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View Full Version : Zero's in Tatsunoko vs. Capcom!


Urya
14-10-09, 18:52
...Oh, and Joe the Condor, too.

http://kotaku.com/5381003/final-two-characters-revealed-for-tatsunoko-vs-capcom

Couldn't find a topic about this yet, but I couldn't possibly be the only one excited about this. Having wanted a proper inclusion of Zero since Marvel vs. Capcom 2 (not counting his SNK vs. Capcom variant), this is what will make me buy a Wii.

Jarlino
15-10-09, 11:14
(His SVC Chaos form you mean...which I thought was a decent design in a crappy game.)

Though I love Rockman characters, Zero's moves look totally not efficiƫnt.
The dash will just end up getting you trapped, and the specials lack luster which characters like Alex, Batsu, Gachaman and Viewtiful joe do have...

Condor Joe has a funky stance though. 8D

E
15-10-09, 18:03
Condor Joe looks like a recoloured Ken. Also what seems to be his medium attack looks exactly the same as Ken's too.

As for Zero, his playstyle looks more like a cross up type but also more up close and personal. Though his super has a very large range, it figure it is gonna be hard to combo without assist.

BTHR Zero X
16-10-09, 17:50
I am glad they went with Megaman X Zero over Megaman Zero: Zero its nice to see him get some love

Rayokarna
27-10-09, 08:09
Zero in a nut shell:

Zero is a very good for building meter since he has good pokes and his Ryuenjin is pretty good for catching most people out of no where since it goes quite far forward but nbt that high. Unknown to me, he has Megaman X's Blade Dash (8-Way Dash) from X6. This is goog for plain ol mix ups since you can cross them up from the ground or cause a fast fall, be warned though, you can be thrown out of it quite easily.

His Buster is considerbly weaker and has a smaller hit box than Trigger when fully charged but it charges faster. His Shippuga can be done to chain into his Ryuenjin but thats the furthest you get in terms of a combo. Shippuga can be done in the air like a dive kick but you have to be quick to come since it has a lot of recovery.

Supers:

Rekkouha:

Oh geez, pro tip, never combo into this. The super is very misleading as the beam looks like it will hit as it rises into the air but actually it doesn't. This move has hours of start up time, long recovery and easily punishable. And to make things worse, if you catch them in the air the hit box glithes up and misses them completely. There is a good thing about this super though; if Zero is invincible until the beams hit the floor so you can do this through other characters supers also it provides a safe DHC out for another character. This will whiff if your facing the corner while being near it.

Soul Heat Haze/Command Arts:

This is like Yun's SA3 in third strike. In other words he can cancel move after move by creating a copy of himself as he does them to carry one moves. Some moves also change properties while in this form. This will last for about 3-4 special moves before running out and will run out anyway if you leave it for the same period of time. Trying to combo into this will cause you to lose your combo. This is a very risky way to spend meter as it only does moderate damage and doesn't last long at all. Don't use this to DHC out unless you have to since it doesn't carry over if he tags.

Z Saver Hero:

This move is the only comboable super he has. Does ok damage, nothing too special. Do it if you need to.

Notes about Zero:

He has quite low health
His damage out put isn't that high
Nothing but offence orintated
When he has one bar of meter, he has moves for every situation.