Zero Ultimate Marvel vs. Capcom 3 Moves, Combos, Strategy Guide

Guide last updated on
November 18, 2011 at 3:47 p.m. PST


Zero Marvel vs. Capcom 3 Moves, Combos, Strategy Guide


Character Overview
This guide is not complete, please check back for new information over time.

Zero is very similar to his Tatsunoko vs. Capcom incarnation. He's easy to combo with, fast and has a good air dash.

Special Moves

Sword Uppercut (Ryuenjin)
Damage
Light
70,000
Medium
81,200
Hard
102,300

Zero's Uppercut. Hard travels the farthest and has the most recovery, light is the opposite.


Fireball (Hadangeki)
Damage
Light
70,000
Medium
70,000
Hard
55,000 each hit


Zero's projectile attack. The button pressed determines the speed of this attack, Light is the slowest, Hard is the fastest.


Special Dash (Hienkyaku)
Properties

(Hold attack button then release)
Hyper Zero Buster
Damage
Level 1
40,000
Level 2
70,000
Level 3
108,300

Properties

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 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.


Air Dive (Sentsuizan)
Damage

60,000
Medium
60,000
Hard
80,000

Properties

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.

The Light version is a fake dive to bait anti-airs. 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.


Lightning Dive (Raikousen)
Damage
Light
102,300
Medium
102,300
Hard
102,300

Properties

This is similar to Zero's Air Dive. Light flies at a diagonal down-towards angle, Medium is horizontal and Hard goes diagonally up-towards.

Hyper (Super) Moves

Hyper Ground Pound (Rekkoha)
Damage
Hyper
269,300

Properties

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.


Shadow Clone (Sougenmu, Custom Combo)
Properties

It essentially makes a ghost copy of Zero that that follows up all of your attacks with the exact same attack.


Genmu Zero
Damage
Hyper
350,000

Properties

Notable Normal Moves

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

Assists
Type Move Class Angle
A Sword Uppercut Direct
B Fireball Shot
Y Vortex Dash Direct

Move Legend
— Press any Attack Button (Light, Medium or Hard)

— Light Attack

— Medium Attack

— Hard/Heavy Attack

— The Exchange/Air Combo button

— Press two of the Attack Buttons at the same time.

Costume Colors
Zero's main costume colors in Marvel vs. Capcom 3
Credit
Contributions to this guide by SFilp, Ragionus, NekoStar, DarkCyclone, Raijin, Cyclone_Arkana, Janomy, Kanta Kun, Bad_Ken, TomatoHat, Poll Dog, FeelmissUU, Trintin, Akasha and Soultrigger.


Comments

corybell said on January 15, 2011 at 12:50 p.m.

Wait... How can Ryuuenjin be used in the air as well, if that has the same input as lightning dive? Also, I thought they got rid of Darkhold for the new "Super Hadangeki"

#1
Hanto said on January 16, 2011 at 9:09 p.m.

@1
They did... i dont know who did this command list..

#2


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