QUARTER CIRCLE FORWARD + ANY TWO ATTACKS
After a short delay, Zero punches the ground, causing coloured lazers to rain down upon the stage from above. This attack covers a huge portion of the screen and Zero is completely invulnerable while performing it. The lasers will each juggle the opponent into the next one, making it most powerful if hits at close range. Unfortunately, the startup is very slow and it will often require an assist to combo into it. It can do a total of 5 hits for moderate damage. The real strength of this attack lies in it's usefulness in Delayed Hyper Combinations. If this Hyper is cancelled into a partner's Hyper any time after Zero's fist hits the ground, then the lazers will still appear, allowing for some interesting combinations.
QUARTER CIRCLE BACK + ANY TWO ATTACKS
Zero surrounds himself with an aura of energy. The startup is very brief and under some circumstances it can be used to link a combo. When under the effects of the aura, Zero's attacks will do less damage scaling and the effects of all his offensive special moves are doubled, followed by an after image. He is able to fire two projectiles in one shot and the number of hits given to his melee specials are doubled, allowing him to combo in ways he previously could not before. This effect lasts for about 10 seconds and during that time, Zero cannot gain any super meter.
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS
Zero engulfs his opponent in dark energy before slashing them with his blade. Fairly mediocre damage for a level 3 super, but it is insanely fast and has massive range, hitting from half a screen away in most instances. As well as this, Zero is completely invulnerable while attacking. Best used as a punish rather than in combos, since Zero's attacks scale damage so much that the overall damage output will be severely butchered.