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Zero Guide by Sigfriedsfriend

Version: 1.4 | Updated: 03/06/2011

MM      M    AA    RRRRR   V           V  EEEEEEE  L
M M    MM   A  A   R    R   V         V   E        L
M  M  M M  A    A  R    R    V       V    E        L
M   MM  M  AAAAAA  RRRRR      V     V     EEEE     L
M       M  A    A  R   R       V   V      E        L
M       M  A    A  R    R       V V       E        L
M       M  A    A  R     R       VV       EEEEEEE  LLLLLLL

              V       V  SSSSSSSS
               V     V   S
                V   V     SSSSS
                 V V           SS
                  V      SSSSSSS

C        A  A  P    P C       O     O M M    MM           3
C       A    A PPPPPP C       O     O M  M  M M           3
C       AAAAAA P      C       O     O M   MM  M        3333
C       A    A P      C       O     O M       M           3
C       A    A P      C       O     O M       M           3
CCCCCCC A    A P      CCCCCCC OOOOOOO M       M     3333333

Marvel Vs Capcom: Zero Guide

Written By: Darin Dye     <gamemaster53539@yahoo.com>

Completed on: 2/22/2011

Version History:

 1.1 [Done on 2/24/2011]
     - Corrected description of Costume 4 (thanks to megafighter_x)
     - Corrected input scheme (thanks to Joel Soh)
     - Rephrased profile to avoid confusion (thanks to Micaiah Spence)

 1.2 [Done on 2/26/2011]
     - Removed personal beliefs of what his stats should be in profile
     - Studied Sougenmu and corrected original statements about it
     - Completed mission mode ==> 4/5 titles known

 1.3 [Done on 2/27/2011]
     - Obtained the title for beating arcade on Very Hard (thanks to Craig

 1.4 [Done on 3/5/2011]
     - Added content in dialogue section

                           LEGAL STUFF
This game was created by Capcom and the other affiliated parties. All 
rights to the game go through them.

This guide was created by me. As such, all rights to guide are mine. Further
usage of this guide is easy, just shoot me an e-mail and I'll tell you if you
can use this guide or not (e-mail is above). 

1.0) Background
   1.1) Game Profile
   1.2) Extended Profile
   1.3) Alternate Costumes
   1.4) In-Game Dialogue
   1.5) Titles
2.0) Movelist
   2.1) Assist Attacks
   2.2) Basic Attacks
   2.3) Skills
   2.4) Hyper Combos
3.0) Strategies
   3.1) Team Hyper Combos
   3.2) Solo Battle
4.0) Mission
5.0) Contact Information

Button Layout:::

Square = Light Attack (L)
Triangle = Medium Attack (M)
Circle = Heavy Attack (H)
X = Special Attack (S)

   (Atk) = means hit any attack button (L), (M), or (H)
   (Atk Atk) = means his any 2 attack buttons (L+M), (M+H), (L+H), etc

R1 = Partner 2 (P2)
L1 = Partner 1 (P1)
Select = Taunt

NOTE: Directional inputs are as follows

789 \    7 = up and away ,  8 = up , 9 = up and forward
456  >   4 = back , 5 = none , 6 = forward
123 /    1 = down and away , 2 = down , 3 = down and forward

1.0) Background
  This is section of the guide is completely worthless, but may be 
entertaining if you are looking to learn about who Zero is. In the following
sections I provide the little snapshot the game gives him and info I know
about him based on the games I've played.

1.1) Game Profile
(This came from the game, unless otherwise noted, so credit goes to the
makers of the game for this section.)

Real Name: Zero

Occupation: Maverick Hunter

   Has great physical ability as well as excellent skills with a
variety of weapons. He is able to learn the abilities of the enemies he
defeats and add them to his existing arsenal, making him even stronger than

   His primary weapons are the Z-Saber, an energy sword, and his Zero Buster,
a weapon capable of firing energy shots.

   Ever since being found in a cave by Sigma, he has worked tirelessly as a
Maverick Hunter. Beneath his cool exterior lies an extreme intolerance for
evil; once he gets into a fight with a Maverick, he won't stop until his 
enemy has been mercilessly cut down. He is best friends with X of the
Maverick Hunters' 17th Elite Unit.

First Appearance: MegaMan x (1993)

Intelligence      |  5/7       
Strength          |  5/7      
Speed             |  5/7      
Stamina           |  3/7     
Energy Projection |  5/7      
Fighting Ability  |  7/7      

1.2) Extended Profile
This part is all coming off my recollection of the character from the 
original stories he is apart of. The games found on the DS where his
character design becomes unimpressive are dismissed because I feel they ruin
his original, more appropriate concept. Please take note that I have not
extensively researched Zero, I only know him from MegaMan X 1 through 5. If
I have something wrong its because the X series is not the easiest story to
follow in detail.

Originally appearing in MegaMan X, Zero is introduced early on to the player
as X is easily beaten down by a war machine named Vile. After having been
paralyzed by a magnetic blast fired from Vile's shoulder cannon, X finds 
himself in the crushing grip of Vile's heavily armored mech. Just before Vile
gets a chance to kill X, the momentary hum of the Zero Blaster can be heard
in the distance before a partially charged shot blows off the mech's arm
holding X. Zero enters the scene and places himself between X and Vile. 
Saying nothing, Zero begins charging another shot. Vile evades the second
shot as he retreats onto his warship and escapes destruction.

Looking down on the defeated X, Zero reminds X that he is far too weak to
take on a war machine like Vile. Zero goes on to say that IF X were to become
fully upgraded he MAY eventually become as strong as he is.

Later in the game X and Zero raid Sigma's (the final boss's) base. Knowing he
is still far superior to X in every way, Zero attacks the base head on while
X sneaks in from behind. Several minutes of gameplay later Vile drops in on
X in the middle of the base... with a perfectly unscathed Zero close on his
trail. The moment Zero catches up Vile flees. Confident as always, Zero
tells X to stay behind as he finishes off Vile. Before X can catch up the
distinctive sounds of a mech firing across the floor is closely preceded by
the sound of a hit. As X rushes in to see what's the matter the footsteps of
the mech die out and the sound of a barrier activating lures the player to

In the next room X discovers Vile in an even more advanced model of the mech
he used in the beginning of the game with Zero contained in a capsule behind
him. Desperate to free his best friend, X battles with Vile and throws 
everything he can at him. But all his efforts go to waste. Even with all his
armor upgrades and new powers X cannot deal a single pixel of damage to the
seemingly invinsible mech. Once again defeated by Vile, X is paralyzed by the
magnetic shot and placed in the corner to await execution as Vile returns to
Zero and laughs menacingly. Seeing his chance, Zero effortlessly rips out of
his prison and grabs onto the mech's back.

"Maybe... but I'm not done just yet." - Zero

Giving it all he's got, Zero charges a massive amount of power and
incinerates Vile's mech in a single monstrous blast. Unfortunately, in the
explosion, Zero got ripped in half and lays off-screen as Vile emerges from
the dust unscathed (he had ejected just in time). Driven mad by Zero's
sacrifice, X explodes with newfound power and bursts out of his shackles and
destroys Vile once and for all (in that game). With the battle over X runs
to his friend's side.

Damaged to the point of no return, Zero is impressed by X's display of power
by the destruction of Vile. Just before he dies, Zero tells X that he may
have the strength to defeat Sigma. If X doesn't have it yet, Zero also gives
him the Zero Buster. With this ultimate weapon X can access a third level
of charge (which does rediculous damage) and fire a charged shot from his
special weapons.

Since MegaMan X, Zero has progressively been weakened by Capcom so the games
containing him as a playable character aren't super easy. At the same time 
he has also taken a massive hit to his Zero Buster over time as the Z-Saber
was introduced (almost ruining a fabulous character). This has transformed
Zero from an overall engine of destruction into a lonely boss-killer (for
casual players X is good at completing the level but adept at bosses, and
Zero is difficult at completing the level but amazing in boss fights).

In MegaMan X 4 or 5, Zero's past is somewhat revealed and a single armor
upgrade is established for him. An epic mini-movie set in the past shows
Zero back when he was a bad guy (a Maverick) and Sigma (the final boss in
every game in the series) was a good guy. Sigma approaches this warehouse
in the utmost confidence that he can quell this threat that has claimed the
lives of every other Maverick Hunter that has stood before it. Inside he
finds Zero.

The fight starts out with Sigma coming out on top and outclassing Zero. After
a series of attacks, Sigma lands a hit on Zero and launches him head first
into the ceiling. Confident that the fight is over, Sigma turns to leave. But
then laughter can be heard. The startled Sigma looks up to the ceiling to
find Zero laughing meniacally as he pushes his head out of the concrete.
From here Sigma is unable to cope with Zero's overpowering might the rest of
the battle. After using a segment of pipe he ripped off the structuring of
the warehouse to take off Sigma's arm, Zero begins to brutally beat him to
pieces. Crackling with torn circuitry, Sigma is about to be destroyed but is
saved by a sudden migrane deep in Zero's head as a W appears in the large
crystal on his head. With one last surge of strength Sigma shatters the 
distracted Zero's crystal and knocks him out. Shortly thereafter Zero
becomes a Maverick Hunter.

As for his one and only armor upgrade, Zero finds a hidden capsule from Dr.
Light that was originally meant for X to find. Though Zero believes he does
not need this power, since the player makes the decisions one has to ask 
themselves, "WHY NOT!" And thus Nightmare Zero was born.

Clad in black armor, Zero can now erase projectiles with the swipe of his
Z-Saber and takes half damage from all attacks, amongst various other 
abilities. Not the most impressive upgrade of all time, but the black armor
is quite intimidating. His true potential is in the form of a hidden boss
in MegaMan X5...

In MegaMan X5, X (Maverick Hunter Rank B) and Zero (Maverick Hunter Rank S)
seek the power to destroy a space station that is falling to Earth under
Sigma's control. The virus-infected space station is first attempted to be
destroyed by an enormous railgun, but it fails. A second attempt is made to
launch a space shuttle at the station to blow it up classic Armageddon style.
Zero pilots the space shuttle, but is unable to maintain course if he were
to eject, into the space station. This, also, ends in failure. The despair
X feels is made worse by the fact that the space station's crash summoned
the extinction of earth. In the next couple missions X must finish levels
while evading the Sigma Virus as he attempts to search for Zero. When Zero is
found, a horror more terrifying than anything else in the series is found;
Zero is strangly purified by the Sigma Virus. Returning to his evil ways for
a short time, X must fight a purified Zero who can attack most of the screen
with any attack as energy radiates off of his form.

Having regained his sanity, Zero assists X in the destruction of Sigma for
the um-teenth time. Like he always seems to do, Zero jumps in front of X to
save his life from a monstrous blast unleashed by Sigma's final form. With
X unconscious and Zero dying in multiple pieces, Sigma races in to finish
them off. Zero denies Sigma the pleasure as he raises his Zero Buster one 
last time and incinerates him with the last bit of strength he has left.

NOTE: This last part is not from any of the games. It's just a conjecture
I came up with based on how the MegaMan X games operated.

In one of the MegaMan X5 X can possess 5 different armors:

   Standard Blue
   Force Armor (the generic upgrade to white he recieves every game)
   Falcon Armor (a highly mobile armor that allows flight at the expense of
                 drastically reduced firepower)
   Gaia Armor (an attack oriented armor that instantly achieves full charge
               but he can no longer dash/air dash)
   Ultimate Armor (A chaotic blue armor with a magnificent helmet. He is so
                 powerful he has unlimited use over his Giga Attack)

Does anybody notice or is it just me, but doesn't X's Falcon Armor kind of
resemble Zero's armor style? If this is the case, then it is not too much to
assume that Zero is in his equivalent of Falcon Armor? This would mean that
Zero is in his... weakest... armor and he is already more powerful than X has
ever been. God help us if Zero recieves even Force Armor because he could
level entire stages in a single attack.

1.3) Alternate Costumes

Costume 1 (X): Standard
  - This is the way he normally appears in the MegaMan X series. An
    intimidating look to any who know who he is.

Costume 2 (Square): Blue
  - An attempt to pass off the fact that the makers of the game excluded
    X, a character who has been in the series since the beginning of the
    franchise. The only disgraceful costume to Zero.

Costume 3 (Triangle): Black/Orange with Blonde Hair
  - A tribute to Bass apparently (and not Nightmare Zero).

Costume 4 (R1): Black/Red with Brown Hair
  - A tribute to the character, Axl, who was introduced late in the X series.
   [Thanks to MegaFighter_X]

1.4) In-Game Dialogue
This section contains notable dialogue Zero says during battle. Things like
him shouting a character's name is omitted unless he refers to the character
in a special way. Also, sayings directed at him by characters that are
unique are also written down. If I'm missing any please let me know, but make
sure it's not like: Dr Doom while swapping mid-battle "Zero!"

   "Beat it, pal."
   "This'll be over in a nanosecond."
   "I'll take care of this."
   "Target acquired!"
   "Starting mission now!"

Captain America to Zero - "Your name's Zero? I hope you don't fight like one"
Zero to Captain America - "Stop lecturing and show me what you got!"
Zero to Zero - "Another soul-less copy."
Zero to Sentinel - "I found a Maverick. I'll take care of it."

   "Mission Accomplished. Returning to base."
   "I don't even need my sword for such an easy fight."
   "No damage to report. Moving to the next area."
   "This one put up a bit of a fight, but it's over now."
   "You thought you were better than mwah."
   "How boring..."
   "Target Destroyed."

To Captain America -   "I don't listen to lectures from losers."

End-Level Dialogue Box:

   "Mavericks are a blight on the world, and it's my job to eradicate them."

   "You can't even lay a scratch on me. Move on before you get hurt."

   "Nothing to worry about. It's just another mission."

   "Did you really think I'd fall for those gimmicks? Give me a break!"

   "You're too slow! I read and analyzed all of your moves before you even
    got close to me."

   "I'm not arrogant, but I don't make mistakes. I just cut down my 

To Tron Bonne - "It'll take more than an army of Reploid wanna-be servants
                 to best me."

Taunt: "Just like a training program"

Rekkoha Activation - [Raising shout]

Sougenmu Activation - "This is over..."

Genmu Zero - [????]

HC Activation in a series:
   Middle - "I got you..."
   Last - "I'm bored..."

1.5) Titles

Reploid             - Clear Arcade mode with Zero on any difficulty

A-Rank Hunter       - Clear Arcade mode with Zero on Very Hard
                     [Contributed by: craig williams]

Maverick Hunter     - Complete 5 missions with Zero

Special Unit Zero   - Complete 10 missions with Zero

Level Headed        - Use Zero 30 times

2.0) Movelist
  In this section I provide a list of his attacks and explain what they do
and how they perform. This can give insight as to how useful moves are and
different strategies they can be applied to. The names of the move and the
inputs, of course, came from the game. The description of the moves are mine.

Button Layout:::

Square = Light Attack (L)
Triangle = Medium Attack (M)
Circle = Heavy Attack (H)
X = Special Attack (S)

   (Atk) = means hit any attack button (L), (M), or (H)
   (Atk Atk) = means his any 2 attack buttons (L+M), (M+H), (L+H), etc

R1 = Partner 2 (P2)
L1 = Partner 1 (P1)
Select = Taunt

NOTE: Directional inputs are as follows

789 \    7 = up and away ,  8 = up , 9 = up and forward
456  >   4 = back , 5 = none , 6 = forward
123 /    1 = down and away , 2 = down , 3 = down and forward

2.1) Assist Attacks

Alpha Type: Ryuenjin
 - Appears next to player before uppercut slashing (5 hits, into air)

Beta Type: Hadangeki
 - Appears next to player and emits a blade beam (1 hit, projectile)

Gamma Type: Shippuga
 - Appears next to player before dashing forward with sword on fire (3 hits)

2.2) Basic Attacks


(L) - basic slash
(M) - basic slash
(H) - vertical slash (3 hits)
(6 + H) - dashing slash (3 hits)

(2 + L) - basic toe kick
(2 + M) - basic leg slash
(2 + H) - mid range trip

(S) - Uppercutting slash (transtion to air)


(L) - Basic horizontal kick
(M) - Basic slash attack
(H) - Somersaulting Slash (up to 3 hits)
(S) - Twisting slash (downs enemy)

(8 + S) - Reversed slash from his shoulder (transition to next ally)
(6 + S) - Flips into a side slash (transition to next ally)
(2 + S) - Flips into a downward slash (transition to next ally)

Taunt = Draws his Z-Saber.

2.3) Skills
Hadangeki (236 + Atk)
 (L) - Slow moving blade beam (1 hit)
 (M) - Fast moving blade beam (1 hit)
 (H) - Fast moving blade beam (2 hits)

Ryuenjin (623 + Atk)
 (L) - Short uppercut, flaming slash (1 hit)
 (M) - Short uppercut, flaming slash (3 hits)
 (H) - High uppercut, flaming slash (5 hits)

Raikousen (IN AIR 623 + Atk)
 (L) - Diagonal downward dash with trailing lighting (5 hits)
 (M) - Horizontal dash with trailing lightning (5 hits)
 (H) - Diagonal upward dash with trailing lightning (5 hits)

Hienkyaku (214 + Atk) OK IN AIR
 (L) - Short range quick-movement. Good for crossing enemy.
 (M) - Long range quick-movement. Good for crossing enemies a long ways off.
 (H) - Triangle jump quick-movement. Good for crossing enemy.

Sentsuizan (IN AIR 236 + Atk)
 (L) - False movement
 (M) - Downward dive out of air
 (H) - Downward dive out of air

Hyper Zero Blaster (Hold Atk)
 (L or M or H) - Zero's hand begins to glow, which changes from blue to
                green to red. Hits once per charge (3 max).

2.4) Hyper Combos

Rekkoha (236 + Atk Atk)
  - Zero holds his cannon casually as an energy ball charges on the tip of
   his cannon. He then punches the ground, summoning a hellish pillar of 
   energy down from the sky to annihilate the enemy. (30 hits)

Sougenmu (214 + Atk Atk)
  - Zero makes a circle with both of his hands. For the next few seconds he
    is accompanied by an afterimage that is delayed by a moment. I'm told it
    is incredibly useful, but I can't manage to get both Zero's to hit with
    all thier attacks. However, switching out Zero preserves this effect for
    when he's called in to assist and is incredibly useful against

Genmu Zero (623 + Atk Atk) 3 Gauges
  - Zero does a magnificent flip before unleashing a single, momentum-driven
   slash. Hits once for somewhat considerable damage and is a full-screen

3.0) Strategies
  In this section I will cover what combos I have developed with Zero that
makes him a formidable character. The first sub-section covers specific 
combos I have performed that are either very flashy or incredibly devastating
or useful. The second section is meant to set up basic combos with him when
he is the only character you have left.

3.1) Team Hyper Combos
Zero only has two useful hyper combos to chain with (Rekkoha and his Level 3)
and neither of them are very impressive or useful alone, but in combination
with his allies they can be absolutely devastating. 

Combo with Rekkoha
One thing that limits the usefulness of this hyper combo is that there's an
incredible amount of lag between its activation and when the attack begins 
to hit. As a result any enemy you plan to hit with his must be either in the
midst of a juggle or bouncing off the ground. Here are some combos I've found
into Rekkoha.

NOTE: Keep in mind that most of these are only 2-parts. You are encouraged
   to find a third in case Zero and the other are not preferred characters
   to you (except for certain combos). 

Chris (Grenade Launcher) --> Rekkoha
 - Once chris fires the second grenade, cancel into zero. The enemy will be
   too frozen to get out of the way.

Felicia (Dancing Flash) --> Rekkoha
 - At the end of her auto-combo she upper cuts the enemy into the air. Input
   Rekkoha before the last hit or the enemy may go out of range.

Super Skroll (Skrull Torch) --> Rekkoha
 - Drag the enemy as high as you can into the air and sub in zero before the
   last hit.

Haggar (Rapid Fire Fist) --> Rekkoha
 - Cancel on the last hit of his hyper combo into rekkoha. The enemy will be
   bouncing off the ground and unable to dodge the incoming onslaught.

Haggar (Giant Haggar Press) --> Rekkoha
 - Same as before. On the hit cancel into rekkoha and they shouldn't be able
   to recover in time.

Dr Doom (Air Photon Array) --> Rekkoha
 - After lifting the enemy into the air with Dr Doom, do L-M-M into his
  aerial plasma beam (light version). As the beam is produced cancel into
  air photon array and then into rekkoha just after the last shot. This is
  roughly 65 hits for a LOT of damage for only 2 HC gauges.

Iron Man (Angled Photon Cannon) --> Rekkoha
 - Hit the enemy with Repulsor Blast to drag them into close range for the
   angled photon cannon and cancel into rekkoha before the last hit.

Chun Li (Hoyokusen) --> Dr. Doom (Sphere Flame) --> Rekkoha --> X-factor
                                                       --> Rekkoha
 - Mash any button with Chun Li to get her doing her rapid kicks and at the
   last hit cancel into her listed hyper combo. Just before her final kick
   in the combo swap in Doom for his sphere flame. Since sphere flame is a
   projectile, any time after Doom lets it fly you can input Zero's rekkoha
   and Doom's attack will continue dragging the enemy straight up into Zero's
   attack. Any time after Zero lets rekkoha fly, X-factor cancel and do it
   again for massive damage. For 4 gauges this is an instant kill to some for
   virtually no effort and is unstoppable once started.

Haggar (Rapid Fire Fist) --> X-Factor --> Haggar (Giant Haggar Press)
                                            --> Rekkoha
                                                 --> Dr Doom (Sphere Flame)
- On the last hit of Rapid Fire Fist, use X-Factor to cancel and do Giant
 Haggar Press. Before Haggar hits the ground you must cancel into rekkoha
 or the explosion will kick the opponent away. From here, any time before
 rekkoha ends summon Dr Doom into sphere flame for massive damage.

Combo with Genmu Zero
Genmu Zero is a level 3 hyper combo with quite an effective range (just about
any attack that places you mid-range works), so below are some fancy combos
because its not hard to come up with simple ones.

Magneto (Magnetic Tempest) --> Genmu Zero
 - A fancy attack unless your one of the insane pros who can't have fun any
  more. Hit the enemy with a hyper gravitation and activate Magnetic Tempest
  the moment it hits the enemy. Just before the helpless enemy leaves the
  combo cancel into Zero's level 3 for a ton of easy damage.

(Any Auto Combo) --> Ryu (Shinku Tatsumaki...) --> Genmu Zero
 - Do Ryu's hyper combo and any time before the last hit transition into 
   Zero's level 3. (Any Auto Combo) includes moves like Chun Li, Felicia,
   Deadpool, etc who have hyper combos that allow cancels into flinched
   enemies at point blank.

Chun Li (Hoyokusen) --> X-Factor --> (Kikosho) --> Genmu Zero
 - Do a basic combo into her hyper kicks then HC cancel into Hoyokusen. Just
  before the last kick, X-Factor cancel into her Kikosho attack and then
  cancel from there into Genmu Zero before the final hit.

Iron Man (Proton Cannon) --> Dante (Million Dollars) --> Genmu Zero
 - Any initial attack into Dante's million dollars works equally well, but
  I like Iron Man for this so here it is. With Iron Man do 8+L, 8+M, H, 
  unibeam (L), Proton Cannon. Before the last hit cancel into Dante's million
  Dollars and finally cancel into Genmu Zero just after Dante fires his last
  shot saying "Jackpot."

Captain America (Hyper Charging Star) --> Genmu Zero
 - With captain america do 8+L, 8+M, 8+H, Shield Slash (H), and on the second
  hit of the shield slash cancel into Hyper Charging Star. Before the last
  hit cancel into Genmu Zero for incredible damage.

Dante (Million Dollars) --> Taskmaster (Legion Arrow) --> Genmu Zero
 - With Dante do a basic L, M, H, S combo, then leap into the air after them
 and do L, M, H, 896 + L. When the enemy ricochetes off the floor do 
 874+L and mash H until Dante cancels into his numchucks/shotgun attack and
 then cancel into million dollars. Any time before he fires off the last shot
 sub in Taskmaster and then do Genmu Zero before that bowfire ends. Massive
 damage, 62 hits, and looks moderately cool.

3.2) Solo Battle

Zero as a solo-fighter is okay, but he's not much to shake a stick at. His
skills are moderately useful and not very overpowering, but once Zero gets
going it can be difficult to stop him. If you have any assist characters that
can jump in, Zero can darn near force an enemy to constantly block with the
combo below.

L, M, H (3 hits), 6+H (3 hits), P1 or P2, restart at beginning input

Basic Combos
L, M, H (3 hits), 6+H (3 hits), 236+H

L, M, H (3 hits), 6+H (3 hits), 623+H

L, M, H (3 hits), 6+H (3 hits), S, air L, air L, air M, air M, air 236 M

L, M, H (3 hits), 6+H (3 hits), S, air L, air L, air M, air H (2 hits),
   air S

Cornered Combos
L, M, H (3 hits), 6+H (3 hits), S, air L, air L, air M, air H (2 hits), 
   air S, [the moment you land] Rekkoha

4.0) Missions
In this section we tackle Zero's missions (or at least the ones I can do).
Most missions are straight forward, but for some characters beating a mission
requires rediculously perfect timing and if I have completed them this 
section will be useful to those who are stumped.

Ones I've Completed: 1-10
Ones I have not completed: 

Mission 1 - Attack Using Hadangeki
 Solution: 236+L

Mission 2 - Attack using Ryuenjin
 Solution: 623+H

Mission 3 - Chain together two special moves (corner only)
 Solution: Hold Atk (lvl 3), 623+H

Mission 4 - Perform a combo using a cancel
 Solution: 2+L, 2+M, 2+H, 6+H, 623+H
 Strategy: Hold down and go through L, M, H, then on the third hit press
    forward H. During this 3 hit dash input the last attack.

Mission 5 - Perform a combo using an air combo
 Solution: L, M, H, 6+H, S, air M, air M, air H, air S
 Strategy: A simple enough combo. This should pose no problem.

Mission 6 - Perform a combo using Sougenmu
 Solution: Air S, L, M, 2+H, 6+H, 214+atk atk, M, H, 623+H
 Strategy: The major problem is comboing off the initial hit and the hyper
     combo cancel midway through the attack. To start off the combo simply
     jump next to the opponent and hit S about midway through your descent.
     This should allow you to hit and land a frame or so later and continue
     the combo while the dummy is still flinching. In order to complete this
     mission you must activate the hyper combo right off the 3rd hit of the
     6+H attack (any sooner will fail). When you pull of the hyper
     combo near the end start mashing M until you hit then press H and let
     the 3 hit nature of the slash give you the pause to input the last

Mission 7 - Perform a combo using a hyper combo cancel
 Solution: Air S, 2+L, 2+M, 2+H, 6+H, L, M, H, 6+H, 236+H, 623+atk+atk
 Strategy: The major difficulty is comboing out of the initial 6+H. Just
         mash L as Zero burns into Doom so he connects with it as soon as he
         can. Luck seems to be a major factor in continuing the combo from
         the first shippuga to the rest of the combo (also it seems trying
         the combo in the middle of the screen works best). Also note that
         you must almost immediately cancel from 896+H into Genmu Zero

Mission 8 - Perform a combo using a knockdown folloup and crossover assist
 Solution: Air Front Throw, P1, air 236+H, 6+H, S, air M, air M, air H, air S
          air 236+H
 Strategy: After performing the air throw, mash P1 until you land and quickly
          jump back up and do 236+H to pop the enemy off the ground so your
          assist character can hit. Continue the combo and finish it off.

Mission 9 - Perform a combo using X-Factor and knockdown followup
 Solution: air S, 2+L, 2+M, 2+H, 6+H, S, air M, air M, air H, air S,
          rekkoha, X-factor, genmu zero
 Strategy: A fun combo, the only difficulty is knowing you need to activate
          rekkoha the moment you land and X-factor it almost immediately 
          after Zero's hand hits the floor.

Mission 10 - Perform a special combo
 Solution: air S, L, M, H, 6+H, S, air M, air M, air H, air S, P1,
           air 236+H, 6+H, S, air M, air M, air H, air S, P2, air 236+H,
           genmu zero
 Strategy: Oh my god, long, loooong combo. Major screw ups are summoning
          those damnable partners and following up. Timing is a must
          everywhere and is almost impossible not to screw up constantly.
          When summoning either assist, land and press it and then jump to
          do air 236+H and follow up. Took me a while to get the hang of
          landing and popping the enemy off the floor into the assists but is
          the key to the combo.

5.0) Contact Information
If you have any questions, feel free to ask. Below is my contact info.

Name: Darin
Email: gamemaster53539@yahoo.com

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