Skills

The Maverick weapons X copies from defeated bosses, and Zero's own Z-Saber techniques.

See Armors for X's four Armor Capsules (Head, Arm, Body, Leg) — what each one grants and where to find it. This page covers the Maverick weapons X copies from defeated bosses, and Zero's own saber techniques.

X — Maverick Weapons

Lightning Web

Web Spider

Fires a sticky electrified net that locks enemies in place for a moment. Use the stun to land free hits, or use the web itself as a makeshift platform over gaps.

Features
  • Weapon Energy
  • Stuns anything it catches, buying a free window to attack
  • Doubles as a temporary platform you can stand on
  • Short range
  • Does little damage on its own — its value is the stun, not the hit

Ground Hunter

Jet Stingray

Launches a burrowing hunter capsule that crawls along any surface until it finds a target. Perfect for enemies that dodge a straight shot but can't outrun something that follows the terrain.

Features
  • Weapon Energy
  • Homes in and tracks along floors, walls, and ceilings
  • Great against fast or evasive targets you can't line up a shot on
  • Travels slowly, so it's a poor panic button
  • Weak against armored targets

Twin Slasher

Slash Beast

Throws a scythe-shaped blade that flies forward and returns, damaging anything in its path twice per throw. Reliable, low-commitment horizontal coverage.

Features
  • Weapon Energy
  • Boomerangs back to X, hitting on the way out and the way back
  • Wide horizontal reach, good for clearing a straight corridor
  • Only travels in a straight line
  • Weak against enemies that fly above buster height

Double Cyclone

Storm Owl

Spins twin fan blades around X that shred anything flying nearby and knock projectiles out of the air. As much a defensive tool against bullet-heavy fights as it is an attack.

Features
  • Weapon Energy
  • Shreds airborne and flying enemies
  • Doubles as a defensive shield, deflecting incoming projectiles while active
  • Short duration
  • Contributes little against grounded, armored targets

Soul Body

Split Mushroom

Fires a spore that, on hitting most regular enemies, morphs X into a copy of them for a short time — inheriting a version of their own attack or movement ability.

Features
  • Weapon Energy
  • Copies the properties of whatever regular enemy it hits, letting you use their own ability back
  • Versatile — its usefulness depends entirely on what you catch with it
  • Useless against enemies it can't copy from
  • Situational compared to a straightforward damage weapon

Aiming Laser

Cyber Peacock

A charge-and-release laser that homes in on whatever's nearest once it's fully charged. Excellent against fast or awkwardly-positioned targets you can't line up manually.

Features
  • Weapon Energy
  • Auto-locks onto the nearest enemy when charged, no manual aiming required
  • Can tag targets off to the side or above that a straight shot would miss
  • Uncharged shots go straight and don't track
  • Burns through Weapon Energy fast when charged repeatedly

Frost Tower

Frost Walrus

Summons a pillar of ice that bursts up from the ground beneath X, damaging anything directly above and doubling as a quick boost to reach higher ledges.

Features
  • Weapon Energy
  • Erupts straight upward, useful both as an attack and as a makeshift platform
  • Can freeze certain hazards solid to cross them safely
  • Fixed vertical trajectory — no horizontal reach
  • Weak against anything already fire-resistant

Rising Fire

Magma Dragoon

An uppercut blast of flame right in front of X. Costly to spam, but devastating against anything that gets caught at point-blank range.

Features
  • Weapon Energy
  • Strong close-range knockup, good for punishing enemies that get in your face
  • High burst damage for the Weapon Energy it costs
  • Melee range only
  • Leaves X briefly exposed mid-animation

Zero — Saber Techniques

Kuuenbu

Double Jump Slash

Jump, then jump again in midair — instead of a normal double jump, Zero performs a somersault slash that carries him further while also hitting anything in the way.

Features
  • Extends Zero's jump arc with a second aerial slash
  • Extra reach in tight vertical sections
  • Only usable once per jump

Hienkyaku

Air Dash

Press Dash while jumping (or tap forward twice quickly in midair) to burst forward in the air. Zero's answer to X's Air Dash, though it can't be triggered straight out of a dash jump.

Features
  • Crosses gaps a normal jump can't clear
  • Fast enough to dodge some incoming attacks
  • Can't be chained directly out of a ground Dash Jump

Ryuenjin

Rising Slash

While standing on the ground, press the directional button up together with the Ultimate Technique button. Zero launches into a rising slash that catches anything directly above him on the way up.

Features
  • Hits multiple times on the way up
  • Great punish against enemies standing right in front of you
  • Ground-only — needs Zero planted on solid footing to trigger

Hyouretsuzan

Diving Slash

While airborne, press the directional button down together with the Ultimate Technique button. Zero dives blade-first toward the ground, slashing through anything directly beneath him.

Features
  • Strong aerial-to-ground finisher
  • Covers vertical distance fast when diving onto a target
  • Commits Zero to a downward path once started

Tenkuuha

Z-Saber Upgrade — Storm Owl

Defeating Storm Owl permanently changes the color of Zero's Z-Saber and gives it the ability to destroy enemy energy projectiles with a regular swing instead of having to dodge them.

Features
  • The Z-Saber permanently turns violet and can destroy enemy energy shots
  • Passive once obtained — no button to press, nothing to activate
  • Doesn't raise the saber's damage — the benefit is defensive, not offensive

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