Zero by Ramzaneko & Mr.Karateextra code by MystikBlazeedits by SwankyDownload ZeroRamzaNeko's work on Zero's sprite shows a lot of care and passion, truely a work of art. The first playable beta was mostly complete and really well coded and documented, but he wasn't really done in an MvC gameplay style. My goal here was to shift Zero more into that general direction. Some of it was already present, but a lot of it had to be adjusted or, in some cases, outright fixed. See the whole list of changes below:Spoiler, click to toggle visibiltybasics- changed a lot of hittimes and hitdefs to assure Zero can actually reliably combo. sHP animtime length adjusted to disallow infinites.- brought the combo system in line (zigzag combos enabled)- changed the whole basic system to have his buster on c for easier comboing. All combos and values have been accordingly adjusted.specials- disabled most of the EX moves. EX Handeki and EX Shippuga have replaced their heavy versions. Disabled the FX and tweaked damage values.- anim for EX Shippuga has been lenghtened so cannot be spammed ad infinitum- Air Shippuga has been disabled- Raijingeki has less velpush, should have drastically less cornerpush- command for raikosen is now QCF K- rearranged command structure to account for EX Handeki and EX Shippuga now being regular special moves- air.hittime for Raikosen has been increased by 11 frames. Not really a big thing since air.recover was and is 0.Note: various specials can be chained together. Dmg values have been adjusted accordingly.Hypers:- disabled saber combo level 1, buster shot level 2 and GenMu Zero (the latter wasn't really working in the air anyway)- changed commands to trademark MvC layout (see moveset below)- Buster Shot Level 1 now throws two Ex Handekis with adjusted damage- Saber Combo Level 2 now actually holds p2 for its entire duration instead of allowing for blocking half way through. Damage has been adjusted- Saber Combo Level 2 and Rekkouha (both versions) are easier to combo into- Dark Hold damage adjusted to lvl3 values- Hyper BGs inlined to blue (except for lvl3s)Other- Zero learned how to pushblock (sprites from a breakers resource)- disabled parry, charge, dodge and excel mechanics. They're just disabled, not deleted, so you're free to go nuts and re-enable them.- Handeki and Buster Hyper Shot should cancel enemy projectilesZero has two levels of AI. Defaults to medium. - Both are pretty aggressive but medium should be more punishable and attacking less from all angles. Also slightly less proficient with Hyper usage.Moveset:Spoiler, click to toggle visibiltySystem6,6 Dash (Air OK)4,4 Backdash2,8 SuperJumpPP (standing) GuardPush412 P (blocking) CountercHP -> 8 Launcher6/4 sHP ThrowSpecials2,3,6 P Handeki2,1,4 P Raijingeki2,3,6 K Shippuga6,2,3 K Shouenzan6,2,3 P Ryuenjin (Air OK)2,1,4 K Hienkyaku (Air OK)2,3,6 P Hyoretsuzan (Air only)2,3,6 K Raikosen (Air only)Supers236 PP Rekkouha (straight)623 PP Rekkouha (diagonal)214 PP Buster Shot Combo236 KK Z Saber Combo214 KK Sougenmu (Level 3)2,3,6,2,3,6 KK Dark Hold (Level 3)Zero should be pretty crazy when it comes to comboing. He can chain various normals and specials together for massive combo chains and damage.Here's a few examples:Spoiler, click to toggle visibilty(air, any) 236wK, sWP, sWK, sMP, sHP, 236HP --- a very basic bread & butter combo, very easy to land due to raikosen being an excellent combo opener which can be used universally sMK is deliberately left out since it has very short range. If you are somewhere around <= 50 dist to the opponent, you can easily incorporate that(crouching, close) cWK, cMK, cHP, 8, jWP, jWK, jMP, jHP --- a basic low to launcher combo, dealing relatively low damage however(standing, medium range) 236MK, 623HK, .. 623HP, (air)236HP --- a medium range all special combo with decent damage for no bar. You may have to delay 623HP a little for optimal follow up range / dmg. If you're feeling comfortable you can also weave in sHP after 623HK for more damage.(air, any) 236wK, sWP, sWK, sMP, sHP, 236MK, 623HK, sHP, 236HP --- a relatively easy combo to set up with decent damage and hard knock back to opponent(standing, close) sWP, sWK, sMP, sHP, 236MK, 236KK --- very easy B&B combo for one bar(standing, close) sWP, sWK, sMP, sHP, 236MK, 623HK, 236PP ...623HP, (air)236P --- decent one bar combo. Timing on super is a bit tighter due to falling opponent. Follow up to hyper for maximum damage and knockdown.(air, any) 236wK, sWP, sWK, sMP, sMK, sHP, 236MK, 623HK, sHP, 214HP, . 214PP --- Timing on the final Super is depending on distance and opponent height. Should be around 480 damage.(crouching, close) cWK, cMK, cHP, 8, jWP, jWK, jMP, jMK, 236WK, ...? --- this combo is a set up for more damaging combos. You can either cHP and repeat the combo, or you can sHP into pretty much any special. Mind your juggle points however. Here is a follow up: cHP, 214MP or HP, 214PP should do 500+ damage for one bar. In corner you can also 236PP and follow up, or even 236236KK for 750+ damage. - The complete Combo: cWK, cMK, cHP, 8, jWP, jWK, jMP, jMK, 236WK, (ground) . cHP, 214MP or HP, 214PPI'm pretty sure there's a good bit more to find, though! My other releasesMOAR Screenshots:€ updated Download link to moddb. File contains all of my full character edit releases so far.