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)

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

Fireball (Hadangeki)
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)

(Hold attack button then release)
Hyper Zero Buster
Level 1
Level 2
Level 3


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)



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)


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)


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)

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

Genmu Zero


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.

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
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.


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"

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

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

FlashExplosion said on January 23, 2011 at 12:51 p.m.

Nice guide but i thought his level 3 was not dark hold but a huge slash attack, i cant remember the name however

DarkCyclone said on January 24, 2011 at 9:48 a.m.

Pretty much everything here is correct apart from Ryuenjin being an Air attack (it's ground only) and his Level 3. His level 3 is called Shoryudan Reppujin not Dark Hold

Soultrigger said on February 4, 2011 at 2:52 a.m.

Actually his level 3 is Genmurei/Genmu Zero. Not only is that move from X5, he says it during it.

tktktk43 said on February 4, 2011 at 8:05 a.m.

Zero seems ok...not that interesting. Still would hav been better to hav the blue man.

RetromanTiga said on February 4, 2011 at 8:14 a.m.

@#1 perhaps they took his aerial ryuenjin away from him...

NightmareGaia99 said on February 5, 2011 at 8:43 p.m.

I' m a have some fun with his " Taste the Rainbow" special, i can tell.................

xRELLIKx said on February 10, 2011 at 11:52 a.m.

i think someone need ta edit that airdash (then again im sure itll get noticed soon.....)

General_Awesomo said on February 22, 2011 at 10:13 a.m.

I really wish we had at least 6 alternate colors like MVC2 had. There's no reason to downgrade to only 4 colors. I really would've like a Zero alt where he looks like Nightmare Zero from Megaman X6, complete with a black Z-Saber. And maybe a true Black Armor Zero with a purple Z-Saber (Tenkuuha/Shot Eraser.)

ProtoRockBass317 said on February 22, 2011 at 6:13 p.m.

My main, and I'm a BEAST with him.
See you online!

riku45 said on February 23, 2011 at 5:14 p.m.

BTW Zero has one more command normal. His Down + H in mid air does a reverse of his H air. This juggles characters upward. Useful if you are floating down with your opponent and want to relaunch into another combo.

Also it needs to be updated that Air Dive (Sentsuizan) will have the same affect as using S. Difference between using Air Dive (Sentsuizan) and S is that Air Dive (Sentsuizan) will place you right next to the opponent allowing you to do Hyper Ground Pound (Rekkoha) 100% witout fail. its just the damage is lower when using this to setup the hyper. It also stops you from calling in an assist to setup a longer combo

Devhawk124 said on February 28, 2011 at 3:18 p.m.
PwnDizzle0 said on July 26, 2011 at 2:18 p.m.

Duuudee!!! Zerrooo is tooo beaastt!!! Hes my main!!!!!


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