Zero: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
June 29, 2010 at 3:12 a.m. PDT


Zero: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide by Nyoronoru

Character Overview

Tatsunoko vs. Capcom Button Move Key

Zero is one of the best characters in Tatsunoko vs. Capcom. He's fast, has great range on his pokes and has a massive amount of options for dealing with any situation.

His offensive rushdown is unquestionably the best in the game and he has no problem dealing damage once he gets going, especially in the corner.

Strengths
+ Fast walking speed, great dash.
+ Builds meter like a maniac.
+ Best hit confirms in the game.
+ Quite a few tricks to open up his opponent's defense.
+ Projectiles can deal with runaway characters.
+ Has great range on all of his attacks along with disjointed hitboxes due to his sword.
+ Can deal out quite lot of damage and can easily get damage resets.
+ All his block strings can be made safe because of the duration of his attack strings.
+ Amazing aerial and ground versatility with special and normal moves.

Weaknesses
- Very low stamina, can get killed in two combos by most of the cast easily.
- No overhead attack, has to rely on teleport mixup.
- Performing his more damaging combos requires very good execution, not to mention the opponent usually has to be in the corner.
- Level 1 Hyper moves are hard to utilize.
- A very popular character, so people are familiar with his tactics.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Light
2.4 B
Medium
3.3 B
Hard
4.4 B

Joystick Joystick Joystick Joystick Joystick
(Can also be performed in the air)
Sword Uppercut (Ryuenjin)
Zero's uppercut. It comes out pretty quickly so you can use it as an anti-air. It is also a really good ender to all of Zero's combos since it builds the most meter.

Hard travels the farthest and has the most recovery, light is the opposite.

Light
2.3 B
Medium
2.3 B
Hard
3.4 B

Joystick Joystick Joystick Joystick
Fireball (Hadangeki)
A projectile to put pressure on opponents full screen. It's difficult to avoid due to its size and depending on the button pressed the properties vary. Light travels the slowest, Medium travels incredibly fast, and Hard fires a multi-hitting fireball just as slow as the Light version.

You can use the Medium version in combos if you like because it doesn't knock down, but you'll need Baroque or an assist to combo from it.

Joystick Joystick Joystick Joystick Joystick (Can also be performed in the air)
Special Dash (Hienkyaku)
Zero does a teleport. This is a really good move for mixups and for continuing certain combos. On the ground the Light version takes Zero behind the opponent, the Medium takes him even farther behind and the Hard version takes him upwards and behind the opponent.

In the air the Light version takes him straight to the ground, the Medium version in front of the opponent, and the Hard behind.

This move has a lot of uses. If you hit an opponent with Hyper Zero Buster in the air and against the wall you can teleport to the ground and continue the combo after the juggle. If you apply it on the ground you can use an assist to make it safe and to attempt a crossup.

It can also be coupled with Zero's normal dash to give him additional mobility.

4.4 B

Joystick (Hold attack button then release, can also be done in the air)
Hyper Zero Buster
Straight from the Mega Man X series, holding down an attack button will charge a projectile. The longer you hold it down, the more powerful the projectile is when it is released. It knocks down on hit as well.

It doesn't matter which button you use to charge the projectile, all versions are the same.

Zero can charge this while performing any of his attacks, simply hold the button while you're executing the move and while the animation is finishing — this will begin to build up.

You can move around and do your Special Moves while charging up this attack, so you can set up some nifty stuff with it, but if you're hit by an attack, you'll lose your charge.

If you release the button while airborne, your Mega Buster shot will be aimed at a down-towards angle instead of flying straight across the screen.

Medium
2.5 B
Hard
3.6 B

Joystick Joystick Joystick Joystick Joystick (In the air)
Air Dive (Sentsuizan)
Zero pauses and then dives with his sword. This has a decent amount of recovery, but if it lands the opponent is placed in stagger-stun, which lets you set up a non-grounded combo. It's a really great trick move because it can change Zero's trajectory quickly, not to mention it has great priority and will beat out a lot of normal anti-airs.

The Light version is actually a fake dive to bait anti-airs, but since most opponents are willing to block rather than counter your aerial attacks, there aren't too many uses for this. Medium and Hard travel downwards at the same speed and do the same stun. The Hard version travels slower than the Medium version, but the Medium version has more recovery.

Joystick Joystick Joystick
Vortex Dash (Shipuuga)
Zero dashes forward hitting multiple times. This can be Canceled into other moves like his Sword Uppercut for additional hits.

Use this move after a crouching Hard Attack to continue a ground combo.

Hyper (Super) Moves

Ground
14.4 B
Aerial
20+ B

Joystick Joystick Joystick Joystick Joystick
Hyper Ground Pound (Level 1, Rekkoha)
Similar to Magneto's Magnetic Shockwave from Marvel vs. Capcom 2, Zero slams his fist into the ground and summons a multitude of lasers to hit his opponent.

If you can catch your opponent in the air with this attack at the right angle, it does a crazy amount of damage. If you catch an opponent on the ground, it does average damage.

The only problem with this attack is the startup. It's impossible to combo into this move from any of Zero's moves; you have to DHC into it from another move. From certain Hypers like Jun the Swan's aerial Scratch Burst or Soki's Demon Flame, there are several ways to get the opponent to eat all of the lasers.

This Hyper has horrible recovery, so don't just throw it out there trying to catch people with it.

In Crossover Combinations the use of this move varies, because usually the striking effect of other moves prevents Rekkouha from dealing most of its damage. Try to experiment with different characters to see if you can get the full damage. As a tip, if you land Rekkouha when the opponent is high enough in the air, you can juggle them on the ground after they descend in the corner.

Joystick Joystick Joystick Joystick Joystick
Shadow Clone (Level 1, Sougenmu, Custom Combo)
This powerup is known as a Custom Combo Hyper. From other games, the term V-ism from Street Fighter Alpha 3 or Yang's Seiei Enbu from Street Fighter 3 Third Strike apply well to this Hyper.

It essentially makes a ghost copy of Zero that that follows up all of your attacks with the exact same attack. This Hyper is great for adding more damage to your combos and it has very little recovery, meaning that it's easy to combo into with almost any assist. It's also great for pressuring a blocking opponent since they'll have to block double the amount of hits.

This has some startup, but not much. Zero also cannot build any meter while this Hyper is activated, except when he's being hit.

If you're having trouble understanding how this Hyper works (since the ghost copy of Zero follows up your attacks relatively quickly) simply do a Sword Uppercut attack in training mode with this activated.

21 B

Joystick Joystick Joystick Joystick Joystick
Dark Hold (Level 3)
After executing this you slide forward a short distance attack with your sword. If it connects you'll do a series of attacks.

This does average damage for a Level 3, but it is one of the fastest and most invincible Hypers in the game. The invincibility and speed of this move is so amazing that it can travel straight through a Mega Crash and hit your opponent.

It's also fast enough to be comboed into from a standing Light Attack. Unfortunately, this move gets absolutely decimated by damage scaling.

Zero builds lots of meter and is very offense-based. You'll definitely want to land this, but because of the low damage, use it to finish off an opponent. If you can catch them Mega Crashing, that's even better because then the Hyper will deal unscaled damage on top of the damage already dealt to the opponent from the Mega Crash.

Normal Moves

Joystick Joystick Joystick
Launcher
This will launch your opponent up into the air.

Assists


Partner Assist Variable Counter Variable Combination
Medium Sword Uppercut Sword Uppercut Launcher Hyper Ground Pound

Contributions to this guide by Wolf.


Comments

herrokitty said on June 11, 2010 at 12:10 a.m.

I like how it says if you're new Zero is a good place to start, yet you have to UNLOCK him...lol pretty awesome character, though I must say I think I'd rather play as the less bulky "Megaman Zero" version of him but that's just my opinion.

#1
kirbykirbykirby said on September 23, 2010 at 8:57 p.m.

He is tough to beat online. I used to main him when i got the game but i just started using roll again. I was never so good with him though he is a great character in mega man x

#2


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