus)''' | ||
* You want to play as Zero? On the character select screen, do these inputs '''before the timer reaches 10:''' | * You want to play as Zero? On the character select screen, do these inputs '''before the timer reaches 10:''' | ||
:* (While holding start) Up, Right(2x), Left(2x), Down, Up(3x), | :* (While holding start) Up, Right(2x), Left(2x), Down, Up(3x), Right, and select Zero with a button | ||
::*'''Numpad notation:''' 8664428886 | |||
* Console Method: Hold R1/RT above Ryu | * Console Method: Hold R1/RT above Ryu | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* Very fast | * '''Very fast:''' Zero is not the fastest character in the game, but his fast walk, dash, and jump speeds all make moving around incredibly easy for him and reposition himself. He's fast enough to contend with even the likes of Shin Akuma and Orochi Iori. Add to that his huge jumps and wall jumps and he's very difficult to pin down. | ||
* Moves have near instant startup | * '''Moves have near instant startup:''' Several attacks have startup as low as 2F, or very close to it. His special moves are also quite fast themselves, making it easy for him to constantly pester the opponent or play aggressively. The cherry on top is that many of his attacks are safe and difficult to punish with front step, if at all. | ||
* '''Small hitbox:''' His standing hitbox is a little taller than standing Choi, but the same height as Athena. While this does not make him the shortest in the game, it's still enough to duck under quite a few attacks by just standing and is a little harder to hit in neutral thanks to it. | |||
* '''Can slide under projectiles and punish them:''' Fast startup attacks, great mobility and he has a sliding command normal that makes actually zoning against him dangerous. Without a ground projectile, if he doesn't otherwise walk right under a projectile, he can easily slide past it and punish anyone attempting to zone him out. | |||
* Small hitbox | * '''Infinite and 100% combos, even outside of Max Mode:''' If you have the execution for it, he can melt your lifebar with proper setups and under the right conditions, guarantee a kill off of one combo. His infinite combo also works as an air-to-air juggle starter, making one bad jump against him enough to end the whole round. Do keep in mind that his infinite is just one reason Zero is broken, and in comparison to everything else isn't the best part of his kit. | ||
* Can slide under projectiles and punish them | * '''Can OTG after combos:''' Free damage, and it's a quick OTG, too. Scoring knockdowns with him is easy so you get to use it a lot. | ||
* | * '''Cyber-Elf summons lead to very elaborate setups:''' He has several cyber-elves from the Mega Man Zero series to utilize with different uses, from firing a projectile, to transforming the opponent, among other uses. Every single one of them is useful and can give him extremely strong control of neutral, albeit a bit situational depending on the matchup. | ||
* Can OTG after combos | * '''Unblockable Exceed which buffs him afterwards:''' As if being amazing by default wasn't enough, his Exceed is unblockable, travels along the ground, can be used as a meaty setup, heals him, damage and defense boost, and significantly speeds him up. In other words, he becomes even more broken. | ||
* Cyber-Elf summons lead to very elaborate setups | * '''Has everything in this game:''' Setplay, corner traps, frame traps, anti-airs, unjumpable setups, unblockable setups, zoning, rushdown, projectiles, fast buttons, tools for both offense and defense, good combos, an infinite, solid supers, if you can think it, chances are Zero has it and is also very good at it. The only other character to match his level is Geese, who himself is broken, and arguably Shin Akuma. | ||
* Unblockable Exceed which buffs him afterwards | * '''Has a warning message against any boss character:''' This game may have been a contractual obligation, but SNK refused to let the fanservice slide and this one's no exception. A small but notable cherry on top to make some matchups feel more epic. | ||
* Has a warning message against any boss character | |||
| cons= | | cons= | ||
* | * '''Tied lowest health and damage:''' Zero isn't a glass cannon, but tied with others for the highest defense modifier in the game, thus mistakes are more costly for him and playing neutral with Zero doesn't yield much results, either. Even his normal BnB combos don't do much damage. This can make keeping up the momentum with him pretty difficult if the opponent can escape his setplay attempts. | ||
* '''Can only summon Cyber-Elves 3 times per match:''' With the exception of the pufferfish cyber-elf, Zero can only summon 3 cyber-elves for the entire match. This makes it impossible to use all 4 in a single match, and more importantly, makes any use of the elves extremely costly especially if you fail an attempt to utilize them. While he does not rely entirely off of them, Zero still gets massive setplay benefits from summoning them when used right. | |||
* '''Projectile does zero chip damage:''' Pun intended. But jokes aside, his main projectile, the lemon pellet or 236P, is not a projectile you use to attack with. It's a utility move and attempting to chip the opponent from far away will do nothing, putting aside its already low damage. | |||
* Can only summon Cyber-Elves 3 times per match | * '''Exceed does weak damage:''' Even though everything else about the Exceed is amazing, chances are it'll only scratch the opponent in terms of its own damage and won't kill them unless you deliberately wait to use it. But by that point, you also throw away his buffs. | ||
* Projectile does zero chip damage | * '''Exceed also hardly lasts:''' If you land Zero's Exceed, you better make full use of his buffs immediately as you only get several seconds worth of time to use them. For skilled Zero players this isn't too much of an issue, but newer Zero players will more often than not barely utilize the potency of his buffs simply due to how quickly they go away. | ||
* Exceed does weak damage | * '''Relies massively on setplay:''' If you're not doing setplay with Zero, you're not utilizing him to the fullest. To compensate for his lackluster damage and limitations with his cyber-elves, Zero has to get incredibly creative with the countless ways he can keep the opponent locked down. This also means knowing, labbing, and mastering all his options available to him as well as extensive game knowledge to use said setplay well. | ||
* If you don't have the execution for him, he's hardly threatening no matter what you do | * '''Hardest character to play in the game:''' Sure, you could just rely solely on his infinite, but how often will you get those chances to actually setup the infinite combo? How consistent with the infinite are you? Zero expects you know the whole game off the back of your hand for him to get the most results as he has so much more to offer than just his one infinite combo. You will make zero results with him without extensive practice. | ||
* If you do, you will lose friends | * '''If you don't have the execution for him, he's hardly threatening no matter what you do:''' Sure, he's obnoxiously fast and can constantly pester you, but he'll consistently fall behind in terms of damage output and landing punishes if you just try to play him as a standard character. All of his broken tools hardly mean anything when they're not used in conjunction with each other, ultimately making him feel incredibly lackluster without the game mastery to back it up. In addition, the matchups he should be dominating become much easier for the opponent to deal with. | ||
* '''If you do, you will lose friends:''' A strong Zero pretty much never gives the opponent any chance to play the game because of his iron tight grip on neutral. | |||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |Startup=3 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=7 | |Startup=7 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
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|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
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|Cancel= | |Cancel= | ||
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|Damage= | |Damage= | ||
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|Stun= | |||
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|Cancel= | |Cancel= | ||
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|Damage= | |Damage= | ||
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|Guard=Mid | |Guard=Mid | ||
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|Stun= | |||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
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|Guard=Low | |Guard=Low | ||
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|Damage= | |Damage= | ||
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|Startup=9 | |Startup=9 |
Latest revision as of 17:08, 4 June 2024
ロックマンゼロ, Rockman Zero | |
---|---|
Difficulty | Difficult |
Max Mode Needed? | Much stronger with it |
Tier Placement | God Tier (SS) |
Standing Hitbox | Short |
Crouching Hitbox | Tiny |
Defense Modifier | 255 |
Wall Jump | Yes |
Introduction
Rockman Zero, or just Zero, is the iteration of Zero that stars in the GBA series of the same name, canonically after the Mega Man X series developed by Capcom. Making his official fighting game debut in SVC, Zero has went on, time and time again, to prove that he's always going to be a top tier and his top tier privilege all started here. With an infinite, crazy good setplay, a huge variety of tools, extremely good frame data, fantastic mobility, buttons for days, a great Exceed, hugely damaging combos, a small frame, among so many other aspects that his flaws are basically trivial. Whatever SNK was doing, they really outdid themselves with how good they made Zero here. Do keep in mind, however, that without automatically relying entirely on his infinite, that Zero is the hardest character to play in the game with the amount of knowledge you need on matchups, setplay, how to best utilize everything he has on offer, and so forth. It's all worth the grind, though.
How to select Rockman Zero (Outside of Super Plus)
- You want to play as Zero? On the character select screen, do these inputs before the timer reaches 10:
- (While holding start) Up, Right(2x), Left(2x), Down, Up(3x), Right, and select Zero with a button
- Numpad notation: 8664428886
- Console Method: Hold R1/RT above Ryu
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 7 | 14 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 11 | 19 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 17 | 28 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 9 | 15 | 29 | -4 | -6 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3 | 9 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 11 | 19 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 2 | 25 | 33 | -7 | -9 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 5 | 14 | 26 | +1 | -1 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 2 | 4 | 5 | 11 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 4 | 4 | 11 | 19 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3, 7 | 22 | 36 | -12 | -14 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 6 | 15 | 25 | SKD | -3 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | [2, (1),]x4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 11 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 4 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
'Important note regarding Zero's cyber elves: You can use Zero's Cyber-Elves only 3 times in the whole match. You can have only one Cyber-Elf in the screen. If you summon a cyber elf while one is already active, the previous one will disappear.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Air | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Air | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Varies | Varies | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(3x10)+38 | 0, 3, 38 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(3x10)+38 | 0, 3, 38 | Low | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+36 | 0, 36 | Unblockable | 0 | 0 | 0 | X | 4+17 | Varies (~35 up to roughly 63) | 8 (after Active ends) | 29+Active | HKD (+3) | X | Full invul only if Exceed connects | |
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Strategy
Basic Strategy
Zero's gameplan
Yeah, Zero is a technical character. If you want to play him just to do infinites, all right, be cheap, that's in Zero's rules. But if you really want to learn him(Or don't like infinites), get ready, you'll need to think while playing. Zero has many anti-air moves in his arsenal, so you'll need to know when you'll use each of them(For example: his b+B can be better against neutral jumps, and his one of the best against diagonal jump-ins). You can do an air fireball just to make the jumpers wary of it(But don't abuse it). His combos(Without considering his infinites) won't do that much damage(Outside of Max Mode) when compared to other combos(Not infinites), but you can still do some damage(Most of his normal combos cannot do more than one bar, but they are good anyway). His Supers are his source of damage, and can be used only with strategy(Or in combos), so use them when you need. His Exceed will help him in his game too, and the best way to use it is as a meaty(You'll do some more damage to your opponent, and even boost Zero's stats, just remember you can only do it once). Other good things in Zero's arsenal are the Cyber-Elves, if you know how they work, Zero can be almost invincible! Zero's combo potential in Max Mode is impressive as well.
Advanced Strategy
Zero's Resets
Zero can do resets like any other character with moves with juggle propeties. His charging Buster Shot can juggle your opponent, leading to more damage in some combos.
Try something like this:
(Corner only) Charge qcf+C, cr.B(2-3x)/cl.D, (Fire the shot, and while your opponent is in the air) f.D, (While your opponent is in the ground) QCF, HCB+D
That's the reset combo. The cr.B/cl.D are just good options: cr.B for a low starter, and cl.D for more damage. (Note: You can't use the cl./cr.C because you'll be charging the button.)
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(f~hcf P, j.X,) cr.B x1-2, cr.A, qcb P x3, (OTG df.B, meaty Exceed) | TBA | TBA | TBA | TBA | Good combo with a low starter. Nothing very special in this combo, except for the very low damage. You can use this combo as one of his BnBs. If you want more damage, you can do a cr./cl.C, or even his cl.D. Note about the optional things: It should be better to know how to use them in combos, like for example: the f, HCF+P is better when your opponent is stunned, and the OTG + Meaty Exceed can be useless if your opponent does a recovery roll. You'll need to know these variants to do more damage in Zero's combos. |
(f~hcf P, j.X,) cr.B x1-3, qcb~hcf K (Corner only - OTG df.B, meaty Exceed) | TBA | TBA | TBA | TBA | A variation of the above, but with more damage. The Super used will not change the combo. |
(Corner only, anti-air jumping opponent) j.dp B xN | TBA | TBA | TBA | TBA | This is Zero's infinite. The timing of the attacks can be hard; you'll need to jump almost every time. There are video references you can use as well. |
(Both players in opposite corners) Charge qcf C, qcf x2 P | TBA | TBA | TBA | TBA | Long range combo. Really good and easy to do, but hard to land in a real match. Learn if you want. |
[b]~f D, cross-up j.C, cr.B x1-2, qcb P / qcf A, (Cyber-Elf hit) | TBA | TBA | TBA | TBA | A setup for the running Cyber-Elf. Really good to use as a wakeup mixup, or even while they're stunned. You'll have 3 chances to use this combo, so don't even try to mess the combo up. |
[CD grab, walk a little forward, OTG df.B, walk a little forward,]xN | TBA | TBA | TBA | TBA | NOT a real infinite. Another one of Zero's infinite loops, but much easier than the air DP one. The hits connect with each other, but your opponent can still escape from the combo. If your opponent doesn't know how to throw escape - and they will, you won the match. The best way to land this infinite is after a GCFS if they somehow don't know how to throw escape. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) cr./cl.A/cl.B, [(C)qcb P x2, (C)hcf B,]x2, (SC)qcf x2 P | TBA | TBA | TBA | TBA | A combo to practice. You can't add the other optional things because the Super will send your opponent far away, albeit possible in the corner. The Light attacks are better in this combo due to the "push" your opponent will get as opposed to Heavy attacks. The combo will work better with a jumping crossup. The Supercancel in the last part isn't that hard, just do another QCF and press a punch. The HCF after the input will help you with it. For the version used on the QCB+P, the combo will work with any of them, but it was easier with the C version. You'll have more time to cancel the move, because it's slower, and will combo anyway. |