Zero

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ZeroX
YOU GUYS HAD TO SEE IT COMING!!!!


Abilities
Strength: Like many other Reploids, Zero has super strength. He can lift in excess of several thousand pounds but the precise maximum capacity is never disclosed.
Speed: Zero has above average running speed and jumping ability complemented with a special dash maneuver that allows a quick speed burst over a limited distance. In X4 and later games, Zero can enhance his jumping and dashing abilities by defeating certain Mavericks (like in X4, Split Mushroom and Jet Stingray), allowing him to double-jump (Kuuenbu) or single-jump and air dash (Hienkyaku). By the time of Mega Man X6, Zero has internalized these Kuuenbu and Hienkyaku techniques into his default systems. Also, from X5 and later on, Zero can install chip upgrades received after certain criteria are met, like rescuing Reploids, and enhance his dashing and jumping abilities even further.
Learning System: Zero, like X, can gain the data of defeated enemies and use them to gain powerful techniques. Almost all of the special techniques gained from defeated mavericks involve the use of Zero's Z saber or another energy blade weapon, and usually no ammunition is required except for Zero's Giga Attack during which he slams his fist into the ground unleashing a full screen-engulfing energy attack.
Armor upgrades: Though not as sophisticated as X, Zero does have the ability to enhance his Armor in some games of the X series. Notable differences are: Zero gets his upgrade as a whole, whereas X gets individual pieces for legs, head, body, and arms. Also, unlike X who looks different in every Armor he dons, Zero's Armor structure doesn't change, but only its color does. The best known Armor upgrade of Zero is his black armor which usually reduces the damage he takes and increases various aspects of Zero's saber attacks unless you are playing Mega Man X8, where his armour acts like the Proto Form in the MMZ games. In the Zero games, however, he gets varied armors for his body, legs, and head (Zero 3 and up).
Teleportation: Throughout the series, Zero, as well as many other reploids have demonstrated the ability to teleport from location to location as a quick means of travel. In his appearance in SVC Chaos: SNK vs. Capcom, he used this as an ability to quickly move around the fighting area as both a means to dodge attacks and a way to quickly reach the opponent to attack.

http://nextgen.no-ip.org/~andrew/media/pictures/Wallpaper/Zero%20-%20Past%20Present%20Future.png

ESB -1138
Zero is cool because he has that lightsaber thingy.

ZeroX
Weapons
Z Saber: Zero's default weapon in all games, except the first Mega Man X. It appears as a longsword in Mega Man X2 - Mega Man X5, a rapier in Mega Man X6 - Mega Man X: Command Mission, a katana in Mega Man Zero, changed to a triangular blade in Mega Man Zero 2 - Mega Man Zero 4 and then turned into a biometal, a katana again. It has a triple slash, and in the Zero series, can also be charged.

Z Buster: Zero's standard cannon. It appears as a Arm Cannon in the Mega Man X series, and a hand gun in the Mega Man Zero series. It can be charged to 2 levels (normal, partly charged (level 1) and fully charged (level 2). In X3, once fully charged the Z-buster will fire 2 charged shots and allow Zero to slash with the Z-saber.

Triple Rod: A spear Zero uses in Mega Man Zero that can be used in any of the 8 directions. When boosted to the maximum skill level, Zero can use it to stab someone once, twice, or a maximum of three times, expanding each stab. When charged, Zero will stand and spin the rod over his head. When charged in the air, he will spin the rod in front of him.

Chain Rod: A rod Zero uses in Mega Man Zero 2 which can also be used in the 8 directions. It's a staff that's connected to a chain, allowing Zero to hit anything in the distance and pull them towards him. It also allows Zero to swing from certain footholds. When charged, it produces the same result as a charged Triple Rod.

Recoil Rod: A pair of tonfa-like weapons Zero obtain in Mega Man Zero 3, which can also be used in 8 directions. If Zero hits an enemy with this weapon and it survives, it will be pushed back a little. When charged, the enemy will be pushed back a lot farther (assuming it still survives). Firing the recoil rod against the ground results in a pogo-assisted super jump.

Shield Boomerang: A spinning disk of energy Zero first receives in Mega Man Zero 1. It allows Zero to block enemy shots. When charged, Zero can throw it to hit most objects, and it returns to him. Zero obtains this weapon in every game of the series, with the exception of Mega Man Zero 4. It is possible that the design for this weapon came from Sigma's shield in Mega Man X3.

Zero Knuckle: A weapon Zero gets in Mega Man Zero 4. It uses chips in either of Zero's hands to boost his strength. This weapon allows Zero to punch an enemy, and if he kills the foe, steal their weapon. When charged, Zero punches harder than before, but he cannot charge if he has an enemy's weapon.


http://www.trentkaniuga.com/art/megamanzero.gif

Sol Valentine
Any videos?

Any feats?

None of that and his powers look like nothing.

Nice thread though.

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