Mega Man Zero 3

From SDA Knowledge Base

Revision as of 13:49, 6 September 2009 by AbsoluteZero (Talk | contribs)

Jump to: navigation, search


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
Personal tools