Zero (Mega Man X)

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|-|Original Zero=
|-|X2 Zero=
|-|Black Zero=
|-|Absolute Zero=
|-|Awakened Zero=
|-|Z Era Zero=
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==Summary==
Dr. Wily's magnum opus, Zero was created to surpass Mega Man and Bass in every way and succeeded in that aspect. However, his cognitive programming had a fatal flaw that rendered him wild and uncontrollable, forcing Wily to seal Zero away along with the original Maverick Virus. Upon his discovery far in the future, Zero attacked dozens of Maverick Hunters before nearly defeating Sigma one-on-one and was only defeated after Sigma punched the gem on Zero's helmet after it began to glow with a "W" shape. Afterward, both Zero and Sigma were infected with the Virus. However, while Sigma went rogue, Zero regained control of his cognitive circuits, later becoming a high-ranking Maverick Hunter and ironically enough the best friend of Dr. Light's ultimate creation, Mega Man X.
==Powers and Stats==
Tier: | 
Key: Mega Man X Era (Base/Black Zero) | Mega Man Zero Era (Base)
Name:: Zero
Origin: Mega Man X
Gender: Male
Age: Several hundred years old (Created at the end of the Classic continuity and survived to the Zero continuity 300 years later). Mid-late teens to early twenties in terms AI-wise.
Classification: Maverick Hunter, Robot (Pre-Reploid automaton with free will)
Powers and Abilities: 
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|-|Innate=
|-|X-Era=
|-|Z-Era=
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Attack Potency: Solar System level (On par with X and helped defeat Lumine), higher with parts, chips, forms, armors and empowerment | Solar System level (Defeated Omega and Dark Elf after they fused), higher with Cyber-Elves, chips and forms
Speed: Massively FTL+ combat speed (On par with X, who can outrun black hole attacks and is superior to Classic Mega Man. Him and Axl wiped a mob of enemies at these speeds) and travel speed via teleporters, higher combat speed with parts, chips, forms and armors | Massively FTL+ combat speed (Considerably faster than his X-Era self. Fought on par with Mother/Dark Elf wielders like X and Omega. Kept up with the Dark Elf and Omega during the Elf Wars and in their rematch), higher combat speed with Cyber-Elves, chips and forms
Lifting Strength: At least Class P (Much stronger than either Rock or Proto Man) | Class Z (Much stronger than his X-Era self. Comparable to Elpizo and the Dark Elf), higher with Z-Knuckle
Striking Strength: Solar System level, higher with parts, chips, forms and armors | Solar System level, higher with Cyber-Elves, chips and forms
Durability: Solar System level (Survived attacks from Lumine), higher with parts, chips, forms and armors | Solar System level (Magnitudes stronger than his Mega Man X era self, tanked hits from end of series Dr. Weil and Dark Elf wielders), higher with Cyber-Elves, chips and forms
Stamina: Essentially Infinite | Essentially Infinite (Only collapsed after fighting Mavericks for an entire year straight without maintenance or rest while traveling through harsh desert and avoiding or disarming members of the Neo Arcadian army), but can be slowed down with continuous damage and requires maintenance from time to time
Range: Extended Melee Range with weapons, Hundreds of Kilometers with projectiles. Virtually omnidirectional with Rakukouha, C-Flasher, and Rekkoha | Extended Melee Range with weapons and EX-Skills, Planetary and Interdimensional with Cyber-Elves (His Cyber-Elves can affect an an entire 36,000 km tall tower and can interact with programs that are in Cyberspace which is its own world])
Standard Equipment:
===Common===
Zero with Z-Saber.png|X Era
Zero Era Z Saber.png|Zero Era
 
*Z-Saber: Zero's signature weapon, a powerful beam saber he acquired after being rebuilt and refurbished during the events of Mega Man X2. It can cut through nearly any Mechaniloid or Reploid in the series with ease, and is thus Zero's primary weapon.
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|-|X-Era=
*Z-Buster: A buster cannon mounted on both of Zero's arms, it is able to fire rapid-fire solar bullets as well as more powerful charged shots, but he heavily prefers the use of his Z-Saber overall.
*Soul Saber: A metal blade tied to Zero's vitality, growing in potency based on how damaged he is.
*Durga Glaive: A beam-bladed spear that Zero can use for longer-ranged thrusts and slashing attacks. He can also deflect enemy fire with the handle. He can use all of his special techniques with this weapons. It is particularly suitable for the Youdantotsu technique, a wood-elemental thrust that smashes through forcefields and barriers, stringing them together as part of the Renyoudan technique.
*V-Hanger: A pair of beam daggers suitable for quick, short-ranged attacks on enemy vital spots. It can also be used to launch the Souenbu technique, sending waves of plasma energy that home in on targets with each swing.
*Basho Fan: A pair of energy weapons modeled after the war fans of old, they project energy barriers that automatically nullify oncoming projectiles and ranged attacks. They can also reflect them back with a swing as part of Zero's Rekkyoudan technique.
*Titan Breaker: A hammer designed to smash through enemy barriers and shielding, it is also useful for smashing obstacles and those who are otherwise resistant to blunt force. When used with Zero's Juuhuuzan technique, it bypasses barriers completely to directly attack the target.
*Σ Blade: A blade taken from Sigma's body after the end of Mega Man X8. A massive blade twice as long as the Z-Saber, it boasts immense attack power and cuts any required energy costs in half.
*Black Zero: An upgrade that turns Zero's armor black, its effects vary across the series, but it always increases Zero's speed and power and often provides a boost to his defense as well. The sole exception to this is in Mega Man X8, where it halves Zero's defense instead.
*Absolute Zero: An armor resembling a bat or a vampire, it drastically increases all of his parameters, doubles his attack power, allows him to fly, and allows him to tear through virtually any forcefield with his bare hands. As a trade-off, his ability to use any of his Saber or Buster weapons is sealed, but he gains access to his Calamitous Arts, imbuing all of his attacks with the chill of absolute zero and the ability to vanish and teleport to his foes.
|-|Zero Era=
*Buster Shot: A blaster salvaged from a fallen soldier after reawakening, it has since been modified and upgraded to Zero's liking with the help of the Resistance. As a result, it is able to have its functions modified by special chips Zero carries with him and can fire a limitless supply of solar rounds in a manner akin to his original Z-Buster. Of the techniques he utilizes with this weapon, the most notable include the Time Stopper (which freezes anyone hit in time), the Tractor Shot (which can absorb enemy projectiles along its flight path to gain power), and the Reflect Laser (which pierces virtually any target and reflects off walls and obstacles).
*Shield Boomerang: A modification to the Z-Saber, allowing Zero to mount it on his arm and spin it to reflect all but the most powerful projectile attacks. While it offers no defense against melee combatants, it can also be thrown as a buzzsaw and imbued with elemental powers as well.
*Triple Rod: A lance-like extension for the Z-Saber that Zero uses in a manner akin to his former Durga Glaive, attacking foes with flurries of thrusting and slashing attacks and deflecting oncoming attacks with battle staff-like movements. Like the other attachments, it can be imbued with element chips to modify its properties.
*Chain Rod: Another modification for the Z-Saber, turning the handle into an energy chain that Zero can freely manipulate like a whip to hook onto and stun enemies, drag them closer for additional attacks, or simply impale them at a distance. If it lands on a shield, Zero can tear away and disarm the equipment away. In addition, it can be used as a grappling hook to reel himself towards a wall or swing from it- as well as to grab useful items or heavy obstacles that are out of reach. Like the other modifications, it can be imbued with element chips to modify its properties.
*Recoil Rod: Yet another modification for the Z-Saber, splitting it into a pair of tonfas that repulse anything they strike if not outright destroying the target on contact. It can also be used to propel Zero great distances by using it against a wall or the ground or even an enemy's head. When it damages an enemy, it send them flying into other enemies, or flipping their defenses around to leave them open to attack.
*Zero Knuckle: Chips embedded in Zero's palms allows him to wrench away items from others, disarming them of their weapon and likely body part, before using them as his own while also boosting his punching power.
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Intelligence: Genius
Built to surpass the original Mega Man in every way, including combat prowess. An experienced leader and hunter of the Maverick Hunters. A master infiltrator (leader of the 0th Shinobi Corp) and the foremost swordsman amongst the Maverick Hunters as well as a skilled marksman. Cool-headed and taciturn, he rarely loses his composure and always finds a way to achieve victory. Even after losing his memories during the events of Mega Man Zero he retains his legendary combat technique and determined personality, allowing him to take down the likes of Copy X and calling the fight disappointing when compared to the original X twice over, despite Copy X having the combat skills of the original, who has been active in combat for a century. Even outside of combat, he is adept at self-reparation, able to look at Mega Man X's damaged X-Buster and use its schematics and parts to upgrade his own Z-Buster, despite the X-Buster and his Z-Buster being technology that no one at the time of the X series even understands (with only literal geniuses such as Dr. Light, Dr. Wily and Ciel and her ancestor being the only ones to truly understand their schematics). In the Command Mission continuity, has accumulated two hundred years of combat experience
Zero has been fighting against Mavericks of all kinds throughout the Mega Man X series with various unique and different abilities. Upon awakening, he instantly annihilated an entire regime of Maverick Hunters, and then proceeded to nearly defeat the most skilled Maverick Hunter in Sigma, who wields a saber, with a metal bar- eventually ripping off his arm after Zero was disarmed of said metal. Maverick Hunters fight a variety of Mechaloids with various abilities superior to their own, and often train against Magma Dragoon, a master martial artist to combat Maverick threats in the future. As he traverses throughout the games' stages he annihilates enemies of all kinds and numbers in his wake, including the many, many Nightmare Viruses that swarm the bases, outnumbering him massively. He's capable of using many different weapons effectively upon first use, such as the V-Hanger and D-Glaive. Of course, the Mavericks themselves add the most of Zero's experience- most of which have an extreme range advantage in addition to many having flight, making Zero an expert at weaving into close range to even land a single hit. He's defeated time stoppers such as Dark Necrobat, who sends swarms of bats and large sonic waves that cover the screen to damage foes. Jet Stingray sends swarms of tiny bots that litter the bottom of the battlefield, in which Zero has to essentially fight on the walls exclusively. Split Mushroom, Spike Rosered, Infinity Mijinion, and Flame Hyenard all abuse their cloning ability in battle both to confuse Zero to hit the wrong one and to have a huge number advantage, especially in Mijinion's case, to no avail. He can get past Shield Sheldon's all-encompassing shields and even Gate's invulnerability to attacks. He battles Snipe Anteator on a long, thin tube that the latter can easily crawl and all along it while Zero is forced to remain on top of the platform with limited mobility. Large opponents such as Rainy Turtloid and Frost Walrus are also no stranger to Zero, being able to manuever around them despite their surprising speed in the former's case. He's fought in icy areas such as in Blizzard Wolfang's stage, where his wall-jumping mobility is non-existent, as well as his mobility in general. In Rainy Turtloid's stage, he must traverse and fight in environments where falling means instant death with very few platforms or no platforms at all, while constantly being pelted by corrosive rain and having to find cores to disable it- sometimes in total darkness if the Nightmare Effect takes place. He can adapt to Gravity Antonion's gravity flipping, changing the battlefield's topography while at the same time fighting a Maverick who takes advantage of the new layout. He can fight through Blaze Heatnix's stage, along with the Maverick himself, despite the area sporting near-screen covering instant death flames- some enemies using it to their advantage as cover for their weak points. His fight with Crescent Grizzly has him dealing with surprise underground attacks at all times, and his battle against Cyber Peacock sports him constantly having to dodge extremely persistent homing attacks as well as surprise teleportation ambushes. He fought and defeated Magma Dragoon, a master of all martial arts on the planet whose skills were the basis of the entirety of the Maverick Hunters' training in hand-to-hand combat. In the battle with Dragoon, Zero was trapped in an area where the lava on each side of the stage threatened in instantly kill him, along with walls that bait him to wall jump so Dragoon can summon flame pillars from the lava pits- the only other option being to fight Dragoon on the main platform, in which Dragoon is extremely erratic to fight, making the Buster a better option, yet Zero still managed to fight with only the Z-Saber. Volt Kraken's electrical attacks that crawled along the wall combined with flight gave him complete area control, forcing Zero to wall jump carefully along the area on his terms- yet Zero still manages to close the distance several times to eventually claim victory. He can even make self-repairs on his own, despite being what is essentially just a torso and a singular arm. Can fight Mega Man X on multiple occasions, who possess many hax abilities and armors all at once to change fighting styles on a dime, X can also fight and defeat multiple Mavericks comparable to him, including a more powerful Awakened Black Zero and Ultimate Armor X at the same time. Constantly beats back Sigma several times, with Sigma being portrayed to be superior to him in raw physical statistics and a more diverse moveset, without the need for his techniques learned throughout a single game using just his Z-Saber and sometimes Z-Buster. He is also designed to be superior to the original Mega Man in every way- including combat skill, who has fought many, many battles against at least an astonishing 88 Robot Masters, robots comparable or superior to himself, and can potentially fight them all with just a simple Mega Buster and lacking the movement options of Mega Man X. One of these Robot Masters being Tengu Man, who reads air flow and vibrations to predict a foe's every move. | Despite the Mega Man Zero series being shorter, Zero has fought many battles in disadvantageous positions to add to his experience, all of which in a weaker dumbed down body compared to his original one. Just like before in Mega Man X, Zero can pretty much pick up any weapon- even a Buster of the Resistance, some of the weakest armaments in the setting at the time- and begin wreaking havoc on enemy forces without any clue on what is happening despite just being woken up from a 100 year slumber. He's even capable of tearing off weapons from enemies with his Z-Knuckle and using them arguably more effectively himself, despite some of these weapons not being even designed to be handheld, and were more like body parts of the enemy he dismantled with his hands. Armies of Mavericks were slain by his blade with ease for an entire year, to the point where even though he was blinded by an eternal sandstorm designed by Neo Arcadia's "perfect" countermeasure program, affected by the endless sand's ECM (electronic countermeasures) effects- which are supposed to paralyze Zero and constantly deceive his senses to hinder his combat abilities, and despite being heavily injured over time with malfunctioning body parts like an arm- he finds slaying enemies "not fun anymore". Most of his battles against Mavericks are arguably more difficult than his battles in Mega Man X, with enemies constantly making attacks that cover a majority of the screen where Zero needs to weave in his own attacks during them- the enemy never stopping to really give him a "turn" per say. He can fight on time limits where he needs to defeat Aztec Falcon within a minute despite being just being awoken after one hundred years with no recollection or acquisition of his previous combat skill. Can fight effectively underwater on icy floors against Fairy Leviathan, Childre Inarabitta, and Tech Kraken- who are built and specially designed for underwater operations and combat. He can fight and win in environments where falling means instant death with very few platforms like against Hyleg Ourobockle- sometimes when enemies sport attacks that can target all of the remaining area left he can stand on or drag him into the abyss with spammable attacks or against foes that large in nature to cover the remaining space such as Cyball in Mega Man Zero 4. Can fight Anubis Necromancess III in an area perfectly suited to the necromancer, easily outnumbering Zero. Can fight against units of enemy forces while escorting extremely weak allies such as Ciel and other Resistance members- or in the formers case, fight a Golem despite having just awoken and forgotten most of his skill to free Ciel and cut its arm off without hurting her. Fought various users of flight, which have an inherit advantage against Zero's ground fighting. Can fight in conditions where he can easily be swept off his feet off of platforms by intense winds, even against Pegasolta Eclair, who not only flies, but possesses attacks that cover the entire environment. Can fight in areas where the extreme heat threatens to deal massive damage aside from very small spots on the battle field- while still having a fully-fledged battle against Sol Titanium. Fights and can tell the difference between Hidden Phantom and Phoenix Magnion's clones and the real deal. Can defeat foes that can stop time such as Popla Cocapetri. Can defeat Volteel Biblio who utilizes hit and run tactics, abusing the underwater environment that has interconnected holes to suit his fighting style while Zero has to adapt to it, being a ground-based fighter. Can defeat Deathtanz Mantisk, whose bladed battle skills were so great he defeated twenty experimental test machines, all possibly as skilled as Magma Dragoon, whose skills are used to train new Maverick Hunters in martial arts. Can fight effectively despite his movement being heavily limited by magnetic fields. Can adapt to Noble Mandrago's fighting style, which was heavily added by the environment around them, allowing Noble Mandrago to burrow and appear anywhere in the room while limiting his ability to wall jump and grip onto the floor. Defeated Omega after being amplified by the Dark Elf, who can stomp Fighting Fefnir and Fairy Leviathan without said amp, and Sage Harpuia without taking any damage from Harpuia's attacks- despite Zero not getting an amp himself to compete with Omega, he defeated Omega in all three entire forms back to back, each far stronger than the last, Omega's last and true form being Zero original body, who is much stronger than Zero and has all of the more versatile abilities of his Mega Man X self. Tretista Kelverian and Mino Magnus's massive sizes and attacks control huge amounts of the stage, yet Zero manages to weave himself past those attacks to achieve victory. Is constantly shown to be able to defeat entire platoons of forces such as at the end of Mega Man Zero and the many times he fights hordes of enemies in an enclosed location. Can fight Kuwagust Anchus and Herculious Anchus at the same time. Manages to counter Phoenix Magnion's infamous evasive combat style involving Illusion Creation by baiting out a counterattack to use as his opening. Defeats Burble Hekelot, likely preventing him from using his gimmick, eating caterpillar Reploids to make himself nearly impervious to damage. He is often praised by Fighting Fefnir to be amazing at fighting, and is the sole reason why the forces of Neo Arcadia have been pushed back by the Resistance due to his sheer combat skills, Copy X specifically referring to his combat skills as terrifying. Copy X is a perfect copy of the original Mega Man X from the Zero Era, who has one hundred years more experience since the Elf Wars. Zero then considers Copy X "weak" when compared to the real deal, despite their powers being identical, before Copy X proceeds to power up into Armed Phenomenon, which Zero easily disposes of while talking about more differences between the original X and him, without showing a hint of struggle.
Weaknesses: Mentioning Iris is a sore spot for him | None notable
Notable Attacks and Techniques 
*Learning System: Similarly to X and his Variable Weapon System, Zero is able to gain access to new attacks by defeating foes in combat. Unlike X, Zero rarely copies the attacks of his opponents but instead creates new attacks based on his opponent's affinities. For example, defeating Web Spider allowed Zero to develop the Raijingeki, a powerful stab with the Z-Saber that's charged with electricity. Due to the fact that these tend to be sword techniques inherent to Zero rather than copied weapons, the majority of them do not require additional Weapon Energy and thus can be used as often as Zero likes.
*Sougenmu (Twin Phantasms): Also known as “Twin Dream”. Zero generates a duplicate of himself out of Soul Energy that can directly damage his foes by imitating his attacks. However, it fades after a short period of time and thus must be reused to continue the effect. 
*Soul Body: Zero is able to unleash holograms of himself to directly attack his opponent, rushing at his foes to damage them. In addition, he can create an intangible clone of himself that can strike enemies but cannot be struck back while preventing the actual Zero from taking damage until he chooses to end the technique. This ability is powerful enough to incapacitate X after their lengthy duel at the end of Mega Man X5.
*ZERO Shift: Zero's exclusive Force Metal in Mega Man X: Command Mission, it completely nullifies attacks that would only leave glancing or minor damage.
*Dark Hold: A weapon copied from Dark Dizzy, Zero freezes time around him, slowing all foes and opposing projectiles to a standstill, leaving Zero free to attack as he pleases.
*Time Stopper: Zero fires a round from his Buster Shot that freezes the target in time should any part of them (including equipment and clothing) make contact with it, rendering them helpless.
*Rakukouha (Falling Phoenix Crusher) and Messenkou (Destroying Glint): Zero charges energy in his fists and slams the ground, causing an eruption of energy projectiles all around him in a fan pattern. The two attacks are virtually identical except for the fact that the Rakukouha deals more damage per projectile while the Messenkou hits additional times on top of being completely unblockable. He is also able to use a stronger version called Shin Messenkou (True Destroying Glint) which sends a wave of larger projectiles vertically to the ceiling instead. 
*Rekkoha (Rending Light Supremacy): Similarly to the Rakukouha and Messenkou, Zero charges up energy in his fist before slamming the ground, causing extremely damaging beams of light to erupt all around him, destroying all but the strongest of foes instantly. At his strongest he can use this attack infinitely, only with a brief pause in between attacks. 
*Ittou Ryoudan: Genmurei (Cleaving in a Single Strike: Phantasm Zero): Also known as “Genmu Zero”. Zero leaps into the air with a spin or simply charges up his blade above his head before launching a massive wave of energy that is nearly impossible to dodge. It is powerful enough to destroy X in one shot even with the protection of the Ultimate Armor. When in his "Awakened" form he can fire this attack infinitely while remaining completely invulnerable any attack X can muster, rendering it incredibly difficult to fight, much less hurt Zero while using this attack. He can fire up to two of these per swing in a slight fan pattern, causing the waves to separate and cover a wider area. 
*Cyber-Elves: Cyber Elves are sentient computer programs made of pure energy. They have the ability to rewrite the information of Cyber Space to erase chosen enemies from existence, completely recharge Zero's Energy, boost his physical capabilities, absorb oncoming projectiles, stun enemies, slow time to a crawl, halve the target's effective combat endurance and durability, and turn foes into relatively helpless Mettaurs.
**List of Cyber Elves
*A full list of Zero's weaponry can be found here. Weapons and attacks from Mega Man X: Command Mission, such as the Absolute Zero armor and the ZERO Shift Force Metal, are of dubious canonicity since the game was declared to be outside of the main canon by the Compendium of Rockman X, but elements of the game (such as the Final Strike attack) are alluded to in the canon audio drama included in Remastered Tracks Rockman Zero Telos. Thus it's recommended that these abilities should only be used when composite Zero is specified in a versus thread.
==Gallery==
Mega Man (Franchise) - All Zero Themes and Battle Themes
Zero (Awakened).png
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zerochaos.jpg
==Notable Matchups==
Victories:
Vegeta (Dragon Ball Z) Vegeta's Profile (Z-Era Zero was put against SSJ2 Buu Saga Vegeta, the battle took place at Scala Ad Caelum and speed was equalized)
Losses:
Inconclusive:
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