Ultimate Marvel vs Capcom 3/Zero - Shoryuken Wiki

Ultimate Marvel vs Capcom 3/Zero

From Shoryuken Wiki
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.png
Direct.pngTiltup.png
102,300
Strk.png
Rekkoha
Beta2.png Hadangeki M.png
Shot.pngFront.png
70,000
Proj.png
Rekkoha
Gamma2.png Shippuga
Direct.pngFront.png
30,000 X 3
(81,200)
Rekkoha

Normal Moves

Standing Normals

5L
UMvC3Zero5L.jpg
HOO
Damage Guard Startup Active
35,000 - 5 3
Recovery On Hit On Block Properties
12 -1 -3 -

Zero does a quick swipe with his saber.

5M
UMvC3Zero5M.jpg
HA
Damage Guard Startup Active
53,000 - 7 3
Recovery On Hit On Block Properties
19 -4 -5 -

Zero does a horizontal slice. Moves him forward slightly.

5H
UMvC3Zero5H.jpg
HOO
Damage Guard Startup Active
64,200 - 11 10
Recovery On Hit On Block Properties
16 +1 0 -

Zero grabs his saber with both hands and slashes down. Moves Zero forward a fair bit just before the attack.

5S
UMvC3ZeroS.jpg
Damage Guard Startup Active
80,000 - 9 5
Recovery On Hit On Block Properties
22 - -5 Launch.pngNocancel.png

Zero slashes upward. Fairly standard launcher.

Crouching Normals

2L
UMvC3Zero2L.jpg
Damage Guard Startup Active
30,000 Low.png 4 2
Recovery On Hit On Block Properties
11 0 -1 -

Zero does a low kick.

2M
UMvC3Zero2M.jpg
Damage Guard Startup Active
56,000 Low.png 8 3
Recovery On Hit On Block Properties
20 -5 -6 -

Zero slashes low to the ground.

2H
UMvC3Zero2H.jpg
Damage Guard Startup Active
70,000 - 13 5
Recovery On Hit On Block Properties
18 - -1 Sweep.png

Zero spins forward with his saber.

Jumping Normals

j.L
UMvC3ZerojL.jpg
Damage Guard Startup Active
33,000 High.png 5 3
Recovery On Hit On Block Properties
12 - - -

Zero kicks out into the air.

j.M
UMvC3ZerojM.jpg
Damage Guard Startup Active
55,000 High.png 5 3
Recovery On Hit On Block Properties
19 - - -

Zero slashes diagonally downwards in front of him.

j.H
UMvC3ZerojH.jpg
Damage Guard Startup Active
64,200 High.png 10 18
Recovery On Hit On Block Properties
15 - - Nocancel.png except S

Zero spins clockwise with his saber.

j.S
UMvC3ZerojS.jpg
Damage Guard Startup Active
75,000 High.png 13 9
Recovery On Hit On Block Properties
17 - - Aircombofinisher.png

Zero slashes forward in air. Standard air combo finisher.

Command Normals

Shippuga
Hurricane Fang
6H
UMvC3Zero6H.jpg
Damage Guard Startup Active
77,100 - 14 7
Recovery On Hit On Block Properties
17 +5 +4 -

Zero dashes forward while swinging his saber.

Kuenzan
Air Circling Slash
j.2H
UMvC3Zeroj2H.jpg
Damage Guard Startup Active
64,200 High.png 9 18
Recovery On Hit On Block Properties
9 - - Nocancel.png except S

Zero spins counterclockwise with his saber. You cannot chain into this normal from other air normals, you'll just get j.H instead.

Throws

Ground Throw
(near opponent) 4/6H
ZeroFthrow.jpg
Forward
Damage Guard Startup Active
80,000 Throw.png 1 1
Recovery On Hit On Block Properties
- - - Hardknockdown.png
UMvC3ZeroBthrow.jpg
Back
Air Throw
(near opponent) j.4/6H
UMvC3ZeroFairthrow.jpg
Forward
Damage Guard Startup Active
80,000 Airthrow.png 1 1
Recovery On Hit On Block Properties
- - - Hardknockdown.png
UMvC3ZeroBairthrow.jpg
Back

Special Moves

Hadangeki
Wave Sever Attack
236X
UMvC3Zero236LM.jpg
L/M
UMvC3Zero236H.jpg
H
L
Qcf.png + L.png
Damage Guard Startup Active
70,000 - 17 -
Recovery On Hit On Block Properties
25 -2 -2 Proj.png
M
Qcf.png + M.png
Damage Guard Startup Active
70,000 - 8 -
Recovery On Hit On Block Properties
34 -7 -8 Proj.png

The L and M versions of Zero's projectile. These have very similar animations, but L is slower while M is faster.

  • Each projectile has 2 Low.png priority durability points
H
Qcf.png + H.png
Damage Guard Startup Active
55,000 x 2 - 13 -
Recovery On Hit On Block Properties
34 -7 -8 Proj.png

The H version has a middling projectile speed, but gains higher durability. It also gains an additional hit, as well as total higher damage.


Ryuenjin
Dragon Flame Blade
623X
UMvC3Zero623X.jpg
L
Dp.png + L.png
Damage Guard Startup Active
70,000 - 5 9
Recovery On Hit On Block Properties
24 -10 -11 Strk.png
M
Dp.png + M.png
Damage Guard Startup Active
30,000 X 3 (81,200) - 5 25
Recovery On Hit On Block Properties
21 -7 -6 Strk.png
H
Dp.png + H.png
Damage Guard Startup Active
25,000 X 5 (102,300) - 5 25
Recovery On Hit On Block Properties
21 -7 -16 Strk.png

Raikousen
Lightning Flash
j.623X
UMvC3Zeroj623X.jpg
Your life ends 2 Hypers from now
L
In air,
Dp.png + L.png
Damage Guard Startup Active
25,000 X 5 (102,300) - 30 15
Recovery On Hit On Block Properties
8/until grounded +20 +17 Stagger.png(all hits)
Truesoftknockdown.png(air hit)
  • Goes at a 45 degree angle downward
M
In air,
Dp.png + M.png
Damage Guard Startup Active
25,000 X 5 (102,300) - 30 15
Recovery On Hit On Block Properties
8/until grounded +5 +4 Stagger.png(all hits)
Truesoftknockdown.png(air hit)
  • Goes directly forwards
H
In air,
Dp.png + H.png
Damage Guard Startup Active
25,000 X 5 (102,300) - 30 15
Recovery On Hit On Block Properties
8/until grounded +5 -15 Stagger.png(all hits)
Truesoftknockdown.png(air hit)
  • Goes at a 45 degree angle upward

Zero's legendary lightning attack. Zero pauses for a moment, then charges in a direction, followed by a trail of lightning completely covering the distance he traveled.


Sentsuizan
Whirling Crash Slash
j.236X
UMvC3Zeroj236X.jpg
L
In air,
Qcf.png + L.png
Damage Guard Startup Active
- - 1 -
Recovery On Hit On Block Properties
15 - - -
  • Just a fake out, has no hitbox
M
In air,
Qcf.png + M.png
Damage Guard Startup Active
60,000 - 13 until grounded
Recovery On Hit On Block Properties
10 +9 +8 Otg.pngAircombofinisher.png
  • Steep angle
H
In air,
Qcf.png + H.png
Damage Guard Startup Active
80,000 - 18 until grounded
Recovery On Hit On Block Properties
10 +9 +8 Otg.pngAircombofinisher.png
  • Wider angle

Zero's divekick. The L version is just a fake out, and the M and H versions make for a fairly standard divekick, with M going at a steeper angle, while H has a wider angle and is a bit slower. An important part of this move is its Otg.png property, which, when combined with level 3 buster, makes up a big part of Zero's combo game, allowing him to pick up an opponent after an Aircombofinisher.png or Hardknockdown.png without any help and go into his most devastating combos.


Hienkyaku
Flying Swallow Legs
214X
UMvC3Zero214X.jpg
zoom
L
Qcb.png + L.png
Damage Guard Startup Active
- - 5 -
Recovery On Hit On Block Properties
25 - - -
  • Travels a short distance along the ground
M
Qcb.png + M.png
Damage Guard Startup Active
- - 5 -
Recovery On Hit On Block Properties
35 - - -
  • Travels a longer distance along the ground
H
Qcb.png + H.png
Damage Guard Startup Active
- - 5 -
Recovery On Hit On Block Properties
22 - - -
  • Travels up and slightly forwards into the air, then drops straight down
  • Will just barely cross over the opponent
  • Can perform any action after Zero begins to drop

The grounded version of Zero's pseudo teleport dash. Zero dashes in a specified direction at high speed, and phases through the opponent if they're in his way. All versions can steal the corner from the opponent, but no version has any invulnerablity.

Hienkyaku (aerial)
j.214X
UMvC3Zeroj214X.jpg
Aerial zoom
L
In air,
Qcb.png + L.png
Damage Guard Startup Active
- - - -
Recovery On Hit On Block Properties
- - - -
  • Drops straight down, acting as a fast fall
M
In air,
Qcb.png + M.png
Damage Guard Startup Active
- - 6 -
Recovery On Hit On Block Properties
20 - - -
  • Dashes straight forward
  • Can perform any action after Zero completes the dash
H
In air,
Qcb.png + H.png
Damage Guard Startup Active
- - 6 -
Recovery On Hit On Block Properties
21 - - -
  • Dashes diagonally upwards at the same angle as the grounded H version
  • Can perform any action after Zero begins to drop

The aerial version of Zero's pseudo teleport dash. The M and H versions can steal the corner from the opponent. Like the grounded version, these dashes also have no invulnerability.


Hyper Zero Blaster
[X], then ]X[
UMvC3ZeroBusterLevel1.jpg
Level 1
UMvC3ZeroBusterLevel2.jpg
Level 2
UMvC3ZeroBusterLevel3.jpg
Level 3
Level 1 Damage Guard Startup Active
40,000 - 5 -
Recovery On Hit On Block Properties
23 -6 -7 Proj.png
  • Requires 30 frames of charging
  • 2 Low.png priority durability points

Level 1 Buster shot. Small, slow, and low durability.

Level 2 Damage Guard Startup Active
70,000 - 5 -
Recovery On Hit On Block Properties
23, air 15 -4 -5 Proj.png
  • Requires 70 frames of charging
  • 4 Low.png priority durability points

Level 2 Buster shot. A bit bigger and faster, and doesn't take too long to get. Slightly higher durability than level 1.

Level 3 Damage Guard Startup Active
108,300 - 5 -
Recovery On Hit On Block Properties
23, air 15 - +2 Proj.pngTruesoftknockdown.png
  • Requires 150 frames of charging
  • Beam durability
  • Can cancel into this from any special move

Level 3 Buster shot. An extremely useful tool, as Zero can cancel into it from any special for free, so long as he has the level 3 shot available. It's also quite fast, and has high durability, so it will not only erase most other projectiles, it'll keep going and most likely hit the opponent out of whatever they tried to do. The lower air recovery also means that you can perform some sneaky tricks with it, most notably cancelling specials with level 3 Buster, and then following up with another special.


Zero's Buster shot. Holding down any button (except S) will start charging the Buster and has three levels (see above for exact times for each level). To use it, release all held buttons. You can switch the button being held and keep your charge - for example, if you start your charge by holding L, but switch to holding H, Zero won't fire the Buster. You can also still attack while charging.

Hyper Moves

Rekkoha
Rending Light Rule
236XX
UMvC3ZeroRekkohaFlash.jpg
UMvC3ZeroRekkoha1.jpg
Note the delay
UMvC3ZeroRekkoha2.jpg
This was totally cooler in TvC
Damage Guard Startup Active
15,000 X 30 (269,300) - 16+10 80
Recovery On Hit On Block Properties
29 +1 -14 Otg.pngProj.png
Strk.png on final hit

After the super flash, Zero plants his Buster arm on the ground, then rainbow colored lasers shoot down directly in front of Zero after a short delay. The lasers cover the entire area vertically. Can technically Otg.png but the delay means that it has some rather strict timing.


Sougenmu
Twin Dream/
Twin Phantasm

214XX
UMvC3ZeroSougenmuFlash.jpg
"This is over!"
UMvC3ZeroSougenmu.jpg
Damage Guard Startup Active
- - 10+1 -
Recovery On Hit On Block Properties
1 - - -

Creates a clone of Zero that duplicates all actions after 16 frames. Lasts 300 frames/5 seconds. Zero does not gain meter while Sougenmu is active. Using any other Hyper immediately ends Sougenmu.


Genmu Zero
Phantasm Zero
623XX
UMvC3ZeroGenmuZeroFlash.jpg
"Ittouryoudan!"
UMvC3ZeroGenmuZero.jpg
Damage Guard Startup Active
350,000 - 10+1 -
Recovery On Hit On Block Properties
57 - - Proj.pngHardknockdown.png
  • 100 High.png durability points
  • Invincible frames 1-24.

Zero's 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/


Game Navigation

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