Smashtopia Wiki
Zero
Home Stage Gigantic Central Staircase
Standard Special Numbered Door
Side Special Pushmaster 5000
Up Special Another Time
Down Special Knock-out Gas
Final Smash Incineration
Extra Skill Nonary Bracelet
Franchise Zero Escape
Game of Origin Nine Hours, Nine Persons, Nine Doors
Release Date of Origin December 10th, 2009
Other Appearances N/A
Submitted By: Kellyjelly

Character Info[]

Who is behind that mysterious gas mask? The sight of this robed figure can mean only one thing: you have been chosen to participate in the Nonary Game, where you will put your life on the line. What purpose does the this game serve, and why was it created? Only Zero knows the answers. The identity of Zero and the circumstances surrounding the Nonary Game differs between games; this Zero’s design is based on the one from Nine Hours, Nine Persons, Nine Doors.

General Information[]

Entrance[]

Zero’s silhouette appears, the outline composed of digital static before becoming clear

Kirby Hat[]

Kirby gains Zero’s black hood and gas mask.

Taunts[]

Up Taunt: Zero pulls out a book and silently reads a page. If you zoom in, the spine of the book reads ‘Sheldrake.’

Down Taunt: Zero clutches their head as static crackles around them. They appear to nearly flicker out of existence for a second before regaining their composure.

Side Taunt: Zero takes out a tiny doll, staring wistfully at it for a moment before putting it away.

Victory Poses[]

  1. White smoke obscures the camera as it falls backwards and lands pointing straight up at the sky. From above, Zero steps into view and peers down ominously.
  2. The camera pans dart around, seemingly confused to have no subject in view, then whips around to see Zero standing before them. The view jump-cuts to a close up of Zero’s masked face as the camera jostles in panic.
  3. Zero motionlessly stares at the camera, which pulls back to reveal them standing just behind a double door. They turn and walk into the darkness as the doors automatically slam shut, revealing a red ‘9’ painted over them.

Moveset[]

Standard Special[]

Numbered Door: A door materializes on the stage (randomly-numbered from 1-8) in front of Zero, with the numbered side facing away. These doors always appear closed, forcing opponents to jump over them. However, Zero can use the special again while a door is onstage to make the door fly open in the direction it faces, which can knock away nearby opponents. Opened numbered doors will remain onstage for 3 seconds before disappearing; doors that are left unopened will disappear after 6 seconds.

Side Special[]

Pushmaster 5000: Zero sends out the Pushmaster 5000, a cube-like machine which automatically moves along the stage pushing anything in its path. It deals very slight knockback, making it possible to drag along opponents for a bit. While the Pushmaster 5000 is active, inputting the side special in the opposite direction will instantly reverse its travel path, making it great for stage control and catching opponents. It has a fairly short battery life though, so it only can only remain in motion for several seconds. You can also ride on top of it.

Up Special[]

Another Time: Another Time functions as a teleporting move, representing how players can jump between different timelines in the series’ flowcharts. While onstage, pressing Up+B will make Zero set a marker on the stage (which visually resembles a ‘Novel Segment’ as seen on the flowcharts. While this marker is active, Zero can use the Up Special to instantly warp back to the marker from anywhere, anytime. The marker expires after 3 uses, after which Zero must wait 9 seconds before setting another one. The marker can also expire if the platform it was placed on is destroyed, vanishes, etc., so be mindful of where you place it. Zero will also gain a few frames of invincibility right after warping to the marker.

Down Special[]

Knock-out Gas: Zero drops a canister directly below themselves that sprays knock-out gas, engulfing a small section of the stage in white smoke for 9 seconds. Any opponent who comes in contact with this area will fall asleep. Only one canister can be onstage at a time, and Zero must wait until the current one disappears before using another.

Final Smash[]

Incineration: The Number 9 door appears next to Zero and sucks in an opponent(s), trapping them in a cinematic finisher. The opponent(s) lands on their back in the middle of a giant incinerator. The camera tracks around them as warning klaxons sound; jets of fire spew out of the funnels as the scene is swallowed by flames. Zero’s masked face fades slightly into view, overlaying the entire screen before the scene cuts back to the battle. The opponent is sent flying with a burned effect, and are instantly KO’d if their damage reaches 100% or more. If the opponent is KO’d in this manner on their final stock, the screen fades to black with ‘GAME OVER’ in white letters before displaying the victory results overtop it.

Extra Skill[]

Nonary Bracelet: After grabbing an opponent, pressing B will make Zero slap a bracelet onto their wrist. 9 seconds later it will trigger an explosion with high knock-back. The explosion can be dodged or shielded but deals high shield damage and can break shields that aren’t at full charge. It will also explode early if the opponent passes through an open Numbered Door while wearing it, forcing them to jump over the door to avoid taking damage.

Alternate Costumes[]

  1. Default
  2. Ace - Zero's outfit will have its color palette change to reference Ace.
  3. Clover - Zero's outfit will have its color palette change to reference Clover.
  4. K - Zero's outfit will have its color palette change to reference K.
  5. Zero III - Zero's outfit will have its color palette change to reference Zero III.
  6. Old Woman - Zero's outfit will have its color palette change to reference to the Old Woman.
  7. Zero Sr. - Zero's outfit will have its color palette change to reference Zero Sr.
  8. Zero II - Zero's outfit will have its color palette change to reference Zero II.