Marvel vs Capcom 3/Zero

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Marvel vs Capcom 3
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/Strategy

Contents


Zero

Image: zeroface.jpg

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
File:Alpha.png Ryuenjin
File:direct.png File:upward.png
102,300
Rekouha
File:Beta.png Hadangeki
File:shot.png File:front.png
70,000
Rekouha
File:Gamma.png Shippuga
File:direct.png File:front.png
81,000
Rekouha

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
35,000
Crouching Light
File:d.png + File:l.png
30,000
File:low.png
Standing Medium
File:m.png
53,000
Crouching Medium
File:d.png + File:m.png
56,000
File:low.png
Standing Heavy
File:h.png
25,000 x3
Crouching Heavy
File:d.png + File:h.png
70,000
Shippuga
File:f.png + File:h.png
30,000 x3
Standing Special
File:s.png
80,000
File:launch.png
Jumping Light
air File:l.png
33,000
File:high.png
Jumping Medium
air File:m.png
55,000
File:high.png
Jumping Heavy
air File:h.png
25,000 x 3
File:high.png
Cancels only into Jumping Special or TAC
Reverse Jumping Heavy
air File:d.png + File:h.png
25,000 x 3
File:high.png
Jumping Special
air File:s.png
75,000
File:high.png
Down TAC
File:d.png + File:s.png during air combo
60,000
File:high.png
Up TAC
File:u.png + File:s.png during air combo
60,000
File:high.png
Side TAC
b/f + File:s.png during air combo
38,000
File:high.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hadangeki
File:qcf.png + File:atk.png
70,000 File:l.png
70,000 File:m.png
104,500 (55,000 x 2) File:h.png
Ryuenjin
File:dp.png + File:atk.png
70,000 File:l.png
81,200 (30,000 x 3) File:m.png
102,300 (25,000 x 5) File:h.png
Raikousen
File:aironly.png File:dp.png + File:atk.png
102,300 (25,000 x 5)
File:l.png goes down diagonally
File:m.png goes forward
File:h.png goes up diagonally
File:Nocancel.png
Sentsuizan
File:aironly.png File:qcf.png + File:atk.png
fake File:l.png
60,000 File:m.png
80,000 File:h.png
File:otg.png air combo ender
Hienkyaku
File:qcb.png + File:atk.png
File:airok.png Teleport
Hyper Zero Blaster
hold File:h.png then release
Lvl 1: 40,000
Lvl 2: 70,000
Lvl3: 108,300 (40,000 x 3)
File:airok.png
Lvl 3 grants File:hardknockdown.png

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Rekkoha
File:qcf.png + File:atk.png + File:atk.png
269,300 (15,000 x 30)
File:otg.png
Damage scales by 0.96
Sougenmu
File:qcb.png + File:atk.png + File:atk.png
Grants shadow attack that mimics Zero's attacks
Genmu Zero
File:dp.png + File:atk.png + File:atk.png
350,000
File:startupinv.png

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 File:h.png 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 File:m.png is a great normal. The startup leaves a bit to be desired, but it does more damage than his standing File:m.png 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 File:h.png 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 File:l.png button to do so.

Basic Strategy

Advanced Strategy

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