Ultimate Marvel vs Capcom 3/Zero

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Ultimate Marvel vs Capcom 3
Ultimate Marvel vs Capcom 3#Getting StartedUltimate Marvel vs Capcom 3#CharactersUltimate Marvel vs Capcom 3/GlossaryUltimate Marvel vs Capcom 3/Game MechanicsUltimate Marvel vs Capcom 3/Game ModesUltimate Marvel vs Capcom 3/Strategy

Contents

Zero

Image: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.


Character Specific Information

CHARACTER DATA
Health:
830,000
Double Jump:
No
Air Dash:
Yes
Air Action 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

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
File:Alpha.png Ryuenjin H
File:direct.png File:tiltup.png
102,300
File:strk.png
Rekkoha
File:Beta.png Hadangeki M
File:shot.png File:front.png
70,000
File:proj.png
Rekkoha
File:Gamma.png Shippuga
File:direct.png File:front.png
30,000 X 3
(81,200)
Rekkoha

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 X 3
(64,200)
Crouching Heavy
File:d.png + File:h.png
70,000
File:softknockdown.png
Special
File:s.png
80,000
File:launch.png File:nocancel.png
Shippuga
File:f.png + File:h.png
30,000 X 3
(77,100)
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
(64,200)
File:high.png
File:nocancel.png except File:s.png
Jumping Special
air File:s.png
75,000
File:high.png File:aircombofinisher.png
Kuenzan
air File:d.png + File:h.png
25,000 X 3
(64,200)
File:high.png
File:nocancel.png except File:s.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
File:f.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Back Throw
File:b.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Forward Air Throw
air File:f.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png
Back Air Throw
air File:b.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hadangeki L / M
File:qcf.png + File:l.png or File:m.png
70,000
File:proj.png
Hadangeki H
File:qcf.png + File:h.png
55,000 X 2
(104,500)
File:proj.png
Sentsuizan L
air File:qcf.png + File:l.png
0
fake-out attack
Sentsuizan M
air File:qcf.png + File:m.png
70,000
File:stagger.png
File:otg.png
File:aircombofinisher.png
Sentsuizan H
air File:qcf.png + File:h.png
80,000
File:stagger.png
File:otg.png
File:aircombofinisher.png
Ryuenjin L
File:dp.png + File:l.png
70,000
File:strk.png
Ryuenjin M
File:dp.png + File:m.png
30,000 X 3
(81,200)
File:strk.png
Ryuenjin H
File:dp.png + File:h.png
25,000 X 5
(102,300)
File:strk.png
Raikousen
air File:dp.png + File:atk.png
25,000 X 5
(102,300)
File:stagger.png
File:softknockdown.png against
airborne opponents
Hienkyaku
File:qcb.png + File:atk.png
0
File:airok.png
*Similar to an
air dash / teleport*
Hyper Zero Blaster (level 1)
hold File:atk.png
40,000
File:proj.png
Hyper Zero Blaster (level 2)
hold File:atk.png
70,000
File:proj.png
Hyper Zero Blaster (level 3)
hold File:atk.png
40,000 X 3
(108,300)
File:proj.png
File:softknockdown.png

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Rekkoha
File:qcf.png + File:atk.png + File:atk.png
15,000 X 30
(269,300)
File:otg.png
File:proj.png
File:strk.png on final hit
Sougenmu
File:qcb.png + File:atk.png + File:atk.png
0
Creates a shadow clone
Zero that duplicates all
actions after Zero.
Lasts about 5 seconds.
Genmu Zero
File:dp.png + File:atk.png + File:atk.png
350,000
File:proj.png
File:hardknockdown.png
Level 3 Hyper.

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 File: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 File:h.png has the File:nocancel.png property. This means that during an air combo, if you use air File: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 File:nocancel.png is File: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/

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