Sorry, SirKibble, but its time for me to prove that Zero > Protoman.
Megaman Zero
^Zero with the Zero Knuckle^
"I never cared about justice, and I don't ever recall calling myself a hero... I have always only fought for the people that I believe in. I won't hesitate... If an enemy appears before me, I will destroy it!"
Story:
At the beginning of Mega Man Zero, Zero was discovered in suspended animation by a human scientist named Ciel, who leads a band of Reploid freedom fighters. Ciel used the Cyber Elf Passy to revive Zero, who in turn saved Ciel from the forces of Neo Arcadia. Zero, however, was suffering memory loss due to "hibernation sickness." As it turned out, Neo Arcadia was the government of the world at this time period. Reploids were discriminated against and often deemed Maverick and terminated without justifiable cause. Copy X, a ruthless, conceited clone of the real X, was in charge of this policy. Zero agreed to join Ciel's team in fighting this oppression of Reploids.
Playstyle:
Zero's playstyle revolves around far reaching sword attacks, unconventional specials, and comboes.
Some of his primary comboes of choice are:
Bair->Fair->Nair or Bair->Fair->Uair
Bair->Uair
Bair->Nair
Bair->Neutral B (when it is still the Zero Knuckle)
Nair->Dair (this one is unreliable but possible)
F-Throw-> Nair
Up Throw->Uair Juggle
Neutral A->F-Tilt->L-Dash+Dash Attack
Neutral A->F-Smash
Neutral A->D-Smash
Zero players should try to stay near their opponent and rack up the pressure. If their foe is air-based, U-Tilt spam can be pretty annoying for them. Overall, Zero performs best on the ground. L-Dashing gives him excellent mind-games and he has a variety of useful ground comboing tools (F-Smash, F-Tilt, Neutral A, Dash Attack, etc.)
Zero's foes should try to force him into the air, where he performs considerably worse, if possible. Projectiles are effective against him as with all other primarily weapon based characters, but he has a great approach reducing the effectiveness of camping. The most important thing is to keep a level-head and don't fall victim to his mindgames.
Unique Mechanics:
L-Dash-
Zero must hit the L-Button to dash. He dashes rougly one fourth of Final Destination and can go through players. He has super armor during the first few dashing frames. This can be cancelled by using your dash attack. You can also Tap Dash, dashing only a short distance to make use of the super armor frames more effectively. The Tap Dash takes you about as far as Wolf's F-Smash. If you jump while dashing, it will greatly increase your forward momentum. Dashing can only be used on the ground so this is of little to no use in recovering. You can also turn around and reverse your dashing duration at any time in the dash. Excellent for mind games. The dash has some beginning lag so spamming for constant super armor isn't an option.
Constant Move Speed-
Zero has no walk. He moves at a pace between that of a walk and a dash.
Water Jump-
Zero can jump on water, allowing him to traverse over it without drowning.
Shield Boomerang-
Zero's shield is different from that of the rest of the cast. It reflects projectiles. It only protects one side of Zero, but can be aimed left, right, and up. The Shield can't be broken but auto-ends after 2 seconds. If you hold it for the entire two seconds, Zero will throw the shield like a boomerang, dealing 5% damage and low knockback. It travels just like Link's boomerang except that it is thrown in the direction that it was last aimed. While it flies, it deflects (not reflects) projectiles. Zero can't shield until it returns to him.
Default Stats:
Height- 4/5 (rougly human size)
Weight- 4/5 (lighter than Bowser but still pretty heavy)
Movement Speed- 2.5/5
L-Dash Speed- 5/5 (Between CF and Sonic)
Attack Speed- 4/5
Power- 2.5/5
Attack Reach (Not Including Projectiles)- 4/5
First Jump- 4/5
Second Jump- 2/5
Falling Speed- 4/5
Recovery- 2-3/5
Final Smash- ?/5
Traction- Unaffected (Special Foot Chip)
Dodges- 5/5
Crouch- None
Crawl- No
Wall Jump- Yes
Wall Cling- Yes, 3 seconds.
Glide- No
Animations:
Movement- A typical looking run. Pumps his fists as he runs. His hair moves with the wind.
First Jump- Raises both arms over his head as he jumps. One knee is jutted out like in Falcon's Fair. His hair rises upwards initially, but falls back down.
Second Jump- Jumps up, bringing his arms back down to his sides.
L-Dash- One arm is in front of Zero, with the elbow outwards. The other arm is behind Zero, ready to slash. An effect similar to Fox illusion appears behind Zero's path. A dustcloud appears behind the illusions.
Shield- Zero pulls out the Shield Boomerang (see Shield Boomerang mechanic).
Sidestep- Zero kneels down while sliding to the side. He then slides back.
Forward Roll- Zero teleports (a common reploid ability) a short distance ahead. Works kind of like Mewtwo's aerial dodge.
Back Roll- Zero teleports a short distance backwards. Works kind of like Mewtwo's aerial dodge.
Air Dodge- Same as Mewtwo's in Melee.
Weapon Carry- Holds weapons the same as the Z-Saber
Homerun Animation- Spins around with the homerun bat. Only 360 degree homerun in the game. Its a bit slower than others as he brings the bat in front of him first.
Specials:
Neutral B- Zero Knuckle
Zero reaches out and grabs the opponent with the Zero Knuckle. He then squeezes them, dealing 5% damage. This move has average reach. The priority is high. This has average lag on both ends. He throws the foe after squeezing them, sending them flying with good knockback.
While holding the foe, he steals a power from them changing the Zero Knuckle into a new weapon based on that character for the remainder of Zero's stock. If you want to get rid of that power hold B and press any taunt button. This will return it to the Zero Knuckle state.
Mario- FLUDD Blaster
Works just like Mario's Down B.
Luigi- Green Fire Knuckle
The knuckle spits out a green fireball that deals 2% damage and flinching. It works just like Luigi's fireball except that it bounces off of walls and other surfaces.
Bowser- Inferno Gun
The Zero knuckle becomes a short-ranged flamethrower that deals explosive fire damage. Ok reach, fairly low beginning lag, average ending lag, decent priority, and decent knockback.
Peach- Metal Turnip Gun
Shoots out a turnip that works exactly the same as Peach's turnips. Effects are based on the face of the turnip. Average lag on both ends.
Wario- Tire Gun
Shoots out a tire that travels like the Ice Climber's ice block. This is the only projectile affected by traction as it loses control on ice, moves quickly downhill, and moves slowly uphill. It goes as far as the stage allows or until it looses its momentum. Fairly low lag on both ends. Deals 3% and low knockback.
Yoshi- Egg Gun
Shoots an aimable egg. It deals the same damage and slightly lower knockback than Yoshi's Up B but it cracks and releases its yolk, slightly increasing its hitbox upon contact with a surface. Fairly low lag on both ends.
Donkey Kong- Coconut Gun
An aimable gun that fires a powerful, but somewhat slow moving coconut. It has some downwards pull, reducing its long-range effectiveness, but unless fired into the air, it should be effective. Average lag on both ends. Deals 5% damage and good knockback.
Diddy Kong- Peanut Gun
Fires a fast moving peanut that travels in an arc. Works much like Diddy's neutral B except that it cannot be charged.
Samus- Missile Launcher
Works just like Samus's missile except with a wider explosion and 1% lower damage. The missile is red.
Zero Suit Samus- Whip Gun
Fires out a whip that grabs the foe and throws them a good distance behind Zero. Deals 5% damage. Fairly low lag on both ends. Great reach.
Pit- Sparrows
Fires out... A SPARROW?! The sparrow is made of blue light and flies in an upwards slope. Keeps going until it hits something or leaves the stage. Low lag on both ends. Deals 3% damage and very low knockback.
Link and Toon Link- Crossbow
The Zero Knuckle turns into a crossbow that fires a straight-forward projectile that deals 5% damage and good knockback. Flies quickly. Travels the distance of Final Destination. High lag on both ends. Does good damage to shields.
Zelda- Din's Blaster
Works just like Din's Fire.
Sheik- Needler
Fires out red needles at a constant speed as long as you hold the B button. Each needle deals flinching and 1% damage. These are easy to DI out of. They explode upon contact, extending the hitbox a bit. Somewhat high beginning lag but low ending lag.
Ganondorf- Gerudo Dragon
Changes Zero's neutral B into Ganondorf's Side B.
Captain Falcon- RISING FALCON
Fires out a fiery Falcon similar to Sparrows. This flies much slower and deals great knockback and 5% damage. Average lag on both ends.
Pokemon Trainer (Any Pokemon)- Pokeball
Fires out a Pokeball that catches anyone (friend or foe) that it hits. It releases them after 2 seconds. Any damage done to them while in the Pokeball is dealt to them, similarly to Yoshi's neutral B. They can be shot off the stage if the Pokeball nailed them in midair and they don't escape in time. The Pokeball travels at about the speed of Snake's grenade, but in a straight-horizontal trajectory. It travels the distance of Final Destination.
Pikachu- Lightning Rod
A weaker version of Pikachu's Down B occurs, dealing 5% and ok knockback to those struck. It gives Zero energy, healing him for 3% damage. Fairly high lag on both ends.
Jigglypuff- CD Blaster
Shoots out a CD player that plays Jigglypuff's singing. Puts anyone hit by it to sleep for about a second and deals 3% damage and no knockback. This projectile flies at an average speed and travels half the distance of Final Destination. High lag on both ends.
Lucario/Mewtwo- Shadow Gun
Changes Zero's Neutral B into Shadow Ball.
Ike- Aether Gun
Shoots out a spinning sword. It works just like the flipper item and heals Zero for 1% for every point of damage dealt by it for as long as it is on the field. Only one can be out at a time and firing another one causes the previous one to disappear.
Marth- Counter Blast
Works just like Marth's counter.... or not. Instead of slashing, Zero will fire a spread of bullets in all directions, dealing 3% damage and flinching to anyone hit by them. The bullets fly half the distance of Final Destination and travel at a fast speed.
Ness- PK THUNDA
Works just like Ness's PK thunder.
Lucas- PK FIYAH
Works just like Lucas's PK fire.
Fox- Illusion Blaster
Fires out an illusion of Zero that travels the distance of Zero's L-Dash and deals 3% damage and decent knockback to anyone struck by it. Low lag on both ends. Possible mind-game use.
Falco- Reflector Ball
Works like Mario's fireball except that it reflects projectiles that hit it. Deals 1% damage and stun to anyone hit by it. Travels about 1/4th of the distance of Final Destination.
Wolf- Claw Gun
Shoots out a claw rougly the distance of Samus's Side B. If it hits it sticks into the foe dealing an initial 5% damage plus 1% damage per second the foe is stuck on it for a maximum of 3 seconds. Opposing controller input can reduce this duration. Average lag on both ends.
R.O.B.- Spinning Top
Works like ROB's Down B. The top is larger and moves left and right unpredictably. It is slow.
Sonic- Spring Gun
Whoever this hits is forced to jump the distance of Sonic's Up B into the air. This puts them into a helpless state. Deals 3% damage. The projectile moves quickly and travels about 1/3 the distance of Final Destination. Fairly low lag on both ends.
Metaknight- Tornado Blaster
Fires out tornado that moves around unpredictably and catches foes in it the same as the Mach Tornado, dealing the same damage and knockback. It moves around the stage fairly slowly. Unlike the Mach Tornado, DI can easily be used to escape it.
Kirby- Vacuum
Pulls the opponents torwards Zero. No other effects. Low lag on both ends. Great reach.
Dedede- Reverse Vacuum
Pushes opponents away from Zero. No other effects. Low lag on both ends. Great reach.
Olimar- Metal Pikmin Gun
Fires out a robot Pikmin o.O. This works like an ordinary Pikmin with no additional effects. Deals 2% per second it latches on.
Side B- Satellite One
Press Side B to change your first Satellite Cyber Elf randomly. Cyber Elves appear as a solid circle surrounded by a single ring that releases glitter-like light. Satellite elves fly behind you and passively (in most cases) aid you. The Cyber Elves consist of the following:
Mailla- A pink cyber elf. Reduces the effectiveness of enemy energy based projectiles by healing you for 2% each time you get hit by one.
Balette- A red cyber elf. Makes you run faster (making you go from a 2.5/5 speed to a 4/5 speed.)
Biraid- A green cyber elf. Reduces your falling speed.
Pitopah- Clings to an enemy like a Pikmin dealing 1% per second and slowing them down a bit if it hits them. You must press Side B to send it out.
Pitopuh- Same as Pitopah
Beenipe- Shoots out weak bullets at regular intervals (one every 2 seconds). Each bullet deals 1% and flinching if it hits. It targets a random foe each time. The bullets travels half of Final Destination at a rather fast speed.
Beetack- Same as Beenipe
Archim- Shoots a small explosive at a low arch towards the ground once every 3 seconds dealing 2% damage and low knockback if it hits a foe. Travels a short distance, rougly 3 body lengths ahead of Zero.
Archil- Same as Archim
Down B- Satellite Two
Press Down B to change your second satellite elf randomly. These elves are shown by a solid circle surrounded by a ring that releases glitter-like light. The elves are the same as Satellite One. Only one of the same elf can be out at a time.
Up B- Recoil Rod
Release B to stab with the recoil rod, sending yourself slightly in the direction opposite of the direction you stabbed. Hold B to charge it. A fully charged Recoil Rod grants a great push (about that of Lucas's Up B when it hits him) in the direction opposite of the stab direction. It takes about 2-3 seconds to fully charge it. The charge can be stored. This rod deals 5% damage and low knockback uncharged and 10% damage and great knockback fully charged. This move has good reach uncharged and great reach fully charged. Great priority. This does not leave Zero helpless, but, due to charge time, his falling speed will make any subsequent uses of this move much less effective. The best thing you can do is follow this up with Tenretsujin for a slight increase in recovery distance.
Normal Attacks:
A- Triple Slash
One press of the A button causes zero to slash once horizontally and twice vertically very quickly, dealing 1%, 1%, and 3% damage.This move has very little beginning lag and a lower duration than you would expect, but the end lag is punishable. The last hit deals ok knockback. Great priority. Great reach.
Dash Attack- Gale Attack
This is only usable during your L-Dash. Zero says "HUH!", while stabbing forward with his Z-Saber. The Z-Saber makes a large arrow shape. You keep moving forward while using this, but the dash ends after the attack ends. The move has high priority and deflects most projectiles, with the exception of explosives. This deals 6% damage and good horizontal knockback if it hits. The reach of this move is amazing considering it lasts for about half a second during your dash.
Tilts:
Forward- Zaneidan
Slashes downwards with both hands and fires a wave that travels about double the distance of Wolf's F-Smash. The sword deals about 5% damage and average knockback. The wave deals 3% damage and low knockback. Being struck by the sword also means you are struck by the wave, dealing 8% and average knockback. This sword has great reach. This move has average lag for a tilt. The priority is a bit on the low side.
Up- Z-Buster
Zero fires a a large bullet from his Z-Buster upwards. This deals decent knockback and strikes for 5% damage. It travels very far, not disappearing until it leaves the stage or hits something. Low lag on both ends. This move bounces off of walls or other objects other than foes that it hits. Its only real use to to annoy aerial based foes with a rather spammable anti-air projectile.
Down- OrbitShield
Zero throws his Shield Boomerang. It travels around him like a satellite somehow, reflecting projectiles that come into contact with it. If it hits someone it deals 5% and decent knockback to them. Great reach all around and excellent priority. Has a roughly 1 second duration and considerable lag.
Smashes:
Forward Smash- GroundSplitter
Zero quickly slams his sword into the ground. When it hits the ground, rocks are released. This move has a very high reach, greater than that of an Ike F-Smash in front of you (but not striking at all behind you or above you.) This deals 10.....15% damage and great knockback. This move has low beginning lag but almost a second of ending lag so use it wisely. The move has high priority.
Up Smash- Double Recoil
Zero pulls out 2 recoil rods and stabs above him with great force. This has great reach and deals 12....17% damage and high knockback. This move has fairly high lag on both ends, being Zero's strongest and slowest smash. This move has great priority.
Down Smash- CrawlShield
Zero throws his shield boomerang like a bowling ball. It travels across the ground and returns to Zero after travelling about 1/4th of Final Destination ahead. This has the best reach of Zero's smashes and deals 9....14% damage and good knockback. The boomerang reflects projectiles that hit it. This move has average smash lag on both ends. You can't use your shield until it returns.
Aerials:
Nair- Sword Spike
A simple downwards slash. This has great reach and fairly low lag on both ends. The move deals 8% damage and deals good knockback downwards and behind you. Due to its weird nature it probably isn't good for leading into comboes, but could make for a psedo-meteor. Decent priority.
Fair- Thousand Slash
Using his recoil rods, Zero stabs forward multiple times quickly, dealing 2% per hit and very little knockback. This can be spammed for an aerial infinite A combo of sorts. Decent damage racking move, but DI allows foes to escape fairly easily.
Bair- Reversal
Zero reaches behind him and grabs. If a foe is grabbed they are thrown in front of you. This move deals 5% damage and low knockback. The priority is average. The reach is good. The primary use of this move is to combo the foe. At percentages lower than 150% it is rather easy to follow up into a Nair, Fair, or Uair if the opponent doesn't react.
Uair- Heaven's Splitter/Tenretsujin
Zero jumps up a bit and slashes upwards. This looks much like Roy and Marth's Up B but only goes about half the distance of Roy's Up B. This deals 10% damage and good upwards knockback. It is about as fast as Marth's Up B. This move has great reach and great priority. Low beginning lag. The ending lag is a bit on the high side. This can help in recovery a little, but only if it is used to make that last desperate grab for the edge, otherwise the ending lag will stop you from taking advantage of it.
Dair- "V Shot"
Zero shoots his Z-Buster downwards, firing two large bullets that split into an upside down V shape. If an opponent is close enough, they may be hit by both bullets. Each blast deals 5% and low knockback. The bullets bounce off of the floor if they don't hit an opponent first, forming a larger and wider upwards V shape if both do so. The hitbox gets weirder as the distance increases so this isn't exactly the best dair in the world for accuracy. Still it isn't easy to predict and can confuse and annoy enemies. Low lag on both ends.
Miscellanious Attacks:
Ledge Attack <100%- Single Slash
A simple slash out of a jump. Exactly the same as the first slash of Marth's Nair, except without sweetspots.
Ledge Attack >100%- Triple Slash
A triple slash out of a jump. This deals as much damage as Marth's Nair does total divided evenly among the 3 slashes. The last slash deals good knockback.
Get Up Attack <100%- Spin Slash
With the Z-Saber in his right hand, and the recoil rod in his left, Zero jumps up and spins, hitting on both sides and dealing 6% damage and average knockback. Great reach and priority.
Get Up Attack >100%- Dual Slam
With the Z-Saber in his right hand, and the recoil rod in his left, Zero jumps up. He slams his weapons on each side of himself, while facing the screen. He then slams both weapons upwards. Each hit deals 8% damage and great knockback. Long duration and punishable for a get up attack. Great reach and priority.
Grabs/Throws:
Grab- Z-Seizer
Zero grabs his opponent with his left hand. This has average grab stats.
Grab Attack- Hilt Bash
Zero bashes his opponent in the head with the hilt of his Z-Saber... ouch. This deals 3% and is slower than most grab attacks.
F Throw- 360 Slash
Releases the foe and quickly performs a strong 360 degree spin slash, with most of the strength focused at the foe. This hits the foe for 7% and great horizontal knockback. Anyone in front of Zero also takes 7% damage and great horizontal knockback. Anyone behind Zero takes 5% damage and decent horizontal knockback.
B Throw- *** Kicker
Zero throws the opponent behind him and quickly kicks them right in the ***. This deals 9% and average horizontal knockback.
Up Throw- Double Tenretsujin
Zero releases the opponent and quickly performs a Tenretsujin (his Uair) that deals no knockback and 5% damage, followed by a second Teretsujin that deals good knockback and 5% damage. Long duration for a throw, so punishable in team matches. This is interesting because it puts Zero a considerable distance in the air without using his jumps.
Down Throw- Curbstomp
An awesome character deserves an awesome move. This is pretty self-explanatory right?
Deals 12% and no knockback.
None of these grabs/throws can chain.
Final Smash:
Hacker Cyber Elf-
Zero uses a random hacker elf:
Metoras-
All of your foes become Mettaurs, weak enemies from the Megaman universe, for 10 seconds. They become as light as Kirby and fight with weak and predictable pickaxe moves.
Kynite-
All small enemies (Kirby, Jigglypuff, Ivysaur, Squirtle, Pikachu, etc.) take 30% damage and very high knockback. Kills at 80%.
Stopalla-
All enemies are stunned for 7 seconds. Unaffected by enemy controller output.
Hanmarga-
All opposing damage percentages are doubled. For example, if you were in a free for all against a Metaknight with 30% damage, a D3 with 50% damage, and a Snake with 70% damage, the Metaknight would have 60% damage, the D3 would have 100%, and the Snake would have 140% damage.
Byse-
Items drop twice as often for 20 seconds. Byse isn't selected when items are off.
Taunts:
Up- Assassination Pose
Zero switches his sword to under-handed and slashes in a wide arc, hitting on both sides of himself. This deals 10% and high knockback, but it is slow.
Side- The Knuckle
The pose pictured.
Down- "The wind in my hair."
Same as Ike's, but his hair acts like the cape.
Lose Pose:
Zero plants the Z-Saber in the ground and claps, the Zero Knuckle glowing brightly.
Victory Poses:
Up- Z-Whip
http://membres.lycos.fr/rykakun/megaman_zero002.jpg
Side- Turning His Back
http://www.rpgfan.com/pics/megamanx-cm/art-004.jpg
Down- Sword-Drawn Stance
http://www.snesclassics.com/wallpaper/1280/Megaman20Zero20Wallpaper.jpg
Pros:
Heavyweight
Possesses some killing moves.
No problem racking damage.
Possesses some comboes.
Variety of special abilities with the Neutral, Side, and Down Specials.
Cyber Elves are very useful.
Can be hard for the foe to predict.
L-Dashing is very useful for mind-games and approaching.
Great reach.
Potentially effective Final Smash.
Over 9000 times more awesome than Proto Man.
Cons:
Large target.
Unpredictable for the user as well.... lots of random specials.
Recovery takes some getting used to.
High learning curve.
Effectiveness is partially based on your opponent's character (Neutral B).
Some of the comboes feel.... weird, particularly Nair->Dair.
Random Final Smash.
Extras:
Universe:
Megaman Zero
Universe Symbol:
Zero's helmet.
To Unlock:
Beat Classic with Megaman on normal or higher and defeat him afterwards.
Or
Have Zero join your party in the SSE.
Unlock Message:
Zero, the red reploid, has been awakened.
Wii-Mote Sound:
A "HUH!" and a stab is heard. This is his Dash Attack.
Alternate Outfits:
#1- The default, pictured.
#2-
Classic Zero
These outfits are available in the following colors:
Red (default)
Blue
Green
Gold
Black
White
Steel
Brown
*Outfit color changes the red areas of the armor.
Crowd Cheer:
The crowd cheers "GO ZERO!" and "ZERO'S MY HERO!"
Zero facepalms in reply.
Kirby Hat:
Kirby gains Zero's helmet and hair. Kind of like Samus Kirby with a pimp my ride job right?
When Kirby uses the Zero Knuckle he yells "Staystill!"
Kirby's Zero Knuckle is locked to its normal form.
Codec Conversation:
Snake: Hey, look another robot..... and this one's using a sword.
Octacon: That's Zero, a legendary reploid and he can do a lot more than swing a sword.
S: He's a zero. I'm a hero. This should be easy. "HYAH!".... OUCH!
O: This won't end well.
Stage:
Boss Chamber-
In the last level of MZ3, there was a room where you woud enter a portal and fight all of the bosses you had previously fought in weaker forms. You would have to beat this room to move on.
This room consists of several stages, which rotate similarly to Pokemon Stadium:
1. The Portal Room-
A basic room. 4 portals lie in the background. This room has no walk off edges but it does have permanent walls. Basically its similar to Shadow Moses Island. Rotates to a new stage after about 2 minutes.
2. Childre Inarabbita-
http://www.youtube.com/watch?v=nYmP2Yo3Lp0
All of the portals disappear from the Portal Room and two water pits form on the opposite sides of the stage. An ice boss, Childre Inarabbita, which looks like a small blue robotic rabbit, jumps in from the roof. He has 100% hp. The stage rotates after 2 minutes.
He will use these attacks:
Ice Drill: Inarabitta jumps up HIGH and crashes down with Ice Drills on his head. The Ice Drill will spread into 4 directions as Inaribatta lands, so get ready to jump over them.
This move deals 15% and high knockback if you get hit by the Ice Drill when he crashes down and 5% and flinching if you get hit by the spread.
Blasting Mines: Inarabitta will climb the wall to the surface of the water and place mines there. They blow up after a while, and their fragments slowly sink into the bottom. Touching the fragments WILL hurt you, so stay away as much as possible. You get hurt 10% by the explosions and 1% by the fragments. The explosions deal great knockback and the fragments deal flinching.
Homing Missile: Inarabitta will fire 4 missiles that will seek a random player. You can take them out with your weapons, but it's generally not recommended since it's SUCH a good chance to attack the boss. The best way to avoid is just to double jump over them and run to the boss. The missiles can hit him instead. The missiles deal 5% damage and decent knockback each.
EX Skill "Zaneidan": Launches a HUGE shard of ice at a random player. Fortunately, that thing only travels straight, so you can simply climb the wall or jump high enough to avoid it.
3. Hellbat Silt-
http://www.youtube.com/watch?v=UzrWXOZAspM
The water on the stage disappears. Now the stage returns to its original format, minus the portals. Machines appear in the background. A large vampire-like robot boss appears. He has 100% hp. The stage rotates after 2 minutes.
He uses the following attacks:
Teleport: Hellbat will just appear out of nowhere, pull its wings over its body, and disappear again. It's purely an attack that makes you waste your attacks.
Bat Launch: Hellbat basically hovers in midair and launches 20 bats at the direction of a random foe. You can take them down with your attacks or attempt to shield them (but doing so may result in a broken shield. Each bat deals 1% damage and flinching.
Supersonic: It's like ALL bats MUST have this attack. Hellbat launches 6 sonicbooms at 6 directions. They will reflect off the wall once before disappearing. Hellbat cannot be damaged while this attack is being launched. Each sonicboom deals 5% damage and low knockback. Triple jump or climb the wall to avoid. Shielding works, but they do a lot of damage to shields so be careful.
Lightning Balls: Hellbat stands on the ground (doesn't happen too often) and launches 3 Lightning Balls at your direction at 3 heights. They will bounce off the wall. Simply triple jump over or climb the wall to avoid. Each one deals 7% damage and decent knockback.
EX Skill "Rakusaiga": Hellbat makes a crap load of copies of itself in midair and one of them will materialize into Hellbat himself. It will then launch a lightning bolt that will hit the floor and send Lightning Balls off horizontally. The lightning bolts travel the floor like Pikachu's neutral B and climb up the wall, not disappearing until the reach the "roof". Simply single jump over them to avoid. Each Lightning bolt deals 10% damage and good knockback, but they are easy to avoid.
4. Blazin Flizzard-
http://www.youtube.com/watch?v=8taYh4ln23E
The room remains in its current layout, but the background changes to a volcano. A giant humanoid lizard jumps in. He has 100% hp. The stage rotates after 2 minutes.
Attacks:
Boomerang: Flizard pulls off his neck-thing and launches it as a Boomerang. It will bounce off the walls 3 to 4 times before returning to Flizard. It deals 7% and decent knockback. It can be avoided fairly easily, being a simple projectile.
Flamethrower: Flizard launches a wave of flames in front of him, moving it up and down. It doesn't reach to the sides of the stage and proper sidestep timing can avoid it fairly easily. Deals 10% and good knockback.
EX Skill "Burst Shot": Flizard will jump to the center of the room and launch fireballs all over the room. Stay on the corners and jump over the ones that come at you directly. Each fireball deals 3% and low knockback.
5. Deathtants Mantisk-
http://www.youtube.com/watch?v=5c3VF4PoJU4&feature=related
The stage keeps its current layout, but the background changes to a jungle background. A large killer mantis reploid jumps in. It has 100% hp. The stage switches after 2 minutes.
Attacks:
Scythe Launch: Mantisk launches one of his blades flat to the other side of the room, and it will return while extended. Jump over it both times to avoid. Deals 9% and good knockback.
Rolling Blade: Mantisk jumps onto a wall and launches a spinning blade across the room. The blade will travel to the wall, go down to the floor, roll across to the wall Mantisk is on, and return to him. Jump over it when it's on the floor. The blade deals 10% and great knockback.
Spinning Blade: Mantisk jumps in front of a random player and launches a spinning blade that travels across the room to the opposite wall, climbs the wall, and falls back to Mantisk. Jump over it when it's coming at you. The blade deals 10% and great knockback.
EX Skill "Thousand Slash": Now this one is easy as hell to avoid. Mantisk shoots a few laser beams into the ceiling, which will cause a huge rock to fall down in front of Mantisk. He will then slash it 3 times, causing a piece of rock to fly in different angles to the opposite wall. Jump high enough or sidestep to avoid. The huge rock deals 20% and great knockback and the other rocks deal 7% and good knockback.
Trophies:
Zero- This ancient reploid was a friend of the great X. He has now been reawkened to fight the Neo Arcadians and save reploid and human alike. He fights using his signature Z-Saber and Z-Buster, but also wields other weapons such as the Recoil Rod and Shield Boomerang.
Ciel- A human scientist who reawakened Zero. She leads a reploid resistance unit against the Neo Arcadians. She specializes in the research of energy and has devoloped a solution to solve the current energy crisis.
Harpuia- A member of the guardians, once loyal to X. They fight Zero at first but help him later in the game. Harpuia possesses flight and dual swords.
Fefnir- Another member of the guardians. This dude was built for battle using his powerful laser canon.
Leviathan- The third member of the guardians. Leviathon fights with a spear and was built for underwater combat, though she has the ability to fly around similarly to Harpuia.
Phantom- In life, this evil Dark Lord and Guardian lead the Zan'ei Army, Phantom was destroyed by Zero in a previous Megaman Zero game. He can be fought in Megaman Zero 3 as an easter egg of sorts if you find a secret portal.
Dr. Weil- This scientist stole Zero's original body to make the mighty Omega. He was cursed with eternal life and banished from Neo Arcadia, but he has returned to reclaim Omega and the Dark Elf.
Omega- A mighty reploid made from Zero's original body by Dr. Weil. By fusing Omega with the Dark Elf, Weil started the Elf Wars.
Assist Trophy:
The Guardians-
Leviathan, Fefnir, and Harpuia appear and join the fight. Leviathan and Harpuia fly around, attacking with their weapons, dealing 10% and good knockback with each hit. Fefnir attacks with his canon, dealing predictable and slow-moving shots that deal 20% and great knockback. They are all invinceable and have intelligent AI. The leave after 15 seconds.
Items:
Life Tank- Heals for 10% health.
Satellite Elf- Activates a random Satellite Elf, giving it to the person who picked it up for 1 minute. If Zero picks up one of these, he can have 3 Satellite Elves.
Hacker Elf- Activates a random Hacker Elf from Zero's Final Smash.
Stickers:
Zero- Weapon +30
X- Projectiles +30
Ciel- Specials Indirect +30
Harpuia- Decreases falling speed.
Leviathon- Weapon +20
Fefnir- Fire +30
Phantom- Projectiles +20
Dr. Weil- Unaffected by traction (he floats)
Omega- Increases all types of damage you deal +50 (HUGE STICKER)
Event Matches:
Secret Match- Omega
Play As- Zero
Objective- Defeat the Omega Boss, "Arcade Style".
Details- This works just like the last boss fight of Megaman Zero 3, except Smash Bros. Style.
THIS video shows how its done.
In Very Easy and Easy you have 3 stocks.
In Normal and Hard you have 2 stocks.
In Very Hard and Intense you have 1 stock.
The Boss has 2 difficulties. Normal Difficulty (Very Easy, Normal, and Very Hard) and Hard Difficulty (Easy, Hard, and Intense).
Rewards-
Beat on any difficulty to receive a trophy of Omega.
Beat on Normal or higher to receive a trophy of Gold Omega.
Beat on Very Hard or higher to receive a trophy of Giant Omega (the 2nd stage).
To Unlock-
Unlock Zero and beat the first 50 event matches.
Boss:
Boss: Golden Omega
Playable Characters- Zero
HP: Normal Boss Hp
Weakness: None
Strong Against: None
Difficulty: Normal
Attacks:
Sword Draw: Omega draws that HUGE sword and holds it over your head. After a while, it will fall on you. This process will repeat 3 times, and the last one will cause rocks to fly out of the floor and damage Zero if they hit him. Trick the sword to fall on the far left side of the screen while you pummel Omega on the right side of the screen.
This move deals 10.....25% damage and good.....high knockback.
Laser Claws: Omega sends out two claws that will launch 6 laser waves before returning to him. The order of where the rings are launched are topleft, bottomright, top, right, topright, top. This time it comes out faster.
This move deals 5....20% damage and average.....great knockback.
Laser Balls: Omega sends out three energy pellets that will bounce off the floor before disappearing. Avoid with care. This will be rather fast.
This move deals 5....20% damage and average....great knockback.
This is effectively the first stage of the video given in the event match.
Scan Disks:
This extra is unique to Zero. Whenever you defeat a character one on one in Versus Mode, you gain a scannable disk for them. To view the disks go to the section for Trophies and Stickers. There will be a new section titled Disks. Click on it to open up a screen similar to the achievements board filled with disks. Disks that have been viewed before appear as Gray. Those that have not been viewed before have a blinking light on them. On the right side of the screen there is also a description of each disk to help you distinguish them without having to re-scan them. Scanning a disk reveals a moving sprite of that character as well as a description of them.
Some examples of the disks:
Mario- This Italian plumber has saved the Mushroom Kingdom many times.
Luigi- Why does no one care about Weegee?
Peach- The princess who just can't stop being kidnapped.
If you collect all Scan Disks you get a Megaman X Zero trophy as a reward.