Mega Man Zero 3
From SDA Knowledge Base
Tips and Glitches
You can ignore topography such as ice, quicksand, and the scrapheap in Devilbat Schilt's Stage by doing a dash jump, and as soon as Zero hits the terrain, do a regular jump without dash. If done properly Zero will keep all of the momentum from the previous dash jump without being slowed by the terrain.
Current Any% Route
- (Obligatory Stages Not Included)
- Devilbat Schilt
- Blazin Flizard
- Childre Inarabitta
- Deathtanz Mantizk
- Hanumachine R
- Blizzack Staggroff R
- Anubis Necromancess V
- Copy X MK 2
- Glacier le Cactank
- Cubit Foxtar
- Tretista Kelverian
- Volteel Biblio
Zero can pass through enemies that are frozen or paralyzed without being damaged.
You can hold down while doing a jump slash for an Extended Jump Slash, which is stronger than a regular jump slash and can ohko those Copy-X drones with the Electric Rods.
Boss Weaknesses
- No Weakness: Deathtanz Mantisk, Copy-X Mk-II, Tretista Kelverian, All forms of Omega
- Fire Weakness: Childre Inarabbita, Blizzack Staggroff R, Glacier le Cactank
- Ice Weakness: Devilbat Schilt, Anubis Necromancess V, Volteel Biblio
- Thunder Weakness: Blazin' Flizard, Hanumachine R, Cubit Foxtar
Combo Power
Combo power goes from lowest to highest a higher priority can go after a lower priority and damage a boss even if the boss invincibility has not worn off. some attacks can combo with other attacks in the same level. (note: here are only listed the attacks that are useful against bosses.)
- Level 1: Orbit Shield, Uncharged Buster Shot
- Level 2: Charge Slash, Gale Attack
- Level 3: Throwblade, Split Heavens (Split heavens can combo after throwblade)
- Level 4: Sabre Smash, nothing can be combo'd with this, must wait out entire boss invincibility