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SvC Chaos: SNK Vs Capcom/Rockman Zero

From SuperCombo Wiki
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

Introduction

Zerofacesvc.png

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.

Pros Cons
  • Very fast
  • Moves have near instant startup
  • Has everything in this game
  • Huge jumps and has wall jumps
  • Small hitbox (Standing hitbox is a little taller than standing Choi, but the same height as Athena)
  • Can slide under projectiles and punish them
  • Infinites and 100% combos, even outside of Max Mode
  • Can OTG after combos
  • Cyber-Elf summons lead to very elaborate setups
  • Unblockable Exceed which buffs him afterwards
  • Has a warning message against any boss character
  • Hardest character to play in the game (without immediately relying on infinite)
  • Relies massively on setplay
  • Low health and damage
  • Can only summon Cyber-Elves 3 times per match
  • Projectile does zero chip damage (pun intended)
  • Exceed does weak damage
  • If you don't have the execution for him, he's hardly threatening no matter what you do
  • If you do, you will lose friends

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
  • Console Method: Hold R1/RT above Ryu

Moves List

Normal Moves

Close Normals

cl.A
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 -
  • Has the same properties as the far version, but Zero does a punch. Good to begin Light Attack chains.

cl.B
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 -
  • The Far and the Close versions are the same. Zero does a stab with his Triple Rod, which despite the name, is a spear that hits only once. Can be normal canceled.

cl.C
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 -
  • A punch. Can be canceled, and it's a little good in combos, though cl.D is arguably better.

cl.D
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 -
  • A simple knee. Better than the cl.HP above. Can be normal canceled, and only that.

Far Normals

st.A
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 -
  • A slash with the Z-Sword. Can be chained into itself, can be normal canceled, and can even chain into other moves.

st.B
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 -
  • The Far and the Close versions are the same. Zero does a stab with his Triple Rod, which despite the name, is a spear that hits only once. Can be normal canceled.

st.C
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 -
  • Zero's longest poke. Very fast, almost safe on block if you hit with the tip of the slash, but cannot be normal canceled.

st.D
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 -
  • Another move to use as a poke. Like the move above, cannot be normal canceled, but Zero will move a little forward while he performs the kick.

Crouch Normals

cr.A
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 -
  • A very fast punch that's nice to use in Light Attack chains. It can be chained into itself up to 4 times (at least against Ryu). Can be normal canceled.

cr.B
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 -
  • A low hitting kick. It can be chained into itself (2-4 hits chained into each other for a combo), can be chained with other Light normals, and can be normal canceled.

cr.C
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 -
  • An anti-air. Very fast, and can be normal canceled.

cr.D
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 -
  • A stab with Zero's Triple Rod. It knocks down, and can be greatly used as a fast, long-reaching low poke.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 4 - - - - -
  • Neutral/Diagonal Jumping Attack
  • The Diagonal and the Neutral versions are the same. One of Zero's best normal air-to-air moves. It has one of the best horizontal range of his air normals, and use only like an air-to-air, it won't help Zero on his combos.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 8 - - - - -
  • Neutral Jumping Attack
  • A stab with the Triple Rod, and has the same reach as the j.LP. Nothing new with this move.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 8 - - - - -
  • Diagonal Jumping Attack
  • A stab aiming down with the Triple Rod, but only does one hit. Can be used as a jump-in.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 [2, (1),]x4 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Can potentially hit twice as it crosses up, but difficult to pull off
  • The Diagonal and the Neutral versions are the same. Zero's best jumping normal if you like crossup combos(It's like Choi's j.HP, including the fact that you can hardly combo if the normal does only one hit). It's the best jumping attack to use in neutral jump combos too.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 11 3 - - - - -
  • Neutral Jumping Attack
  • The air normal with the best reach. Use it only for air-to-air purposes. It's very hard to combo with it too.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 9 4 - - - - -
  • Diagonal Jumping Attack
  • A stab aiming down with the Triple Rod. It's like j.B, but better.

Command Moves

Jump Kahou Zuki

  • d+LK (In the air only) - This move is like... Chun-Li's d+LK in this game? I mean, it has even the bounce property... I don't know if you can use this in the match, because Zero has better air options. You can do any air move after Zero bounces too.

Jouhou Zuki

  • b+LK - Another move with the Triple Rod(You already know). It can be mostly used as an anti-air, or to hit tall characters. Watch out for the angle of the move, it can whiff against some jump-ins from your opponent(It can be better used against neutral jump-ins).

3-Dan Zuki

  • f+LK(3x) - This is a 3-hit move with the Triple Rod. Can be used on combos to get a distance from your opponent. The first hit can be normal canceled(And can combo into the "Sliding" move in MAXIMUM Mode in any hit).

Naname Shitazuki

  • df+LK - This move isn't that useful. For normal combos, it lacks reach. But it can hit as an OTG(On/Off the ground), which can give one more hit for your combos(If your opponent hasn't do a recovery roll, I mean). Use this if you're doing combos in the corner.

Sliding

  • df+HK - It's like a normal slide, but really fast. You can easily do an OTG after this move(Zero will be very near from the opponent). This move can pass under "floating" projectiles too.

Special Moves

Buster Shot

  • QCF+LP (In the ground or in the air) - Zero fires one bullet with his Z-Buster. It can be small, but it can be dangerous, because it can be used in the air(It's mainly used in the air to stop jumpers, like Demitri's air fireball). It can be pretty spammable from far away too, because it has good recovery(But watch out for some characters that can punish it). It doesn't do any damage if blocked too.

Charge Shot

  • QCF+HP (In the ground or in the air) - After the input, Zero will begin his charging animation(I think it has a green/blue color). After some time(2-3 seconds), Zero's charge color will be yellow, and after you release the HP button, Zero will fire a more damaging Buster Shot. Zero can freely move and attack while he's charging. Oh, and you can juggle your opponent with this move too(Which is a little good). It will do damage if blocked, unlike the normal version. It can defeat some Super projectiles too. (Notes about Zero's charging moves: While you're charging a move, you can't charge another move, and if Zero is hit while he's charging, he will lose the charge. If you release the button while his charging animation is green/blue, nothing will come out, and Zero will lose the charge.)

Zed Saber

  • HCF+LK (In the ground or in the air) - This move is very different while done in the ground or in the air. While on ground, Zero will do a slash with his Z-Saber, and won't even knockdown your opponent, but it can be MAX canceled into almost anything Zero has, which can lead you to some good combos. While used in the air, this move will do a hard knockdown on your opponent(No matter where he/she is), and will hit as an overhead move(Unlike most air Command/Special moves).

Charge Zed Saber

  • HCF+HK (In the ground or in the air) - Like the Buster Shot, this move can be charged too. After you release the HK button, Zero will do a slash with his Z-Saber, but what his your opponent is that wave that comes out of it. The wave can negate normal projectiles too, and like the Buster Shot, this move will put your opponent in a juggle state. Strangely enough, this move can be normal canceled into part of Zero's arsenal. In the air, it's the same thing. It's said that this move(And the normal version) has some autoguard frames, but I'm not sure about that.

Triple Saber

  • QCB+P (3x) - This move is used(And must be used) on combos only. The damage isn't something incredible, but it still helps. HP version will make him do his slash animations for a longer time(Which helps on MAXIMUM Mode combos, because you'll have more time to cancel the hits). Any hit can be MAX canceled too.

Shield Boomerang

  • QCB+K - This move isn't that useful. It can hit your opponent, but not an standing one. More used as an anti-air move(A little risky, but you can try anyway) or to negate normal/Super projectiles.

Triple Rod

  • DP+LK (In the ground or in the air) - Zero will start slashing with his Triple Rod, but it will do more than 3 hits this time(8 hits on the ground, now in the air... Up to 10 hits). There are some interesting features about the ground and the air versions. What? Am I hearding thigs? Somebody said "Infinites" in my ear... Strange.

Charge Triple Rod

  • DP+HK (In the ground or in the air) - Nothing special. It will only do more hits and damage. It won't knock your opponent down in the ground version, so... No juggle properties on the ground version. But you can use as a starter for the air infinite(If you need more hits).

Irregular Hunt

  • f, HCF+P - Zero will fire 3 shots upwards. The 3 shots cannot hit your opponent(Because they aren't the attack), but after the shots "get out" of the screen, an enemy from the Megaman Zero games fall down. There are some different types of enemies, for example: One of them can eletrocute your opponent, other can do more damage, etc. After Zero fires the 3 shots, he can freely move and attack. This move can help you to start pos-stun combos. The button pressed will determine where the shots will go(And where Zero's enemy will fall). It's said that there are up to 8-9 types of enemies, but I'm not sure about that.

Cyber Elf (Support)

  • Charge b, f+P/K - Zero's Cyber-Elves are here. They are useful to Zero's game, I can say that. The button pressed which Cyber-Elf will come out to help Zero.
    • LP version - A Cyber-Elf will restore a little amount of Zero's health. It will follow Zero.
    • LK version - A Cyber-Elf will stay for a little time, or until it connects with any projectile(If the projectile connects with it, Zero will gain 1 level of meter, and if the projectile has more than 1 hit, Zero can take the damage, so make sure you block if the Cyber-Elf absorbs a Super Move). It will follow Zero.
    • HP version - A Cyber-Elf will fire some arrows/stings, but a little randomly(Let's say that the Cyber-Elf doesn't have a good sight). Can help on your combos(If you're against a tall character, it can be a great help). It will follow Zero.
    • HK version - A Cyber-Elf will run in the opponent's direction. If it connects with him/her, and if the opponent hasn't blocked it(It can be blocked, and won't do any chip damage), he/she will turn on the same Cyber-Elf for a little time. Your opponent can only walk, jump, and crouch. After certain attacks, your opponent will come back to his normal form. This Cyber-Elf hits low too(And can help on some combos, or you can even make some unblockable strategies). I could even bug the practice mode with this thing. It will run alone, don't follow Zero.

Cyber Elf (Bakudan Setchi)

  • Charge d, u+P/K - It's a... Blowfish? Well... The button will determine where the Blowfish will appear. The LP version will make the Blowfish appear in the side of Zero's head, and the HK version will make it appear near from the health gauges. You can use it to stop jumpers, or to do some corner setups for your opponent. Can be used on combos too. The Blowfish won't follow Zero.

(Notes:You can use Zero's Cyber-Elves only 3 times in the match. No, not in the round, it's in the match, like an Exceed. You can have only one Cyber-Elf in the screen. If you try to have 2, one will disappear, except for the running one.)

Super Moves

Spiral Shot

  • QCF(2x)+P - Simple move to use. You can hold the button pressed to add some damage(He will even do the charge animation, and the charged version can do up to 5 hits). If your opponent jumps, you can use this move as an anti-air(You can even hold the button to wait for him/her to jump). Can be used in some combos.

Ultimate Saber (Dash)

  • QCB, HCF+LK - Zero's underused Super. You can use this move on most of Zero's combos. There's no difference between the two versions after they hit too. There are some possible combos that you'll need to use this(Not the other one) version to make this combo work, but the version below is just better anyway.

Ultimate Saber (Sliding)

  • QCB, HCF+HK - This version is the best. It hits low, can be used in most of Zero's combos, and even has more reach than the move above(Oh, and the fact that it pass under "floating" projectiles is a little good, huh? How can I know that? He'll do his slide animation after the flash). Good to use on Zero's resets too.

Exceed

Cyber Elf Force

  • LP, LP, d, LK, HK - Zero's very useful Exceed. It won't do THAT damage compared to other Exceeds, but it's unblockable, and will help Zero in his game. How? After the Exceed hits, many Cyber-Elves will appear in the screen. While they appear, your opponent will be stunned for a little time, and Zero's health will recover by a decent bit. Oh, and he'll glow pink too. What does it mean? Nothing. Zero will just receive speed, damage, and defense(The game's timer will receive kind of slow down too, but your opponent's speed won't) for a little time. Good to use as a meaty too(It's unblockable. Remember that: If you see any opponent "sleeping" in the ground, you can do a meaty Exceed to get free speed, health, damage, and defense). This move cannot be chained with Zero's normals(But you can still cancel his Light attacks into this Exceed).

The Basics

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 you're on the match. Zero has many anti-air moves in his arsenal, so you'll need to know when you'll use one of them(For example: his b+LK 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 be aware of it(But don't abuse of the air fireball). His combos(Without considering his infinites) won't do that damage(Outside of MAXIMUM 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 in your opponent, and even boost Zero's stats, the bad part is that you can use it only one time). Another good things in Zero's arsenal are the Cyber-Elves, if you know how they work, Zero can be almost invincible! You can use certain ones in combos(Like that running one, or even the one who fires stings, and the Blowfish can help you in combos too). Zero's combo options in MAXIMUM Mode are impressive(He can do almost anything), but if you don't like infinites, he can do some damaging(And non-infinite) combos. Good luck in your future matches.

Advanced Strategy

Zero's Resets
Zero can do resets like any other character with moves with juggle propeties. And he's pretty good with that, I can assume. His charging Buster Shot can juggle your opponent, leading to more damage in some combos(Like one of the combos in the normal mode section). Try something like this:

(Corner only) Charge qcf+HP, cr.LK(2-3x)/cl.HK, (Fire the shot, and while your opponent is in the air) f.HK, (While your opponent is in the ground) QCF, HCB+HK

That's the reset combo. Pretty easy to do(The sad part is that it can be used only on the corner). Practice this reset, you can need. The cr.LK/cl.HK are just good options: cr.LK for a low starter, and cl.HK for more damage. (Obvious, but important note: You can't use the cl./cr.HP because you'll be charging the button.)

Match-Ups

Combos

(Without Max Mode)
Combo Damage Notes
[Optional f, HCF+P, Jump Attack] cr.LK(1-2x), cr.LP, QCB+P(3x) [Optional OTG df+LK, Exceed (As a meaty)] 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.HP, or even his cl.HK. 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.
[Optional f, HCF+P, Jump attack] cr.LK (1-3x), QCB, HCF+LK or HK [Optional OTG + Meaty Exceed, but only works in the corner] A variation of the above, but with more damage. The Super used will not change the combo.
(Corner only and your opponent needs to be jumping) DP+LK(In the air) (Infinite times) 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.
(If you and your opponent are in each corner) Charge QCF+HP, QCF(2x)+P Long range combo. Really good and easy to do, but hard to land in a real match. Learn if you want.
Charge b, f+HK, j.HP(As a crossup), cr.LK(1-2x), QCB+P/QCF+LP, (Cyber-Elf hit) 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.
HP+HK grab, walk a little forward, OTG, walk a little forward, CD grab, OTG, walk ... Another one of Zero's infinite loops, but much easier than the air DP one. It's good to use, the hits will connect, but the game will not recognize them as a combo. Do you remember the basic things? Like throw escapes? The hits can connect with each other, but your opponent can still escape from the combo. If your opponent doesn't know how to throw escape, you won the match. The best way to land this infinite is after a GCFS. I don't recommend it to use in player matches.
(With Max Mode)
[Jump Attack] cr./s.LP/LK, QCB+P(2x), (MAX cancel into) HCF+LK, (MAX cancel) QCB+P(2x), HCF+LK, (Supercancel into) QCF(2x)+P 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 HP version. You'll have more time to cancel the move, because it's slower, and will combo anyway.

Game Navigation

General
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Mechanics
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken