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Mega Man Zero for Smash (Still have a chance)

Mega Man Zero for DLC

  • Yes, please!

    Votes: 5 100.0%
  • No way!

    Votes: 0 0.0%
  • Maybe?!

    Votes: 0 0.0%

  • Total voters
    5

NinjaSmash_414

Smash Rookie
Joined
Feb 26, 2015
Messages
23
This support thread is still WIP!

Who is Mega Man Zero?
Mega Man Zero is a series that only released on Nintendo Advance and re-released as a collection on Nintendo DS. The series is a spin-off to Mega Man X series and main Zero as the hero and focus of the series.

But wait! Zero is a Assist Trophy already! How can he still have a chance?
Will if you want to know the whole story it's in Spoiler. And I highlighted the reason why to get to the point.
Mega Man Zero 3
During the two months after Elpizo's defeat, an unofficial truce was made between the Resistance and Neo Arcadia. Ciel has solved the energy crisis, developing what she called the Ciel System, and entered in contact with Neo Arcadia to send it to them. Meanwhile, a spaceship crashes and emits energy similar to that of the Dark Elf which prompts Zero to go and investigate. At the spaceship, Zero encounters a huge Reploid named Omega that not even Fefnir and Leviathan can take down. While Zero halts his investigation to deal with Omega, a new Copy X assumes command of Neo Arcadia and Dr. Weil introduces himself (he seems to be back from his exile), Copy X admitting him in as his advisor. Copy X and Weil challenge Zero and the Resistance as to which group will capture the Dark Elf first, thus ending the truce.

Weil and Copy X then launch a missile at a densely-populated area that humans live in so Omega can capture the Dark Elf. Zero then had to counter a severe offensive against the resistance after Ciel refused to give her Ciel System to Neo Arcadia. Zero goes to battle and defeat Copy X once more, but Dr. Weil betrays Copy X and detonates a bomb held within his body that goes off when he tries to access his second form. Weil assumes control of Neo Arcadia and uses Omega and the Dark Elf to seize control of the Reploids.

Zero manages to defeat Omega's Dark Elf-enhanced form, defeating him twice, but out of Omega's remains emerges a Reploid that looks exactly like Zero. Weil then informs Zero that he is merely a copy and that Omega occupies his true, original form, which Zero barely defeats. Then, before Omega is rejoined with the Dark Elf, the Guardians come and do further damage to him. X reappears and tells Zero that what Weil says is true: they battled Omega in the past and sealed him long ago. X explains that the defeated Omega is using Zero's original body, but the copy of Zero's body still has the true heart of Zero. Zero decides that he must finish Omega off, regardless of whether or not he occupies his original body. Omega explodes, knocking Zero "unconscious," and he sees visions of X. X tells him that he is out of energy and can no longer remain in the human world. X is confident that Zero will carry on the battle to protect peace and fades away. X is then believed to have "retired into cyberspace." The Guardians also die in the explosion. The Dark Elf brings Zero's unconscious body back to the Resistance HQ and, with Weil's curse broken, the Dark Elf becomes the Mother Elf once again and flies away.

Plus, Zero made two fighting game appearances. In the lesser known Onimusha: Blade Warriors and in SNK vs Capcom: SVC CHAOS, which he was consider overpower over the others on roster.


What make this Zero any better then the one from MMX?
While MM Zero is design differently then his MMX appearance, his fighting style is basically the same, if not better. Throughout the MMZ games, Zero would received a new weapon to help him on his missions. Along with his signature weapons (Z-Saber and Z-Buster which is a pistol not a arm-blaster), he also have the Triple Rod, Chain Rod, Recoil Rods and the Shield Boomerang. He also have the Zero Knuckle.

In this series, the Z-Saber has been redesigned and reconfigured along with Zero himself. The Z-Saber now no longer possesses a lightsaber-like appearance, but a deltoid-shaped blade. Furthermore, the Z-Saber received a few upgrades. Unlike in the X series, the Zeroseries Z-Saber can be used while running and dashing (however, no combos can be performed while in motion). Additionally it can be charged due to the Mega Buster Mk17 technology embedded in the saber. The Z-Saber can be equipped with different chips for element-based charge attacks. In the first two games, Zero has to "relearn" his skill with the Z-Saber, upgrading its attack power and moveset by frequently using it, thus leveling it up. The weapon's most interesting characteristic is the sheer amount of force it can dole out to enemies; it can easily slice through 300 mm of reinforced steel in a single stroke. The Z-Saber can be recharged by drawing energy from Zero himself, who has an internal solar core.
Zero can put the Z-Saber into the Buster Shot, allowing it to use vastly more powerful shots and charge shots. Cerveau. studies the Z-Saber and reverse-engineers it, making the Shield Boomerang and the three Rods (Triple, Chain, and Recoil). According to concept arts, the Z-Saber is stored within the holster or holsters located on Zero's legs.

The Buster Shot (バスターショット Basutā Shotto) is Zero's long-range weapon; alongside the Z-saber, it appears in all Mega Man Zero games. It was originally an old model of a handheld gun used by the late Milan. When Zero awoke, he grabbed Milan's weapon in order to defend Ciel and himself against the attacking Neo Arcadian troops. Once acquired, the Buster Shot's bullets directly changed from regular ammunition to energy shots (or at least appears to in-game), and once the Z-Saber is obtained, the gun can be charged with its help (early concept art and the illustration to the left show that the Z-Saber can be loaded into the buster as a power cell, granting the weapon the ability to be charged this way). Like the Zero series version of the Z-Saber, the Buster Shot can be equipped with element chips, and it had to be upgraded in the first two games. According to concept art, the Buster Shot is mounted onto Zero's back when not used.

The Triple Rod (トリプルロッド) is a lance-like weapon appears only in the first Mega Man Zero game and constructed by Cerveau from gathered data about Zero (talking to engineer after complete "Retrieve Data" mission - Maha Ganeshariff's mission). It is a modified Z-Saber hilt which can be three times for additional range and has a spear-like energy tip at the top; however, the extension can only be executed if standing still on the ground. It can also be used to attack in eight directions (left, right, up, down, upper left, upper right, lower left and lower right). It can be charged and equipped with element chips. When fully charged, Zero will swing the rod around himself like a battle staff, with an energy tip on both ends; when in mid-air, Zero spins the Triple Rod in front of him. Obtaining the Triple Rod is entirely optional, it can be skipped to complete the game. The Triple Rod is destroyed in the time gap between the first and second game, and the Chain Rod is constructed from its broken remains.

The Chain Rod (チェーンロッド) is manufactured from the remains of the Triple Rod by Cerveau in Mega Man Zero 2. It is a whip made of an energy chain. It can be used to hook onto various enemies, holding them in place by stunning them, pull them closer to Zero for further attacks with the Z-Saber or the Buster Shot, or to simply impale them from mid-distance if already weakened. It can also be used to grab distant energy capsules or to hook Zero to a ceiling, swinging on it, similar to a grappling hook. It can be equipped with element chips as well and has to be leveled up to deal more damage and extend its range. Its charge attack is the same as that of the Triple Rod. The Chain Rod may have been inspired by Indiana Jones' whip. Possibly before the chain rod was decided to be included in Zero 2, concept art shows a wrist-mounted grappling hook/dart shooter that may have been replaced with the more combat capable chain rod.

Yet another Z-Saber variation made by Cerveau in Mega Man Zero 3, the Recoil Rod consists of a pair of energy tonfas used for rapid attacks (which can only be used when on the ground). Similar to the Triple Rod, this weapon can be used to attack in eight directions. Unlike all previous rod weapons, the Recoil Rod has to be used to solve several in-game puzzles. By charging the rod, it can be used to push away enemies (if not already destroying them) or moving blocks. Furthermore, when charged and released while holding down, the Recoil Rod allows Zero to make a mighty jump vertically to reach areas normally not possible.

Zero also can equip Elemental Chips (Fire, Thunder, and Ice) to give his weapons elemental powers. With it he can also unleash new attacks if he charge them before releasing the attack.

What would Zero's gameplay/moveset be? WIP
Zero's gameplay would be half gunner and half swordfighter. With moves that can charge up to unleash a more powerful attack with elemental damage thanks to the Elemental Chips installed in his weapons.

I'll try to use animations from MMZ series and SNK vs Capcom: SVC Chaos.

Neutral A: Triple Slash Combo - Zero's signature three slash combo with his Z-Saber.
Tilts: WIP
Throws: He'll use his Chain Rod to grab his opponents similar to Link. He can also use it to grab onto walls and swing from ceilings.

Specials
Neutarl B: Buster Shot

Side B:

Up B: Tenshouzan - Rising flame slash


Down B: Shield Boomerang/Ice

Final Smash: WIP

Support
If you also like to support Zero for DLC, I made SSBU stock icon for the cause. And if you have any good ideas on his moveset, please share. And I might add it to

Support icons:


 
Last edited:
D

Deleted member

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Thread already technically exists. Whether it's MMX or MMZ Zero, you can show your support here.
 
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