--------------Edit of N64Mario's Megaman Zero by aznperson569M----------
September 7th, BACK FROM ANIME VEGAS yea
Fixed issues with powergains on some supers
Fixed bug with Rekkoha being able to be used in midair
Added in the Capcom F.A.S Super BG


August 30, Somewhat Big update
Shield, and Chain Rods removed (not really fitted to the fighting style of the character)
Back dash added
Air dashes share count with Hienkyaku
LP Ryuenjin falls to the ground quicker
Rekkoha damage increased
Ryuenjin doenst take any juggle points anymore
Hienkyaku command changed again (now it's the TvC command, but the F, F + 2ks still works)
Hienkyaku didnt protect you from throws, now fixed
Can now select between some hyper Level 3 bgs
New Rekkoha animation
Added some beta AI (though due to bugs, I took it out)
Added Beta Baroque and Mega Crash (Deactivated by default)

older updates were deleted because I wanted to :(

This is an edit of N64Mario's Zero, who i've tweaked. It has some moves from Tatsunoko vs Capcom, along with other moves
from the Megaman X series.

Please enjoy ^^


What's left:
More CvS Hit Sparks (They are not random like the normal hit sparks)
CvS Effects, like the SuperPause effects for most CvS characters
Making the Charged Z-Buster go through Helper Projectiles
More Win poses
Making the Rekkoha make the oppenent go even further (like Gambit's Cajun Explosion)
More Intros
A better animation for the start of the Rekkoha (It's kinda sloppy.. think you can help me?)
AI?



Palletes :D
pal1 = Original
pal2 = Blue
pal3 = Yellow
pal4 = Orange
pal5 = Green
pal6 = Red (The one that looks darkish red, based off of DCL's Roll palletes)
pal7 = Black
pal8 = TvC4(Somewhat based off his Partner button in TvC)
pal9 = Minorin(Based on Minori Kushieda, from Toradora :3)
pal10 = Ryuuji(Based on Ryuuji, from Toradora :3)
pal11 = Pink
pal12 = Miku(Based on Hatsune Miku :D)


Moves

x= LP/Jab
y= MP/Strong
a= LK/Short
b= MK/Forward
c= HK/Roundhouse

	
* = Attack is chargeable.
(Hold button, then release)
Z-Buster/Buster Shot: Z* (Air Ok)
Zero fires his Z Buster/Buster Shot Gun. However, the projectiles are
extremely weak, and they cannot cancel out other projectiles.
This move can be done from a Hienkyaku.

At half charge(Green): The shot will cancel out projectiles.

At Full charge(Yellow): The shot will go through other projectiles.

Diagonal Z-Buster: B, F, Z (Air Ok)
Zero will fire at the air. Useful for anti air.
If done in the air, Zero will fire down at a 45 degree angle. It can also OTG.

Charged Sabre: C* (air OK)
Zero slams his sabre down, creating a energy wave. Can destroy projectiles.

Raijingeki: QCB, P
Zero moves forward, bringing out his sabre to create electricity. Hits 6 times.

Lighting Thrust: QCB, P (Follow up to Raijingeki)
Zero will pose, and summon a lighting bolt to strike the opponent, causing them to collapse.
The opponent will only collapse if the opponent is on the ground. (This uses the opponent's collapse/guardkill
animation, if they have it. If not, then a universal animation is used.)
This move is from the Tales series, where the user would thrust their blade at the opponent (Raijingeki), and then
summon a lighting bolt.

You cannot hit the opponent as they are collapsing. However, you can hit them with a move that OTGs when they
fall. (Example: Hyouretsuzan or a Bakuenjin)

Hyouretsuzan : QCB, P (Air only)
Zero thrusts his sword down to the ground, while creating a icicle-like object around his sword. Can OTG.
Depending on the button pressed, Zero will do the following;
X: He'll fall down quickly to earth, putting the opponent into a long hitstun, so you can follow it up, but you have
to be quick. This is kinda similiar to Zero's Sentsuizan move in Tatsunoko vs Capcom (Except that it has less lag time at the end,
and it goes down at an angle)
Y: He'll do the same move above, but slower, and hits about 3 - 4 times. Knocks down the opponent, though.

Shissoujin : Any Punch Button except Z (Followup to a and b Hienkyakus)
Zero will do a slash that quickly knocks down his opponent. Somewhat based on the the dashing slash from
the original Megaman Zero games.


Hienkyaku: QCB + K, P or F, F + 2K (Air OK)
Zero dashes through the oppenent. Be aware he's not invincable during the move. Can only be used twice
in the air.
Depending the button pressed, Zero will do the following;
a: Dashes forward a little bit. If used in the air, he will teleport down.
b: Dashes more than the x version. In midair, Zero will dash forward.
c: Dashes upwards, then returns to the ground.

If using the Dash command (F, F + 2K) Hienkyaku;
a+b= a Hienkyaku
b+c= b Hienkyaku
a+c= c Hienkyaku
Zero cant be thrown during Hienkyaku.

Ryuenjin: F, D, DF, X or Y (Air OK)
Zero does a uppercut engulfed with fire. Y does more hits and damage. 

Hadangeki: Hold Back for 2 seconds, F, X or Y 
Based on the same move from Tatsunoko vs Capcom. 
The intial attack of Zero bringing down his blade can hit the oppenent if he is close enough. 
Y Version does 2 hits and can go thorough projectiles.

Baroque: Z+C
Zero returns to a normal state, while damaged is increased by 10%. Requires 1 bar. Not finished
yet.

Mega Crash: D, D + 2p
Zero releases energy from his body, hitting the opponent away from him. Can be used whenever,
except when;
Being thrown (This includes custom gethit states as well)
Lying on the ground
Opponent does a super

Can be used to escape combos, but uses 1 bar and takes away 50 health. Not finished yet.

Supers
(Lv1) Mega Laser : QCB, 2p
Zero pulls out his buster and shoots a laser at the oppenent.
Can be used in air.


(Lv1) Sabre Combo: QCF, 2k
Zero dashes at the opponent, and if he connects, he will combo
on the helpless opponent.

(Lv1) Bakuengeki: QCB, 2k
Zero punches the ground, releasing a pillar of flame. Zero is invuvlerable
when the Pillar surrounds him, but is left open after the move ends. Can OTG.
It's based off of Casshern/Casshan's Brutal Ax move in Tatsunoko vs Capcom, which
is the reason why I made it green.

(Lv1) Zero Down Time: D, D, 2p (yet to be finished)
Based on Roll's "Roll Down Time" move from TvC. Not done yet

(Lv3) Rekkoha: QCF, 2p 
Just like the move from Tatsunoko vs Capcom. The ground pound can 
hit the oppenent up into the beams, 
and Zero cant be hit during the move.
However, the move comes out extremely slow, and you'll need
his Standing HK (The multi hitting sabre) or Z Buster Shot to combo into it.



(Lv3) Blast from the Past (yet to be finished): HCB, 2p
Only a few people know what this move is gonna be.

-----------------Move Name Translations-------------
Okay, I know copied this from POTS, but I wanted to do it anyway :)

-Credit goes to the people at the Megaman Wiki.

Raijingeki:          Raijin Attack/Lighting Attack
Hyouretsuzan:        Ice Fury Slash
Hienkyaku:           Darting Swallow Leg
Shissoujin:          Dash Blade (I came up with this one :D )
Ryuenjin:            Dragon Flame Blade
Handangeki:          Wave Finishing Attack
Bakuengeki:          Burst Flame Array Attack
Rekkoha:             Splitting Light Command

Note: The flame-like Rekkoha move from Megaman X7 is actually spelled Bakuenjin, but the translation for the move
is wrong (methinks)


--------------------------------FAQ--------------------------------------------------
If your wanting to create your own character, or are interested in how i made this edit, plz read this. 
After all, Im not the best Mugen Creator ever, 
but I do have a little bit of understanding of how Mugen coding... works.

Q. - Why did you remove some moves and edit some? (Suplex, the other Super Combo, etc)
A. - Because i felt that Zero was too powerful. His suplex wasnt really needed (and it did alot of damage), 
and the Super Combo for the CvS one was (no offense) not as cool as the one for the SvC one. 
And you dont need 2 super projectile moves...

As for editing moves, I wanted Zero to have a good anti air move, so i split the Final Cutter move into 2 
(Ryuenjin and Handeki now).

Q. - How is the Hadangeki move different from the Final Cutter move (The end part)
A. - The move was orignally a helper, and it had a preset thing (it kinda dissipated) and i 
dont really know that... disregard that. it had a destroyself thing, but I already deleted the code, so
who cares?

Q. - Why does he have the TvC soundpack?
A. - Because i thought he sounds cooler in it. Plus, i wanted his voice for some of his moves. 

Q. - Did you make this character?
A. - No! N64Mario made this character, so all credit actually goes to him for making this character.

Q. - Why is Zero's health low?
A. - Because i wanted to balance him. Plus, he had below average stamina in most of the games 
he has been in (Just look at Tatsunoko vs Capcom)

Q. - How'd you make the Rekkoha?
A. - Actually, i borrowed the Cajun Explosion sprites from DarkCipherLucius, because I was thinking of the 
closest move to the Rekkoha. Anyway, I made it kinda like the TvC version; Zero cant be hit.
I actually added a hit at the beginning that does no damage, but lifts the oppenent up into the air so 
they would be hit by the beams, (something i wish they could of added to the real super in that game.) and 
shortened the time the beams would appear on screen. 

Q. - Can I help you with your Rekkoha attack?
A. _ Yes! Making that move was really hard, and making the animation for the move was also a pain in the ass. 
If you would like to help me, then please help because I really dont like the Ground Pound animation (it's pretty sloppy)

Q. - Your edit of Zero sucks.
A. - Gee, if you feel that way, then feel free to use the non-edited version. 
This is Mugen, and it doesnt have to be like the real game that whatever character came from. 
If your so butthurt about that, then go play the real game then.


Q. - Why did you decide to make a MvC version?
A. -Because i wanted to put this version of Zero in the Robot Master Mayhem Project (RMM). Sadly,
they will only accept the classic series characters, and they already have another Zero.. (i think)
anyway, i like the MvC series, except for MvC2 (damn cable users  D: )

Q. - I thought you were only going to add the TvC moves.
A. - I was, until I looked at other Zero edits, which had some other moves from the Megaman games.
So now, this Zero has some moves from TvC, and a few from the Megaman X games. I dont know if Im gonna
add in the Dark Hold, Sentsuizan or Sogenmu, but Im fine with I've done now.

Q. - Why do you accept ideas so easily?
A. - Oh come on. I think they could work.

Q. - Is this character open source?
A. - I dunno, but the people at Infinity Mugen Team told me that N64Mario isnt into Mugen anymore, so I guess
this character is open source...

But if you want to edit my edit of Zero (woah), feel free to, just as long as you give credit to me and N64Mario.

--------------------------------Credits and Thanks-----------------------------------
-N64Mario, for making this character. If he didnt decide to make the SvC Zero, then this character, 
obviously wouldnt be here. It's a shame he doesnt work on Mugen anymore. Please note that this is a work of his, 
not mine. (Well, not the edit, but the sprites, coding, palletes, etc.)

-DarkCipherLucius, for testing out this character, showing me the TvC Sounds for Zero, 
giving me cool effects for the Rekkoha, and most importantly, letting me use his Cajun Explosion Sprites 
from his Gambit for the Rekkoha.

-Nestor for letting me use the Capcom F.A.S Super BG.

-Orochi Gill for feedback.

-Ricepigeon for telling me how to fix the Rekkoha issue.

-Rikku, for the TvC sound rips he ripped.

-The DreamSlayer, for his CVS2 sprite rips. Forgot to add this in the past update.

-Jalen66, for giving some ideas on what to add to this character. Also for blaming me on how he gets 
whooped at Tatsunoko vs Capcom because I use a character that deals alot of damage (Zero) and a character that cant be hit (Roll).

-MATALincorporated, for being a good friend. Also for bragging about he has more subbers than me (Damn for my hacked account...)

-Reu, because i used his shoryuken effects for the Ryuenjin. rest in peace, reu.

-RKMugen for the cool ass TvC shatter glass effect.

-The people at Mugen Guild for giving better constructive critiscism and doing whatever IMT did better. Or whatever.

-The people at the IMT boards, for giving me constructive critiscism, pointing out bugs, and other stuff. 

-The people at Sprite Inc for ripping several effects from the Megaman games, because there's too many things to list
on what i used.

-Scar for the open-source Flame Pillar.

-The people at Dustloop Forums for ripping the Blazblue sprites. I used some of Jin's Ice Effects for the Hyouretsuzan.

-Capcom for bringing Zero into TvC Ultimate All Stars, making the Megaman series, and other Capcom stuff.

-Flashshello, for giving me a cool idea about one of Zero's supers, but
unfornately i didnt finish, though i will be using it in later update for
Zero! And for some other ideas about Zero's specials.

-Anybody that i forgot, like the open source stuff they probably gave.

-------------NO THANKS----------------
-Mediafire, because it screwed up my Zero character when I tried to upload it! Hopefully it doesnt happen
again...

-Juri. SONNA BAKA NO


Any Problems? Suggestions? Message me at my youtube account, aznperson569M.



