MM M AA RRRRR V V EEEEEEE L M M MM A A R R V V E L M M M M A A R R V V E L M MM M AAAAAA RRRRR V V EEEE L M M A A R R V V E L M M A A R R V V E L M M A A R R VV EEEEEEE LLLLLLL V V SSSSSSSS V V S V V SSSSS V V SS V SSSSSSS CCCCCCC AA PPPPPP CCCCCCC OOOOOOO MM M 3333333 C A A P P C O O M M MM 3 C A A PPPPPP C O O M M M M 3 C AAAAAA P C O O M MM M 3333 C A A P C O O M M 3 C A A P C O O M M 3 CCCCCCC A A P CCCCCCC OOOOOOO M M 3333333 Marvel Vs Capcom: Zero Guide Written By: Darin Dye Completed on: 2/22/2011 Version History: 1.1 [Done on 2/24/2011] - Corrected description of Costume 4 (thanks to megafighter_x) - Corrected input scheme (thanks to Joel Soh) - Rephrased profile to avoid confusion (thanks to Micaiah Spence) 1.2 [Done on 2/26/2011] - Removed personal beliefs of what his stats should be in profile - Studied Sougenmu and corrected original statements about it - Completed mission mode ==> 4/5 titles known 1.3 [Done on 2/27/2011] - Obtained the title for beating arcade on Very Hard (thanks to Craig Williams) 1.4 [Done on 3/5/2011] - Added content in dialogue section ############################################################################## ****************************************************************************** LEGAL STUFF This game was created by Capcom and the other affiliated parties. All rights to the game go through them. This guide was created by me. As such, all rights to guide are mine. Further usage of this guide is easy, just shoot me an e-mail and I'll tell you if you can use this guide or not (e-mail is above). ****************************************************************************** ############################################################################## TABLE OF CONTENTS 1.0) Background 1.1) Game Profile 1.2) Extended Profile 1.3) Alternate Costumes 1.4) In-Game Dialogue 1.5) Titles 2.0) Movelist 2.1) Assist Attacks 2.2) Basic Attacks 2.3) Skills 2.4) Hyper Combos 3.0) Strategies 3.1) Team Hyper Combos 3.2) Solo Battle 4.0) Mission 5.0) Contact Information Button Layout::: Square = Light Attack (L) Triangle = Medium Attack (M) Circle = Heavy Attack (H) X = Special Attack (S) (Atk) = means hit any attack button (L), (M), or (H) (Atk Atk) = means his any 2 attack buttons (L+M), (M+H), (L+H), etc R1 = Partner 2 (P2) L1 = Partner 1 (P1) Select = Taunt NOTE: Directional inputs are as follows 789 \ 7 = up and away , 8 = up , 9 = up and forward 456 > 4 = back , 5 = none , 6 = forward 123 / 1 = down and away , 2 = down , 3 = down and forward ============================================================================= 1.0) Background ============================================================================= This is section of the guide is completely worthless, but may be entertaining if you are looking to learn about who Zero is. In the following sections I provide the little snapshot the game gives him and info I know about him based on the games I've played. ------------------------------------ 1.1) Game Profile ------------------------------------ (This came from the game, unless otherwise noted, so credit goes to the makers of the game for this section.) Real Name: Zero Occupation: Maverick Hunter Abilities: Has great physical ability as well as excellent skills with a variety of weapons. He is able to learn the abilities of the enemies he defeats and add them to his existing arsenal, making him even stronger than before. Weapons: His primary weapons are the Z-Saber, an energy sword, and his Zero Buster, a weapon capable of firing energy shots. Profile: Ever since being found in a cave by Sigma, he has worked tirelessly as a Maverick Hunter. Beneath his cool exterior lies an extreme intolerance for evil; once he gets into a fight with a Maverick, he won't stop until his enemy has been mercilessly cut down. He is best friends with X of the Maverick Hunters' 17th Elite Unit. First Appearance: MegaMan x (1993) ACTUAL Intelligence | 5/7 Strength | 5/7 Speed | 5/7 Stamina | 3/7 Energy Projection | 5/7 Fighting Ability | 7/7 -------------------------- 1.2) Extended Profile -------------------------- This part is all coming off my recollection of the character from the original stories he is apart of. The games found on the DS where his character design becomes unimpressive are dismissed because I feel they ruin his original, more appropriate concept. Please take note that I have not extensively researched Zero, I only know him from MegaMan X 1 through 5. If I have something wrong its because the X series is not the easiest story to follow in detail. Originally appearing in MegaMan X, Zero is introduced early on to the player as X is easily beaten down by a war machine named Vile. After having been paralyzed by a magnetic blast fired from Vile's shoulder cannon, X finds himself in the crushing grip of Vile's heavily armored mech. Just before Vile gets a chance to kill X, the momentary hum of the Zero Blaster can be heard in the distance before a partially charged shot blows off the mech's arm holding X. Zero enters the scene and places himself between X and Vile. Saying nothing, Zero begins charging another shot. Vile evades the second shot as he retreats onto his warship and escapes destruction. Looking down on the defeated X, Zero reminds X that he is far too weak to take on a war machine like Vile. Zero goes on to say that IF X were to become fully upgraded he MAY eventually become as strong as he is. Later in the game X and Zero raid Sigma's (the final boss's) base. Knowing he is still far superior to X in every way, Zero attacks the base head on while X sneaks in from behind. Several minutes of gameplay later Vile drops in on X in the middle of the base... with a perfectly unscathed Zero close on his trail. The moment Zero catches up Vile flees. Confident as always, Zero tells X to stay behind as he finishes off Vile. Before X can catch up the distinctive sounds of a mech firing across the floor is closely preceded by the sound of a hit. As X rushes in to see what's the matter the footsteps of the mech die out and the sound of a barrier activating lures the player to action. In the next room X discovers Vile in an even more advanced model of the mech he used in the beginning of the game with Zero contained in a capsule behind him. Desperate to free his best friend, X battles with Vile and throws everything he can at him. But all his efforts go to waste. Even with all his armor upgrades and new powers X cannot deal a single pixel of damage to the seemingly invinsible mech. Once again defeated by Vile, X is paralyzed by the magnetic shot and placed in the corner to await execution as Vile returns to Zero and laughs menacingly. Seeing his chance, Zero effortlessly rips out of his prison and grabs onto the mech's back. "Maybe... but I'm not done just yet." - Zero Giving it all he's got, Zero charges a massive amount of power and incinerates Vile's mech in a single monstrous blast. Unfortunately, in the explosion, Zero got ripped in half and lays off-screen as Vile emerges from the dust unscathed (he had ejected just in time). Driven mad by Zero's sacrifice, X explodes with newfound power and bursts out of his shackles and destroys Vile once and for all (in that game). With the battle over X runs to his friend's side. Damaged to the point of no return, Zero is impressed by X's display of power by the destruction of Vile. Just before he dies, Zero tells X that he may have the strength to defeat Sigma. If X doesn't have it yet, Zero also gives him the Zero Buster. With this ultimate weapon X can access a third level of charge (which does rediculous damage) and fire a charged shot from his special weapons. Since MegaMan X, Zero has progressively been weakened by Capcom so the games containing him as a playable character aren't super easy. At the same time he has also taken a massive hit to his Zero Buster over time as the Z-Saber was introduced (almost ruining a fabulous character). This has transformed Zero from an overall engine of destruction into a lonely boss-killer (for casual players X is good at completing the level but adept at bosses, and Zero is difficult at completing the level but amazing in boss fights). In MegaMan X 4 or 5, Zero's past is somewhat revealed and a single armor upgrade is established for him. An epic mini-movie set in the past shows Zero back when he was a bad guy (a Maverick) and Sigma (the final boss in every game in the series) was a good guy. Sigma approaches this warehouse in the utmost confidence that he can quell this threat that has claimed the lives of every other Maverick Hunter that has stood before it. Inside he finds Zero. The fight starts out with Sigma coming out on top and outclassing Zero. After a series of attacks, Sigma lands a hit on Zero and launches him head first into the ceiling. Confident that the fight is over, Sigma turns to leave. But then laughter can be heard. The startled Sigma looks up to the ceiling to find Zero laughing meniacally as he pushes his head out of the concrete. From here Sigma is unable to cope with Zero's overpowering might the rest of the battle. After using a segment of pipe he ripped off the structuring of the warehouse to take off Sigma's arm, Zero begins to brutally beat him to pieces. Crackling with torn circuitry, Sigma is about to be destroyed but is saved by a sudden migrane deep in Zero's head as a W appears in the large crystal on his head. With one last surge of strength Sigma shatters the distracted Zero's crystal and knocks him out. Shortly thereafter Zero becomes a Maverick Hunter. As for his one and only armor upgrade, Zero finds a hidden capsule from Dr. Light that was originally meant for X to find. Though Zero believes he does not need this power, since the player makes the decisions one has to ask themselves, "WHY NOT!" And thus Nightmare Zero was born. Clad in black armor, Zero can now erase projectiles with the swipe of his Z-Saber and takes half damage from all attacks, amongst various other abilities. Not the most impressive upgrade of all time, but the black armor is quite intimidating. His true potential is in the form of a hidden boss in MegaMan X5... In MegaMan X5, X (Maverick Hunter Rank B) and Zero (Maverick Hunter Rank S) seek the power to destroy a space station that is falling to Earth under Sigma's control. The virus-infected space station is first attempted to be destroyed by an enormous railgun, but it fails. A second attempt is made to launch a space shuttle at the station to blow it up classic Armageddon style. Zero pilots the space shuttle, but is unable to maintain course if he were to eject, into the space station. This, also, ends in failure. The despair X feels is made worse by the fact that the space station's crash summoned the extinction of earth. In the next couple missions X must finish levels while evading the Sigma Virus as he attempts to search for Zero. When Zero is found, a horror more terrifying than anything else in the series is found; Zero is strangly purified by the Sigma Virus. Returning to his evil ways for a short time, X must fight a purified Zero who can attack most of the screen with any attack as energy radiates off of his form. Having regained his sanity, Zero assists X in the destruction of Sigma for the um-teenth time. Like he always seems to do, Zero jumps in front of X to save his life from a monstrous blast unleashed by Sigma's final form. With X unconscious and Zero dying in multiple pieces, Sigma races in to finish them off. Zero denies Sigma the pleasure as he raises his Zero Buster one last time and incinerates him with the last bit of strength he has left. NOTE: This last part is not from any of the games. It's just a conjecture I came up with based on how the MegaMan X games operated. In one of the MegaMan X5 X can possess 5 different armors: Standard Blue Force Armor (the generic upgrade to white he recieves every game) Falcon Armor (a highly mobile armor that allows flight at the expense of drastically reduced firepower) Gaia Armor (an attack oriented armor that instantly achieves full charge but he can no longer dash/air dash) Ultimate Armor (A chaotic blue armor with a magnificent helmet. He is so powerful he has unlimited use over his Giga Attack) Does anybody notice or is it just me, but doesn't X's Falcon Armor kind of resemble Zero's armor style? If this is the case, then it is not too much to assume that Zero is in his equivalent of Falcon Armor? This would mean that Zero is in his... weakest... armor and he is already more powerful than X has ever been. God help us if Zero recieves even Force Armor because he could level entire stages in a single attack. -------------------------- 1.3) Alternate Costumes -------------------------- Costume 1 (X): Standard - This is the way he normally appears in the MegaMan X series. An intimidating look to any who know who he is. Costume 2 (Square): Blue - An attempt to pass off the fact that the makers of the game excluded X, a character who has been in the series since the beginning of the franchise. The only disgraceful costume to Zero. Costume 3 (Triangle): Black/Orange with Blonde Hair - A tribute to Bass apparently (and not Nightmare Zero). Costume 4 (R1): Black/Red with Brown Hair - A tribute to the character, Axl, who was introduced late in the X series. [Thanks to MegaFighter_X] -------------------------- 1.4) In-Game Dialogue -------------------------- This section contains notable dialogue Zero says during battle. Things like him shouting a character's name is omitted unless he refers to the character in a special way. Also, sayings directed at him by characters that are unique are also written down. If I'm missing any please let me know, but make sure it's not like: Dr Doom while swapping mid-battle "Zero!" Intros: "Beat it, pal." "This'll be over in a nanosecond." "I'll take care of this." "Target acquired!" "Starting mission now!" Captain America to Zero - "Your name's Zero? I hope you don't fight like one" Zero to Captain America - "Stop lecturing and show me what you got!" Zero to Zero - "Another soul-less copy." Zero to Sentinel - "I found a Maverick. I'll take care of it." Victory: "Mission Accomplished. Returning to base." "I don't even need my sword for such an easy fight." "No damage to report. Moving to the next area." "This one put up a bit of a fight, but it's over now." "You thought you were better than mwah." "How boring..." "Target Destroyed." To Captain America - "I don't listen to lectures from losers." End-Level Dialogue Box: "Mavericks are a blight on the world, and it's my job to eradicate them." "You can't even lay a scratch on me. Move on before you get hurt." "Nothing to worry about. It's just another mission." "Did you really think I'd fall for those gimmicks? Give me a break!" "You're too slow! I read and analyzed all of your moves before you even got close to me." "I'm not arrogant, but I don't make mistakes. I just cut down my enemies." To Tron Bonne - "It'll take more than an army of Reploid wanna-be servants to best me." Taunt: "Just like a training program" Rekkoha Activation - [Raising shout] Sougenmu Activation - "This is over..." Genmu Zero - [????] HC Activation in a series: Middle - "I got you..." Last - "I'm bored..." -------------------------- 1.5) Titles -------------------------- Reploid - Clear Arcade mode with Zero on any difficulty A-Rank Hunter - Clear Arcade mode with Zero on Very Hard [Contributed by: craig williams] Maverick Hunter - Complete 5 missions with Zero Special Unit Zero - Complete 10 missions with Zero Level Headed - Use Zero 30 times ============================================================================= 2.0) Movelist ============================================================================= In this section I provide a list of his attacks and explain what they do and how they perform. This can give insight as to how useful moves are and different strategies they can be applied to. The names of the move and the inputs, of course, came from the game. The description of the moves are mine. Button Layout::: Square = Light Attack (L) Triangle = Medium Attack (M) Circle = Heavy Attack (H) X = Special Attack (S) (Atk) = means hit any attack button (L), (M), or (H) (Atk Atk) = means his any 2 attack buttons (L+M), (M+H), (L+H), etc R1 = Partner 2 (P2) L1 = Partner 1 (P1) Select = Taunt NOTE: Directional inputs are as follows 789 \ 7 = up and away , 8 = up , 9 = up and forward 456 > 4 = back , 5 = none , 6 = forward 123 / 1 = down and away , 2 = down , 3 = down and forward ------------------------------------ 2.1) Assist Attacks ------------------------------------ Alpha Type: Ryuenjin - Appears next to player before uppercut slashing (5 hits, into air) Beta Type: Hadangeki - Appears next to player and emits a blade beam (1 hit, projectile) Gamma Type: Shippuga - Appears next to player before dashing forward with sword on fire (3 hits) ------------------------------------ 2.2) Basic Attacks ------------------------------------ ON GROUND (L) - basic slash (M) - basic slash (H) - vertical slash (3 hits) (6 + H) - dashing slash (3 hits) (2 + L) - basic toe kick (2 + M) - basic leg slash (2 + H) - mid range trip (S) - Uppercutting slash (transtion to air) IN AIR (L) - Basic horizontal kick (M) - Basic slash attack (H) - Somersaulting Slash (up to 3 hits) (S) - Twisting slash (downs enemy) (8 + S) - Reversed slash from his shoulder (transition to next ally) (6 + S) - Flips into a side slash (transition to next ally) (2 + S) - Flips into a downward slash (transition to next ally) Taunt = Draws his Z-Saber. ------------------------------------ 2.3) Skills ------------------------------------ Hadangeki (236 + Atk) (L) - Slow moving blade beam (1 hit) (M) - Fast moving blade beam (1 hit) (H) - Fast moving blade beam (2 hits) Ryuenjin (623 + Atk) (L) - Short uppercut, flaming slash (1 hit) (M) - Short uppercut, flaming slash (3 hits) (H) - High uppercut, flaming slash (5 hits) Raikousen (IN AIR 623 + Atk) (L) - Diagonal downward dash with trailing lighting (5 hits) (M) - Horizontal dash with trailing lightning (5 hits) (H) - Diagonal upward dash with trailing lightning (5 hits) Hienkyaku (214 + Atk) OK IN AIR (L) - Short range quick-movement. Good for crossing enemy. (M) - Long range quick-movement. Good for crossing enemies a long ways off. (H) - Triangle jump quick-movement. Good for crossing enemy. Sentsuizan (IN AIR 236 + Atk) (L) - False movement (M) - Downward dive out of air (H) - Downward dive out of air Hyper Zero Blaster (Hold Atk) (L or M or H) - Zero's hand begins to glow, which changes from blue to green to red. Hits once per charge (3 max). ------------------------------------ 2.4) Hyper Combos ------------------------------------ Rekkoha (236 + Atk Atk) - Zero holds his cannon casually as an energy ball charges on the tip of his cannon. He then punches the ground, summoning a hellish pillar of energy down from the sky to annihilate the enemy. (30 hits) Sougenmu (214 + Atk Atk) - Zero makes a circle with both of his hands. For the next few seconds he is accompanied by an afterimage that is delayed by a moment. I'm told it is incredibly useful, but I can't manage to get both Zero's to hit with all thier attacks. However, switching out Zero preserves this effect for when he's called in to assist and is incredibly useful against Galactus. Genmu Zero (623 + Atk Atk) 3 Gauges - Zero does a magnificent flip before unleashing a single, momentum-driven slash. Hits once for somewhat considerable damage and is a full-screen projectile. ============================================================================= 3.0) Strategies ============================================================================= In this section I will cover what combos I have developed with Zero that makes him a formidable character. The first sub-section covers specific combos I have performed that are either very flashy or incredibly devastating or useful. The second section is meant to set up basic combos with him when he is the only character you have left. ------------------------------------ 3.1) Team Hyper Combos ------------------------------------ Zero only has two useful hyper combos to chain with (Rekkoha and his Level 3) and neither of them are very impressive or useful alone, but in combination with his allies they can be absolutely devastating. Combo with Rekkoha ------------------ One thing that limits the usefulness of this hyper combo is that there's an incredible amount of lag between its activation and when the attack begins to hit. As a result any enemy you plan to hit with his must be either in the midst of a juggle or bouncing off the ground. Here are some combos I've found into Rekkoha. NOTE: Keep in mind that most of these are only 2-parts. You are encouraged to find a third in case Zero and the other are not preferred characters to you (except for certain combos). Chris (Grenade Launcher) --> Rekkoha - Once chris fires the second grenade, cancel into zero. The enemy will be too frozen to get out of the way. Felicia (Dancing Flash) --> Rekkoha - At the end of her auto-combo she upper cuts the enemy into the air. Input Rekkoha before the last hit or the enemy may go out of range. Super Skroll (Skrull Torch) --> Rekkoha - Drag the enemy as high as you can into the air and sub in zero before the last hit. Haggar (Rapid Fire Fist) --> Rekkoha - Cancel on the last hit of his hyper combo into rekkoha. The enemy will be bouncing off the ground and unable to dodge the incoming onslaught. Haggar (Giant Haggar Press) --> Rekkoha - Same as before. On the hit cancel into rekkoha and they shouldn't be able to recover in time. Dr Doom (Air Photon Array) --> Rekkoha - After lifting the enemy into the air with Dr Doom, do L-M-M into his aerial plasma beam (light version). As the beam is produced cancel into air photon array and then into rekkoha just after the last shot. This is roughly 65 hits for a LOT of damage for only 2 HC gauges. Iron Man (Angled Photon Cannon) --> Rekkoha - Hit the enemy with Repulsor Blast to drag them into close range for the angled photon cannon and cancel into rekkoha before the last hit. Chun Li (Hoyokusen) --> Dr. Doom (Sphere Flame) --> Rekkoha --> X-factor --> Rekkoha - Mash any button with Chun Li to get her doing her rapid kicks and at the last hit cancel into her listed hyper combo. Just before her final kick in the combo swap in Doom for his sphere flame. Since sphere flame is a projectile, any time after Doom lets it fly you can input Zero's rekkoha and Doom's attack will continue dragging the enemy straight up into Zero's attack. Any time after Zero lets rekkoha fly, X-factor cancel and do it again for massive damage. For 4 gauges this is an instant kill to some for virtually no effort and is unstoppable once started. Haggar (Rapid Fire Fist) --> X-Factor --> Haggar (Giant Haggar Press) --> Rekkoha --> Dr Doom (Sphere Flame) - On the last hit of Rapid Fire Fist, use X-Factor to cancel and do Giant Haggar Press. Before Haggar hits the ground you must cancel into rekkoha or the explosion will kick the opponent away. From here, any time before rekkoha ends summon Dr Doom into sphere flame for massive damage. Combo with Genmu Zero --------------------- Genmu Zero is a level 3 hyper combo with quite an effective range (just about any attack that places you mid-range works), so below are some fancy combos because its not hard to come up with simple ones. Magneto (Magnetic Tempest) --> Genmu Zero - A fancy attack unless your one of the insane pros who can't have fun any more. Hit the enemy with a hyper gravitation and activate Magnetic Tempest the moment it hits the enemy. Just before the helpless enemy leaves the combo cancel into Zero's level 3 for a ton of easy damage. (Any Auto Combo) --> Ryu (Shinku Tatsumaki...) --> Genmu Zero - Do Ryu's hyper combo and any time before the last hit transition into Zero's level 3. (Any Auto Combo) includes moves like Chun Li, Felicia, Deadpool, etc who have hyper combos that allow cancels into flinched enemies at point blank. Chun Li (Hoyokusen) --> X-Factor --> (Kikosho) --> Genmu Zero - Do a basic combo into her hyper kicks then HC cancel into Hoyokusen. Just before the last kick, X-Factor cancel into her Kikosho attack and then cancel from there into Genmu Zero before the final hit. Iron Man (Proton Cannon) --> Dante (Million Dollars) --> Genmu Zero - Any initial attack into Dante's million dollars works equally well, but I like Iron Man for this so here it is. With Iron Man do 8+L, 8+M, H, unibeam (L), Proton Cannon. Before the last hit cancel into Dante's million Dollars and finally cancel into Genmu Zero just after Dante fires his last shot saying "Jackpot." Captain America (Hyper Charging Star) --> Genmu Zero - With captain america do 8+L, 8+M, 8+H, Shield Slash (H), and on the second hit of the shield slash cancel into Hyper Charging Star. Before the last hit cancel into Genmu Zero for incredible damage. Dante (Million Dollars) --> Taskmaster (Legion Arrow) --> Genmu Zero - With Dante do a basic L, M, H, S combo, then leap into the air after them and do L, M, H, 896 + L. When the enemy ricochetes off the floor do 874+L and mash H until Dante cancels into his numchucks/shotgun attack and then cancel into million dollars. Any time before he fires off the last shot sub in Taskmaster and then do Genmu Zero before that bowfire ends. Massive damage, 62 hits, and looks moderately cool. ------------------------------------ 3.2) Solo Battle ------------------------------------ Zero as a solo-fighter is okay, but he's not much to shake a stick at. His skills are moderately useful and not very overpowering, but once Zero gets going it can be difficult to stop him. If you have any assist characters that can jump in, Zero can darn near force an enemy to constantly block with the combo below. L, M, H (3 hits), 6+H (3 hits), P1 or P2, restart at beginning input Basic Combos L, M, H (3 hits), 6+H (3 hits), 236+H L, M, H (3 hits), 6+H (3 hits), 623+H L, M, H (3 hits), 6+H (3 hits), S, air L, air L, air M, air M, air 236 M L, M, H (3 hits), 6+H (3 hits), S, air L, air L, air M, air H (2 hits), air S Cornered Combos L, M, H (3 hits), 6+H (3 hits), S, air L, air L, air M, air H (2 hits), air S, [the moment you land] Rekkoha ============================================================================= 4.0) Missions ============================================================================= In this section we tackle Zero's missions (or at least the ones I can do). Most missions are straight forward, but for some characters beating a mission requires rediculously perfect timing and if I have completed them this section will be useful to those who are stumped. Ones I've Completed: 1-10 Ones I have not completed: Mission 1 - Attack Using Hadangeki Solution: 236+L Mission 2 - Attack using Ryuenjin Solution: 623+H Mission 3 - Chain together two special moves (corner only) Solution: Hold Atk (lvl 3), 623+H Mission 4 - Perform a combo using a cancel Solution: 2+L, 2+M, 2+H, 6+H, 623+H Strategy: Hold down and go through L, M, H, then on the third hit press forward H. During this 3 hit dash input the last attack. Mission 5 - Perform a combo using an air combo Solution: L, M, H, 6+H, S, air M, air M, air H, air S Strategy: A simple enough combo. This should pose no problem. Mission 6 - Perform a combo using Sougenmu Solution: Air S, L, M, 2+H, 6+H, 214+atk atk, M, H, 623+H Strategy: The major problem is comboing off the initial hit and the hyper combo cancel midway through the attack. To start off the combo simply jump next to the opponent and hit S about midway through your descent. This should allow you to hit and land a frame or so later and continue the combo while the dummy is still flinching. In order to complete this mission you must activate the hyper combo right off the 3rd hit of the 6+H attack (any sooner will fail). When you pull of the hyper combo near the end start mashing M until you hit then press H and let the 3 hit nature of the slash give you the pause to input the last attack. Mission 7 - Perform a combo using a hyper combo cancel Solution: Air S, 2+L, 2+M, 2+H, 6+H, L, M, H, 6+H, 236+H, 623+atk+atk Strategy: The major difficulty is comboing out of the initial 6+H. Just mash L as Zero burns into Doom so he connects with it as soon as he can. Luck seems to be a major factor in continuing the combo from the first shippuga to the rest of the combo (also it seems trying the combo in the middle of the screen works best). Also note that you must almost immediately cancel from 896+H into Genmu Zero Mission 8 - Perform a combo using a knockdown folloup and crossover assist Solution: Air Front Throw, P1, air 236+H, 6+H, S, air M, air M, air H, air S air 236+H Strategy: After performing the air throw, mash P1 until you land and quickly jump back up and do 236+H to pop the enemy off the ground so your assist character can hit. Continue the combo and finish it off. Mission 9 - Perform a combo using X-Factor and knockdown followup Solution: air S, 2+L, 2+M, 2+H, 6+H, S, air M, air M, air H, air S, rekkoha, X-factor, genmu zero Strategy: A fun combo, the only difficulty is knowing you need to activate rekkoha the moment you land and X-factor it almost immediately after Zero's hand hits the floor. Mission 10 - Perform a special combo Solution: air S, L, M, H, 6+H, S, air M, air M, air H, air S, P1, air 236+H, 6+H, S, air M, air M, air H, air S, P2, air 236+H, genmu zero Strategy: Oh my god, long, loooong combo. Major screw ups are summoning those damnable partners and following up. Timing is a must everywhere and is almost impossible not to screw up constantly. When summoning either assist, land and press it and then jump to do air 236+H and follow up. Took me a while to get the hang of landing and popping the enemy off the floor into the assists but is the key to the combo. ============================================================================= 5.0) Contact Information ============================================================================= If you have any questions, feel free to ask. Below is my contact info. Name: Darin Email: gamemaster53539@yahoo.com