Ultimate Marvel vs Capcom 3/Zero

From Shoryuken Wiki!
Jump to: navigation, search
Ultimate Marvel vs Capcom 3UMvC3Logo.png
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/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
Direct.png Tiltup.png
102,300
Strk.png
Rekkoha
Beta.png Hadangeki M
Shot.png Front.png
70,000
Proj.png
Rekkoha
Gamma.png Shippuga
Direct.png Front.png
30,000 X 3
(81,200)
Rekkoha

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
L.png
35,000
Crouching Light
D.png + L.png
30,000
Low.png
Standing Medium
M.png
53,000
Crouching Medium
D.png + M.png
56,000
Low.png
Standing Heavy
H.png
25,000 X 3
(64,200)
Crouching Heavy
D.png + H.png
70,000
Softknockdown.png
Special
S.png
80,000
Launch.png Nocancel.png
Shippuga
F.png + H.png
30,000 X 3
(77,100)
Jumping Light
air L.png
33,000
High.png
Jumping Medium
air M.png
55,000
High.png
Jumping Heavy
air H.png
25,000 X 3
(64,200)
High.png
Nocancel.png except S.png
Jumping Special
air S.png
75,000
High.png Aircombofinisher.png
Kuenzan
air D.png + H.png
25,000 X 3
(64,200)
High.png
Nocancel.png except S.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hadangeki L / M
Qcf.png + L.png or M.png
70,000
Proj.png
Hadangeki H
Qcf.png + H.png
55,000 X 2
(104,500)
Proj.png
Sentsuizan L
air Qcf.png + L.png
0
fake-out attack
Sentsuizan M
air Qcf.png + M.png
70,000
Stagger.png
Otg.png
Aircombofinisher.png
Sentsuizan H
air Qcf.png + H.png
80,000
Stagger.png
Otg.png
Aircombofinisher.png
Ryuenjin L
Dp.png + L.png
70,000
Strk.png
Ryuenjin M
Dp.png + M.png
30,000 X 3
(81,200)
Strk.png
Ryuenjin H
Dp.png + H.png
25,000 X 5
(102,300)
Strk.png
Raikousen
air Dp.png + Atk.png
25,000 X 5
(102,300)
Stagger.png
Softknockdown.png against
airborne opponents
Hienkyaku
Qcb.png + Atk.png
0
Airok.png
*Similar to an
air dash / teleport*
Hyper Zero Blaster (level 1)
hold Atk.png
40,000
Proj.png
Hyper Zero Blaster (level 2)
hold Atk.png
70,000
Proj.png
Hyper Zero Blaster (level 3)
hold Atk.png
40,000 X 3
(108,300)
Proj.png
Softknockdown.png

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Rekkoha
Qcf.png + Atk.png + Atk.png
15,000 X 30
(269,300)
Otg.png
Proj.png
Strk.png on final hit
Sougenmu
Qcb.png + Atk.png + Atk.png
0
Creates a shadow clone
Zero that duplicates all
actions after Zero.
Lasts about 5 seconds.
Genmu Zero
Dp.png + Atk.png + Atk.png
350,000
Proj.png
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 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/