Before You Start
Zero — Maverick Hunt
Zero's run is a faster, leaner playthrough than X's — Z-Saber techniques instead of a growing arsenal of copied weapons, and a route through each stage built around getting to the boss rather than collecting everything along the way. This guide skips the item hunting and focuses purely on getting through each stage and beating its Maverick.
Difficulty:(Hard / Melee & Speed Focused)
Key Points
- Playstyle: Close-range Z-Saber combat instead of a ranged arm cannon
- Weapon Copying: None — Zero learns saber techniques instead of copying Maverick weapons
- Pace: Faster, more direct routes through each stage with far less backtracking
Recommendations
- Get comfortable canceling your dash into Hienkyaku early — it's Zero's answer to most of X's ranged options.
- Learn each boss's opening pattern before committing to a saber combo; melee range punishes a bad read hard.
- Ryuenjin and Hyouretsuzan both cost a full Ultimate Technique charge — save them for openings, not chip damage.
- Zero has no charge shot to fall back on, so spacing and dodge timing matter more than in X's run.