Zero (Legacy)

**Zero** is the main protagonist of the Megaman Zero series, and a playable character in Megaman Zero Online.

## Bio

"*I never cared about justice, and I don't recall ever calling myself a hero... I have always only fought for the people I believe in. I won't hesitate... If an enemy appears in front of me, I will destroy it!*"
―Zero in Megaman Zero 4

After the Maverick Wars ended, legendary Maverick Hunter DWN-Infinity known as "Zero" offered to have himself sealed for research on antibodies inside his corpse that could be used to defuse the Maverick Virus once and for all. His mind was extracted from his body and moved into a new body to prevent any incidents, while his original body was retrieved by weapon researcher and DNA revival specialist Dr. Weil to create the perfect ruler of humanity. Over a century later, Zero, now in his new body, was awakened by human scientist and resistance leader Ciel to aid her in taking down the dystopian government of Neo Arcadia led by Copy X, a perfected copy of the original Megaman X. Through the entire series, Zero would continue fighting against Neo Arcadia and Dr. Weil until he sacrified himself at the end of Megaman Zero 4 to take down Weil for good.

## Playstyle

As the protagonist of the series, Zero is a versatile brawler well-suited for all skill levels. His gameplan, which consists of rushing down the opponent and applying his above-average damage until they're dead, is not only simple and beginner-friendly, but benefits from Zero's powerful and flexible toolkit: he has several ways to apply strong close-range pressure, and his damage is above-average thanks to his 6B, d.B and Tenshouzan. While his ranged game is by no means impressive, he still has a few good tools for that purpose in spite of his "Gorilla Character" status. If you are searching for a powerful and aggressive jack-of-all-trades to learn the fundamentals of the game, look no further than Zero.

 * **Great Damage:** Zero has a very high damage output thanks to his plethora of strong and flexible offensive tools, such as his d.B, 6B, and Tenshouzan.
* **Oppressive:** Many ways to apply flinch consistently make Zero a literal stagger machine.
* **Well-Rounded:** Has a very flexible gameplan and a variety of tools for nearly every situation.
* **Easy:** Extremely accessible in general, possibly the best character for starting players.

## Movelist

### 5B

 * First hit of Zero's triple slash autocombo

Landing the full autocombo is one of Zero's best ways of racking up damage. While the opponent can walk out of the autocombo since only the 3rd hit flinches, Zero's autocombo is overall pretty fast, especially if the B inputs are timed well enough to maximize speed.
Where this autocombo shines is when used in conjunction with Zero's 6B, as the latter can be stop-cancelled into the autocombo to add 2 extra damage.

### 5BB

 * Second hit of Zero's triple slash autocombo
* Has slightly faster startup than the first hit

### 5BBB

 * Third and last hit of Zero's triple slash autocombo
* Flinches and deals more damage than the 1st and 2nd hits, but has a lenghty startup

If the opponent is not already commiting, he can theorically walk out of the autocombo quite easily to avoid the 3rd hit. If it whiffs, it whiffs hard. If it hits, you get good damage and can theorically use the flinch to vortex. 5BBB>d.B is a guaranteed 10 damage if the opponent doesn't have dash flinch protection.

### 6B

 * 1 frame startup
* Can be cancelled anytime by jumping, dashing, or just stopping in place
* If cancelled, slash animation lingers until it ends; 6B cannot be used again in the meantime

You can sneak in cancelled 6Bs at several points during strings to massively increase your damage output for free. Learning how to cancel from 6B into other actions is essential if you want to deal damage with Zero. Read more about that here.

### j.B

 * Landing during the animation doesn't apply any landing lag

Basic jumping attack. Due to the lack of landing lag, you can either use this attack as a substitute to 6B for adding free damage, or play like a total dumbass and spam short hop>landing-cancelled j.B. Adding some 6Bs in between can significantly increase damage, but this string is complex to execute and never flinches at any point, allowing the opponent to either escape or commit to a counterattack.

### d.B

 * Applies for 60f and is affected by Dash attack flinch protection
* Has small forward momentum during the entire animation

The glue that holds all of Zero's kit together. Very fast, good damage, massive reward, excellent for punishes, neutral, combos, etc. The only real weaknesses of this move is that landing it while dash attack flinch protection is a guaranteed death for you, and that it whiffs hard.
A cornerstone of Zero's combo theory, this move is pretty much mandatory to use during combos and/or strings to stagger the opponent. Thanks to it's superior speed, you are guaranteed to land this after most other flinches (such as 5BBB). You can even sneak in dash-cancelled 6B to boost your damage to the extreme.

### w.B

 * Can be cancelled at any point of the animation by releasing direction

Very niche. Damage is decent, but wall cancel combos require high execution and are too situational to see use in real matches.

### Tenshouzan (8B)

 * The hitbox has the unique property of being active for 4 frames instead of the universal 2

Very slow to come out, so shouldn't be thrown out randomly in neutral. The great anti-air hitbox gives it some defensive utility, and the flinch allows to continue strings. In combos, you can land this after a d.B.

### Hyougetsujin (2B)

 * Projectile hitbox shrinks over time

It's an attack you can use. Usually overshadowed by Rakusaiga sparks when it comes to zoning, but it has it's uses.

### Rakusaiga (j.2B)

 * Nullifies dash momentum when used
* Can be steered left or right while falling
* The thrust repeatedly creates hitboxes while active, first hitbox deals less damage and doesn't flinch
* Releases two projectiles sideways upon landing unless used too close to the ground
* Projectiles have virtually infinite range and will only disappear if the ground ends or upon contact with a player and/or a wall
* Projectiles cannot be used on slopes, thanks Warrior
* Data in {} represents values for the first hitbox, Data in [] represents values for each projectile

A falling attack infamous for the slightly situational, but memetic long-range stalling capabilities it offers on flat maps. Since the projectiles won't come out if used too close to the ground, if you want to use the sparks while staying on the same ground level, input the attack at the apex of a full standing jump.
The actual thrust is not as amazing as the projectiles, but it has it's uses. Since the early hit doesn't flinch, you could land both the early and normal hits for 3 damage + flinch with some spacing. Also good as a jump-in, usually only loses to Tenshouzan.

### Taunt

 * Can be cancelled at any time by walking/jumping/dashing

Universal taunt.

## Trivia

* Zero was the first character added to Megaman Zero Online, being present since the very beginning of development as a test character.