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For the Mega Man X Era version of this characters, see here.

Zero
Megaman zero
Series Mega Man (series)
Age >200 years old
Birthday Reincarnated
Sex Male
Species Reploid
Height 5'8"/173 cm
Weight 132 lbs/60 kg
Alignment Neutral Good

Zero is the main protagonist of the Mega Man Zero series. He is a legendary die-hard freedom fighter.

Background[]

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Powers & Abilities[]

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Weapons & Equipment[]

  • Z-Saber: In this series, Zero's 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 Mega Man X series, the Zero series Z-Saber can be used while running and dashing (however, no combos can be performed while in motion). Additionally, it was created using the same technology as the X-Buster, giving it the ability to be charged and vary its effects and shape. 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, allowing it to change into 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.
    • Tenshouzan (Heaven Rising/Ascension Slash): A rising upward slash. With the Flame Chip equipped, it is a fire element attack like Ryuenjin.
    • Sengatotsu (Whirling Fang Thrust): The dashing slice becomes a thrust. With the Thunder Chip equipped, it is an electric attack like Raikousen.
    • Sharp Edge/Rakuretsuzan (Falling Fury Slash): Stab downwards while jumping. With the Ice Chip equipped, it is an ice element attack like Hyouretsuzan, and can be steered slightly left and right.
    • Kougenjin (Light Illusion Blade): Launches a non-elemental shockwave. Can punch through shields.
    • Gale Attack/Reppuugeki: When Zero dashes and then swing his saber, he gets a > shaped attack instead of a swing. Multiple hits inflicted from a single stab makes this one of the most damaging attacks in the game, unlike the alternate versions from Zero 2 and 4.
    • Split Heavens/Tenretsujin ("Heaven Rending Blade"): A non-elemental rising upward strike that becomes a flaming attack with the Flame Chip equipped.
    • Saber Smash/Rakusaiga ("Falling Smash Fang"): The typical downward thrust. If the Thunder Chip is equipped, it becomes an electric attack that creates two sparks in contact.
    • Throw Blade/Zaneidan (Slashing Sharp Bullet): Launches a shockwave in a pointed fold. With the Ice Chip equipped, the shockwave is larger and travels further.
    • Sky Chaser/Tsuibangeki (Crashing Crag Attack): A powerful aerial attack where Zero comes crashing down and send rocks flying on impact with the ground.
    • Thunder Stab/Buraitotsu (Martial Thunder Thrust): A lightning-elemental melee attack, it thrusts the Saber forward while dashing, stabbing an enemy. If the Saber touches a wall, two thunder balls will start crawling. Both the Saber and the balls can paralyze some enemies.
    • Flame Fang/Shouenga (Rising Blaze Fang): Another rising, flaming, upward slash. It can burn some enemies.
    • Ice Blade/Hyougetsujin (Ice Moon Blade): Launches an ice-elemental projectile along the ground. It can freeze some enemies and slash through several of them.
    • Triple Rod: The Triple Rod 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 extended 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.
    • Chain Rod: The Chain Rod is manufactured from the remains of the Triple Rod by Cerveau in Mega Man Zero 2. It is an energy chain with a sharp point that can be used to hook onto various surfaces and enemies. It can hold some enemies in place by stunning them, pull them closer to Zero for further attacks, or to simply impale them from mid-distance. It can also be used to pull distant items 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 enable its charge attack, which is the same as that of the Triple Rod.
      • Energy Chain: Absorb life energy from enemies with the Chain Rod.
    • Recoil 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. Original concept art for the Recoil Rod shows it as a wrist attachment that allowed the rod to be summoned or retracted at will and as a "repulse knuckle" type attachment that was activated by a punch. It was originally called the "Pile Bunker".
      • 1000 Slash: A rapid-combo Recoil Rod attack.
      • Soul Launcher: When the rod is fired upwards, it fires an energy projectile that splits into four pieces and comes crashing down to cause damage. With the Flame Chip equipped, the pieces burn on the ground for a short while.
    • Shield Boomerang: The Shield Boomerang is a weapon used by Zero in the first three games, constructed by Cerveau. It is an energy shield created by spinning the Z-Saber (mounted onto his forearm) around, as shown in its artwork. It can reflect most enemy shot attacks, however, it provides no protection from melee attacks, nor is it capable of deflecting exceptionally powerful moves (like those used by bosses). Like most weapons of the series, the Shield Boomerang can be charged and equipped with element chips. When charged, the shield can be thrown like a razor blade, flying in an ellipsis path and cutting through several enemies before returning to Zero. The Shield Boomerang has to be leveled up in the first two games. In the first Mega Man Zero game, Cerveau only gives the weapon to Zero after he gets the Triple Rod and completes or fails in a mission. But obtaining the weapon is optional, it not being necessary to complete the game. In the second and third game, Zero must talk to Cerveau and get the Shield Boomerang (and Chain Rod or Recoil Rod) to progress the game.
      • Filter Shield: Changes enemy projectiles into E-Crystals by drawing the shield right as the projectile hits it.
      • Shield Sweep (Crawl Shield): Charged Shield Boomerang shots will roll along the ground, before going back to Zero. Leaves trail of sparks if the Thunder Chip is equipped.
      • Orbit Shield (Circular Shield): Charged Shield Boomerang shots will orbit Zero for a short time before veering off and then returning to him like normal. Makes 4 revolutions by default, 6 if the Ice Chip is equipped.
  • Buster Shot: The Buster Shot 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.
    • Laser Shot: Shoot a laser that is capable of going right through enemies.
    • Triple Shot: Splits in three directions upon impact. Requires the Ice Chip.
    • Spark Shot: Attack that splits vertically when it hits the enemy. Requires the Thunder Chip.
    • Blast Shot: Engulfs surrounding enemies in an explosion. Requires the Flame Chip.
    • Reflect Laser: Shoot a laser that goes right through enemies and reflects off walls. When the laser hits a wall, hold Up or Down to alter the direction of the rebound, and aim at enemies manually. Requires no elemental Chips.
    • Burst Shot: Engulfs surrounding enemies in an explosion. Requires the Flame Chip.
    • V-Shot: A forward diagonal shot that splits into a horizontal V shape. Requires the Thunder Chip.
    • Blizzard Arrow: Shoot three ice blasts. Requires the Ice Chip.
    • Time Stopper: Mid-range non-elemental shot that damages/freezes in time some enemies, preventing them from attacking and moving.
    • Tractor Shot: A lightning-elemental shot that absorbs certain energy missiles to increase the shot's attack power when holding it. Can damage on contact with the charging shot, without using it up. It can paralyze some enemies.
    • Burning Shot: A flame-elemental shot that causes an explosion on contact with a wall or enemy. The blast can burn some enemies.
    • Ice Javelin: Fires a long spear of ice from the buster that can freeze some enemies. On contact with a wall, its parts molder before the spear disappears. Because of its length, it deals multiple hits.
  • Zero Knuckle: The Zero Knuckle replaces both the Shield Boomerang and the rod weapons in Mega Man Zero 4, but unlike them, is available from the very beginning. The Knuckle consists of a Z-shaped chip implanted into Zero's palms. It allows him to rip off certain types of weapons (such as blasters, rocket launchers or axes) from enemy Mechaniloids or weak Reploids (such as Weil's Variants) to use them for his own. A successful theft of such a part normally results in the destruction of the enemy. If a stolen weapon is out of ammo or simply of no use any longer, it can be thrown away which can hurt an enemy as well. It cannot be equipped with element chips (although this is due to the game lacking element chips), but can be charged, though the charged version of the Zero Knuckle is only a stronger punch. It is unknown whether this weapon was created by Cerveau or had been part of Zero all along, but artwork of Omega Zero from Mega Man ZX shows him having a Knuckle of his own, but with an Ω symbol instead of a Z.
  • Elemental Chips: Chips are items from the Mega Man Zero series. At first there are only three elemental chips, but more are introduced in Mega Man Zero 3, replacing the Form system from Mega Man Zero 2. It allows the player to equip Zero with one chip each for his legs, body and head, with each chip granting him an upgrade to his abilities. In Mega Man Zero 3, most chips are obtained from Secret Disks, and others are obtained from bosses. In Mega Man Zero 4, Zero must collect parts from enemies and bring them to Cerveau to create them. Also, some characters in the game can provide recipes that create the chips. The Junk set are the only chips that require a combination, for all three need to be equipped in order for them to have any use. When all three Junk chips are equipped, Zero emulates his Proto Form, in which his offense is doubled and defense halved. However, unlike the previous depictions of the Proto Form (particularly when it is used in Hard Mode) Zero can still use his weapons and EX Skills normally. However, if Zero uses any Cyber-elf ability his transformation will be cancelled.
    • Flame Chip: Strong against ice-based enemies. Damages enemies while in effect. Zero can also use it to burn down tree leaves in stages like the Forest of Notus in Mega Man Zero 2.
    • Ice Chip: Strong against thunder-based enemies. Stuns enemies.
    • Thunder Chip: Strong against flame-based enemies. Stuns enemies.
  • Cyber-Elves: Cyber Elves are sentient computer programs made of pure energy. They have the ability to rewrite the information of Cyber Space to erase chosen enemies from existence, completely recharge Zero's Energy, boost his physical capabilities, absorb oncoming projectiles, stun enemies, slow time to a crawl, halve the target's effective combat endurance and durability, and turn foes into relatively helpless Mettaurs.

Alternate Forms[]

Energy Form[]

Zero's power is increased by 50%, but his speed is halved. The probability of an enemy dropping life capsules is also increased. Zero can only fire two bullets at a time in this form. Strangely, in this form Zero's triple slash consists of the second slash of his ordinary triple slash combo performed twice, then the first slash performed last.

X Form[]

Zero's power and speed are increased by 50%. It also increases the power of the Buster Shot and allows Zero to fire four bullets at a time. However, Zero's slash-combo is replaced entirely with the second slash of his triple slash combo as a reference to X's Z-Saber slashes from Mega Man X6. This makes it harder for Zero to rack up damage using the Z-Saber.

Defense Form[]

Increases the power of the Shield Boomerang and doubles Zero's defense. However, Zero's power on his other weapons is halved. Zero retains his Triple slash combo.

Erase Form[]

Enemy shots can be absorbed with the uncharged Z-Saber or Shield Boomerang. Zero's defense is also increased by 50%. But he can not perform the Triple Slash combo in this form, but rather performs the second slash of his Triple Slash Combo.

Active Form[]

Can execute rolling slashes during jumps and dashes akin to Kuuenzan. However, enabling Sengatotsu EX Skill disables the dashing rolling slash. Zero's speed is also doubled. However, he can not perform the Triple Slash Combo, but rather performs the first slash of his Triple Slash Combo.

Power Form[]

Doubles the power of all weapons, but halves speed. Zero can not perform the Triple Slash combo in this form, but rather performs the third slash of his Triple Slash Combo.

Rise Form[]

The third Z-Saber slash in a combo is changed to a Shoenzan-like upward thrust that has more vertical range then the default third slash, but less horizontal range. This makes it ideal for hitting aerial enemies. Zero's speed is also increased by 50%.

Proto Form[]

Zero's defense is halved, and only the Shield Boomerang can be charged. Zero can also only perform the first slash of his Triple Slash Combo. However, the power of all weapons is doubled. Considered to be high-risk, high reward. This form appears to be based on the "Black Zero" armors in the Mega Man X series.

Ultimate Form[]

Increases the power of all weapons, Zero's defense, and speed by 50%. And allows Zero to instantly perform charged attacks using button commands. Commonly considered to be the best form in the game.

Feats[]

Strength[]

Speed[]

Durability[]

Skills[]

Faults[]

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Fun Facts[]

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