Fate vs Zero (Lyrical Nanoha vs Mega Man) | Flygalia's VS Blogs #3


“I see now that the circumstances of one’s birth is irrelevant. It is what you do with the gift of life that determines who you are.” ~ Mewtwo

Fate Testarossa-Harlaown, the Supersonic Mage and eternal partner to Nanoha Takamachi

Zero, the Hunter-Turned-Freedom Fighter and everlasting partner to Mega Man X

For every hero that can specialize in long-range combat, there also exists someone on their side that’s going to protect them when it comes to close-quarters combat. And chances are, they will quite literally be made for the fight. And there’s a chance that to reach an everlasting peace, you will need to pray that they’ll stay on the side of good. And these two, they got on the right path and fully intend to stay on it.

Material Used

Fate


  • Magical Girl Lyrical Nanoha
  • Magical Girl Lyrical Nanoha A’s
  •           Magical Girl Lyrical Nanoha StrikerS
  •           Magical Record Lyrical Nanoha Force
  •            Magical Girl Lyrical Nanoha The Movie: Reflection
  •            Magical Girl Lyrical Nanoha The Movie: Detonation

Zero

  •             Mega Man X
  •             Mega Man X2
  •             Mega Man Xtreme
  •            Mega Man X3
  •             Mega Man Xtreme 2
  •             Mega Man X4
  •             Mega Man X5
  •             Mega Man X6
  •             Mega Man X7
  •             Mega Man X8
  •             Mega Man Zero
  •             Mega Man Zero 2
  •             Mega Man Zero 3
  •             Mega Man Zero 4

Backgrounds

Fate Testarossa-Harlaown

Shadow the Hedgehog as an anime girl, 9 years before it was cool

Fate Testarossa is a mage and seemingly the only daughter of noted multiversal criminal Presea Testarossa. First appearing in the aptly named “PT Incident”, Fate’s goal was to obtain the Jewel Seeds in hopes of appeasing her mother, who uh, did not treat her the best in the multiverse. She was opposed by a young mage by the name of Nanoha Takamachi, who was collecting the Jewel Seeds to help the guy who tried excavating them, Yuuno, get them back. Throughout the adventure, they clashed many times, and after the last fight between the two, the truth was revealed: Fate is a clone of Presea’s first child Alicia Testarossa. In spite of the shock of this truth and Presea subsequently disowning her outright, Fate fought through the defenses of her own home alongside Nanoha and the Time-Space Administration Bureau, and confronted her mother, only for Presea to fall down into the depths of Dimension Space alongside the preserved corpse of Alicia, never to be seen again.

A few months afterwards, Fate was able to get all charges against her cleared, and she was free to go. From then on she was apart of the Harlaown family (A family that works for the TSAB that’s also the main group that introduced Nanoha to the organization) Going to see Nanoha, things got a bit hectic when a group of four knights by the name of the Wolkenritter showed up, leading the heroes to have to deal with the Book of Darkness. Fate constantly clashed with the swordfighter of the group, Signum (and gaining a sort of rivalry with her in the process). Though when the Book got completed, and the Book’s Will was released, Fate was the first to fall, being absorbed entirely within the Book. Promptly taken into a instrumentality-like world where both Presea AND Alicia were alive, Fate confronted her past, and broke out of the book. Sometime after the incident was resolved, Fate was adopted into the Harlaown family. This new relationship between the two proved a bit rocky at first, but when Lindy took a blow that was meant for Fate, she was finally able to call Lindy her mother.

A decade after the Book of Darkness Incident, Fate has since become an S+ Rank mage and an Enforcer (essentially, the cream of the crop) for the TSAB. During the events of StrikerS, Fate had been investigating the activities of known domestic criminal Jail Scaglietti, while also helping out the main cast as part of Riot Force 6 (a division of the TSAB Hayate founded for the sole purpose of obtaining a group of Lost Logias known as Relics). Near the end of the JS Incident, she learns that while Presea did make her, the one that Presea got the ability to clone from was none other than Jail himself. So, she did battle with Tre, the fastest of the Numbers (a group of 12 female Cyborgs who serve as Gate’s elite soldiers and daughters), defeated her, brought Jail to justice, and lived to see another day.

Afterwards, Fate got into a somewhat more peaceful life, with Riot Force 6 disbanded, where she more or less lived alongside Nanoha and her adopted kid, Vivio (Who Vivio is… is an entire can of worms that can be done for another blog). Surely peaceful days would soon follow, as the fighting for the next few years would merely be confined to the ring (and an incident that she didn’t partake in), and she wouldn’t partake in much battle afterwards.

DWN-Infinity Zero

He knows what he fights for these days, thankfully

Zero is seemingly a Reploid who served as an Interim Commander of the Maverick Hunters during Sigma’s first rebellion, and later served as the commander of the 0th Special Unit. The truth is, he isn’t actually a Reploid, but the final creation of the villain of the Classic Mega Man series, Dr. Albert Wily. In spite of this, however, he has shown support for Dr. Light’s final creation, Mega Man X, in his effort to get stronger, and has even sacrificed his life to save humanity a few times. During the Soul Eraser crisis, he got into a relationship with the Repliforce Navigator known as Iris… which ended in tragedy during the Repliforce rebellion, where Iris fried her own circuits combining it with her brothe’'s… and Zero questioned what he fought for

As he laid dying the second time, Zero recounted Iris’ face, and managed to finally get over her death as he seemingly died for the last time. Three Weeks Later, he somehow got better, and rejoined the Maverick Hunters after X takes down the Zero Nightmare. Afterwards, he accompanies the Next-Generation Reploid Axl as they take on the organization known as Red Alert, and alongside both X and Axl, tackled the Jakob Crisis, where they seemingly faced Sigma for the last time…

Centuries after the end of the apocalyptic conflict known as the Elf Wars, a small group of resistance soldiers ventured to a forgotten laboratory, where they find Zero in stasis. After a Cyber-Elf sacrifices herself to reactivate Zero, he saves the last member of the group Ciel and escapes alongside her, joining the resistance’s fight against Neo Arcadia in the process, with lost memories and seemingly opposed by his former best friend X… or so the truth, in that “X” is actually a replica of him made by Ciel while the real X sealed the Dark Elf inside of himself. Guided by a mysterious Cyber-Elf that is actually the real X, Zero takes down Copy-X and leaves the Resistance for a year, being dragged back to it after falling unconscious in the desert.

A few months later, Zero, Ciel, and the Resistance investigate a mysterious ark, whereas the perpetrator of the Elf Wars, Dr. Weil, and the fearsome being that caused the destruction during the War, the Devil Reploid Omega. Thus began his third conflict against Neo Arcadia, and the truth of what he was. Fighting against the Judges of Neo Arcadia, and foes that he struck down before, including Copy-X. Ultimately, Zero eventually stormed Neo Arcadia one last time as Dr. Weil combined Omega with the Dark Elf, a powerful, corrupted Cyber-Elf, he would face off against Omega once more. And the truth of the matter was, that Zero inhabited a false body, and his real body was taken by Dr. Weil to become Omega. Though it all didn’t matter to Zero in the end, as he destroyed the Devil Reploid, and, after a goodbye with X as he could no longer remain outside of Cyberspace, accepted that no matter what will happen, he will always be Zero.

Experience

Fate

Having a more stated time of experience, Fate should have at least 16 years of experience under her belt, as she started working under the TSAB at the age of 9 and is currently still working for them at the age of 25, alongside her prior experience in obtaining the Jewel Seeds. It should also be noted that Fate also knows anything that Alicia might know, in part of inheriting the latter’s memories due to the Project F cloning process.

Zero

Unlike Fate, how many years of experience Zero has under his belt is somewhat unknown, due to the only real timeframes in the X series being when he was dead those being 6 months (riot.png) between X1 and X2 and 3 Weeks between X5 and X6. The Zero series, in comparison, takes place over the course of at least a year and two months.

Depending on how long the Maverick Wars and Elf Wars lasted (if we take a Twitter post by the Official Mega Man Twitter as any indication, the Zero series would be taking place in 23XX, as it is set a century after the Elf Wars, which ALSO has an unknown timeframe between Zero’s X6 ending and his return in the Elf Wars). It can be inferred that, due to his ease in going back into action after a century of stasis and regaining his ability to learn the abilities of defeated foes, his skill did not diminish one bit in spite of his loss memories.

Arsenal

Fate

Bardiche Hornet

Screw the weapon Triangle, Bardiche IS the Weapon Triangle

Fate’s magical device, which is a weapon that allows her to use magic. While it appears to be an axe, it’s actually more of a Swiss-Army weapon, being able to turn into a spear, a scythe, a sword, and even two swords. It can also put a stand on itself to allow Fate to use the powerful attack known as Hornet Javelin. It should also be noted that Bardiche has had three upgrades throughout the series, first getting upgraded to Bardiche Assault during the Book of Darkness incident, later to Bardiche Hornet during the events of Reflection and Detonation, and an unsubtitled further upgrade that allows Fate to make her magic physical for when the time would arise.

And for some reason it has an AED by the time of Force.

Barrier Jacket

What comes with all Magical Devices is the ability to create an armor that gives them protection from outside sources, and is, in spite of the transformation sequences taking up an entire minute or so, formed within a second. Fate’s current Barrier Jacket formed by Bardiche is called Impulse Form, and she has access to a more powerful form by the name of Sonic Form (and said form is also Faster), though that increase does come at a cost.

Belka Cartridges

 

Bardiche about to offload a Belka Cartridge,

During the events of the Book of Darkness Incident, Bardiche (alongside Raising Heart), gets damaged in the fight against the Wolkenritter. After it was repaired, it and Raising Heart asked if they could get upgraded so they can use Belka Cartridges, items from Belka that can make certain attacks stronger when used, with multiple ones being able to be used to have an even stronger attack come out.

Zero

Z-Saber

Imyetus Ame-no-Habakiri tron...

Zero’s laser sword that he obtained from when he was revived during Mega Man X2. Since obtaining this, it has become Zero’s main piece of weaponry. He loses this at the end of Mega Man X5 after his second death, and only regains it when X returns it to him so he can destroy the Golem taking Ciel hostage. He can perform most of his special techniques with this and can charge up to do a more powerful slash.

It should be noted that in his appearances in X6 to X8, he instead wields a Green Saber in place of the original Z-Saber (supposedly this Z-Saber is actually the blade that Sigma wielded during his fight in the original Mega Man X), which is presumably in X’s possession until he returns it to Zero in Zero 1 (He uses it in X6, but in X7 and X8 he does not).

Buster Shot

“I will feel this way… as long as I have this gun!”

A Gun that Zero gains at the start of Mega Man Zero, taking it from a recently deceased Resistance Member. While he runs out of ammo in the fight against the aforementioned Golem, after regaining the Z-Saber, he uses it to give the Buster Shot infinite ammo. In terms of function, this is similar to the busters the previous two Mega Men had.

The Buster Shot can be further enhanced by EX Skills, such as making a piercing laser with Laser Shot, a spread shot with Triple Shot, being imbued with elements with EX Skills such as Spark Shot, Burning Shot, and Ice Javelin, and even being able to stop time in a certain radius with the EX Skill, Time Stopper (no relation to Flash Man’s weapon)

Shield Boomerang

“Evacuate Neo Arcadia, engage all defenses, and give this reploid a shield.”

The Shield Boomerang is a weapon that is formed by spinning the Z-Saber while its on Zero’s arm. It allows Zero to reflect enemy attacks and when thrown, it goes in a loop before going back to Zero.

Recoil Rod

Are Wii gonna have a problem?

The third generation of the Rod variants of the Z-Saber, the Recoil Rod allows Zero to push back foes, and if used on the ground, gives him a huge jump.

Zero Knuckle

Notice of Meme Acquisition

A weapon introduced in Mega Man Zero 4, the Z-Knuckle is a weapon that allows Zero to punch his foes, and if they have a weapon, he can steal it and use it against them.

Zero Buster

“I still exist, right?”

A cannon that is implemented into Zero’s arm that allows him to shoot energy blasts, though Zero isn’t the most accurate when it comes to this. While it’s never shown to be used in the Zero series, due to the Buster Shot being a much superior weapon for Zero, it can be assumed that as his Z-Era Body is an exact copy, it has a Zero Buster as well.

Sub-Tanks

Through revolutionary tech, you can now reuse your E-Tank!

A set of four capsules that when filled up, allows Zero to regain all of his health, with him either obtaining them from using Cyber-Elves, or in the case of Zero 4, finding two of them in stages and giving a fellow resistance member some E-Crystals for them.

Chips

These grant advantages, but they don’t impact your score.

A set of items that Zero can equip, the Chips give him a variety of abilities. Such as giving him elements to his attacks, letting him charge faster or charge without needing to actually charge, and the wide variety of abilities granted to him by the Ultima Foot Chip (which is every Foot Chip in one, which includes Double Jumping, Invincibility while dashing, and slowing down his wall slides)

Cyber-Elves

GO TO THE ELF’S WORLD WELCOME! EVERYONE CALL ME ELF MONSTER!

A species that was born from the Mother Elf (who was born from researching Zero’s original body), the Cyber-Elves come in three types that help Zero out in different ways. The Nurse Elves help out with restoring Zero’s health, the Animal Elves can improve Zero’s stats (alongside doing things such as reducing knockback and fighting alongside him), and the Hacker Elves can manipulate the state of certain enemies (assuming they’re mechanical in nature)

Croire

Extra! Special! (Rainbow Gotchard noises)

The only Cyber-Elf usable in Mega Man Zero 4, Croire stands by Zero’s side and can provide him some advantages, such as providing the health benefits of Nurse Cyber-Elves, the power benefits of Animal and Hacker Cyber-Elves (alongside shooting out energy blasts)

Abilities

Fate

Flight

“I wanna fly! Fly!”

Flight is an ability that, well, allows Fate to fly. Unlike Nanoha, Fate is never shown to be using a specific spell in order to fly.

Haken/Crescent Saber

“My spin on the Crescent Shot is horizontal, unlike the Crescent Shot, Saber Shot and Blue Flash.”

A spell that is used with Bardiche’s Scythe forms, Haken and Crescent Saber allow Fate to fire off a magic projectile shaped like a crescent, though unlike every other instance of an attack like this, this is fired horizontally instead of vertically.

Split Haken

A double-firing variant of the above spell used while Fate is in Sonic Form.

Blade Impulse

Dodging this is quite simple, really.

A spell fired from Bardiche Zanber that unleashes a huge shockwave, which Fate can use to disable a foe’s defenses.

Blitz Action/Blitz Rush

(Teleports behind you) “Nothing Personnel, Kid.”

A speed-increasing spell that Fate can use, with the latter even being able to speed up her spells.

Dimensional Transfer

Dimensional Transfer is a spell that allows Fate to move between dimensions. Should note, Fate has never been shown to use this spell in any combat-related purposes.

Hornet Javelin

“IN MERE MOMENTS, ALL YOU’LL BE FEELING… IS OBLIVION!”

A spell that’s in the category of “Giant Laser spells” and requires Bardiche to go in a shooting stance to fire. This leaves Fate as a bit of sitting duck when using this spell, so she uses it in conjunction with her binds. This is also used in conjunction with Nanoha’s Exceed Estrella to make up Blast Calamity. This is also stated to be one of her strongest attacks.

Jacket Purge

The magic is yellow so Fate’s using this.

Jacket Purge, is essentially a self-destruct attack that is a function in all Barrier Jackets, using up the mana making them up to get out of a tight spot (it forms again a bit afterwards)

Jet Zanber

“To show you the power of Bardiche, I sliced this Perfect Chaos in half!”

This spell allows Fate to create a giant magical energy sword to slash at its opponents, capable of breaking through any defense.

Lightning Bind

Stopping you dead in your tracks!

Fate’s version of the bind-type spells, which can immobilize any foe, with these types of binds having a bonus effect of increasing the power of her spells a bit as well.

Multi-Defenser

Imagine if Tsubasa was actually able to fight Hibiki in Symphogear Season 1. Then imagine if Hibiki then pulled off a Kamehameha to win.

A spell that allows Fate to generate multiple different shields to defends herself.

Physical Heal

There’s a non-zero chance that Fate can save Tsubasa’s dad in Super Robot Wars if this spell can extend to bullet wounds.

A spell that can allow Fate to recover from any damage that she has taken, alongside being able to heal others, though it’s only a basic-type healing spell.

Piercing Lancer

Fate’s trying her best to break through Nanoha’s Protect with Feint.

A physical attack that allows Fate to pierce through any defense. Used in Javelin form.

Plasma Arm

“I totally got this from Fate I promise.” -Vivio Takamachi (if I ever do a Vivio MU im gonna reuse this picture)

A spell that surrounds Fate’s arm in electricity and would allow Fate to punch someone with magic. Never actually shown using this spell, but it’s indicated that Vivio learned this attack from Fate.

Plasma Lancer

“My speed stat doesn’t matter for these ones!”

A spell that allows Fate to fire off a multitude of electric spears at her foe, and an upgrade to her electric ball shooting spell, Photon Lancer

Plasma Smasher

 

One-Handed Final Flash.

Fate’s usual giant laser spell, usually fired off from her hands after charging up electrical magic.

Plasma Zanber

“Hey, Reference!”

Fate’s equivalent to Nanoha’s Starlight Breaker, achieved by charging up electric energy onto Bardiche and then firing.

Round Shield

Round Shield is the most basic defense spell that Fate has. Pretty much every mage that practices Midchildan Magic is capable of using this.

Thunder Arm

Electric Protector.

A spell that allows Fate to surround her arms with electricity and defend against attacks, shocking the foe in the process.

Thunder Rage

Thunder's Rage Stage

A spell that allows Fate to summon a thunderbolt to strike at the enemy, following her binding them.

Thunder Blade

One Thousand (Electric) Tears

A stronger version of Thunder Rage, which attacks with electric blades that Fate can detonate on command.

Thunder Fall

Seems Fate has mastered the Rain Dance + Thunder combo.

A spell that allows Fate to create a thunderstorm.

Thunder Bullet

Fate used Electro Ball!

A single sphere of electric magic that’s capable of piercing through any defense.

Trident Smasher

Taking destroying the Black Comet in her own hands.

A variation of Plasma Smasher that, true to its name, fires off in a trident-like pattern.

Sonic Move

This spell allows Fate to go even faster than she can normally, allowing her to react to attacks from far away places, or rescue people before they can get crushed.

Sonic Sail

What are you.

A spell that supports Fate while she’s in Sonic Mode. What it exactly DOES is a bit of a mystery.

Sprite Zanber

The spell that Fate uses in the attack which gets her and her wife to multiversal levels.

Sprite Zanber is a spell that (obviously) requires Bardiche to be in its Zanber form and is a slash powerful enough to break through dream worlds such as the one generated by Reinforce Eins’ Absorption Field.

Zero

For this, Zero will be given both his Techniques from the X series alongside his EX Skills from the Zero series (…this is gonna be a bit of a Doozy)

Saber Shot

This is probably where Tsubasa got the idea for Blue Flash

A technique that first appears in Mega Man X2, Zero fires off a crescent-shaped energy beam from the Z-Saber

Earth Gaizer

“My strongest attack will be punching the ground. It will be different every game.”

A technique that first appears in Mega Man X2 and the first of Zero’s “punch the ground” attacks, Zero punchs the ground, with pieces of the ground floating around him for a bit before landing.

Genmu Zero

Somehow, Zero can access this attack without needing to be turned Evil

A technique that appears in Mega Man X5, Genmu Zero is a technique that only appears in the Awakened Zero boss fight, though crossover appearances show that Zero is capable of this attack without needing Awakened. Here he fires off one or two giant Saber Shots that would decimate his enemies.

Tri-Thunder

“This time, sparks will fly.”

A technique that appears in Mega Man Xtreme 2, this is (chronologically) the second of Zero’s punch the ground techniques, where he creates a V of electrical orbs by punching the ground.

Fish Fang

“The Fish…”

A technique that appears in Mega Man Xtreme 2, where Zero fires off 2 energy fishes

Fire Wave

Little did we know, Zero is capable of gaining the weapons of the X1 bosses as well

A technique that Zero learns in Mega Man Xtreme 2 (but originates in the original Mega Man X game), Zero fires a fireball that spreads a bit in front of him

Lightning

Ka-Chow

A technique in Xtreme 2, Zero summons some bolts of Lightning down from the sky

Drill Crush

His Z-Saber is the Z-Saber that creates the heavens

A technique in Xtreme 2, Zero trusts the Z-Saber, with the Saber going in a drill-like pattern

Zero Final/Ranbu

The most forbidden ability: An actual combo

The last technique of the Xtreme games, Zero Final is an ability that has Zero do a dashing slice, then follows up with a rising slash.

Raijingeki

A very shocking stab

A thrust attack that appears in X4, Zero charges the Z-Saber up with Electricity, then strikes.

Ryuenjin

Somehow the most recurring type of technique Zero can do

A rising sword slash that coats the Z-Saber in flames while it’s done. These two techniques are separate, but are functionally identical, so they’re both listed here.

Hyouretsuzan

(falls behind you) Ice to meet you.

A sword drop technique that appears in X4, this coats the Z-Saber in a frosty aura that can let stingrays know their place.

Kueenzan

Spin now, the blade now! Bring on… the power!

A technique that appears in X4, which allows Zero to use a spinning slash while in the air

Rakuhouha

This actually is how he does most of his giga attacks.

Zero’s second “punch the ground” technique that appears in X4. After Zero punches the ground, he fires off 9 spheres of blue energy.

Shippuuga

He needs a way to cut things, and FAST.

A technique that appears in X4, whereas at the end of doing a dash, Zero can do a more powerful slash than what’d be done if he attacked after dashing.

C-Sword/Mikazukizan

“Right to the top, yeah! We’re never giving up!”

This is a technique that appears in Mega Man X5, it functions like the Kueenzan, though with the addition of making a crescent.

E-Blade/Denjin

Ryuenjin 2: Electric Boogaloo

The E-Blade is one of Zero’s techniques in X5. This is a rising sword slash ala the Ryuenjin, though it’s thunder-elemental and reaches higher spots.

C-Flasher/Messenkou

The Rakuhouha behind the slaughter.

Zero’s punch the ground technique in X5. It’s similar to the Rakuhouha, but with purple energy that keeps going even after hitting an enemy. He also has a variant called the Shin Messenkou where large blue bursts of energy rise up from the ground.

F-Slasher/Hisuishou

Zero now knows how to do a proper Air Boost

This is a technique that appears in X5, with this, Zero creates an ice barrier whenever he uses his Air Dash.

W-Shredder/Hayate

“Ooh, a clone of myself!”

A technique that appears in X5, the W-Shredder allows Zero to send out a solid red version of himself to protect him, disappearing a little bit afterwards.

Twin Dream/Sougenmu

Zero sending out his stand, One More Time (dub name: One Last Time)

A technique that appears in X5, the Twin Dream is similar to the W-Shredder, but instead summons a multicolor flashing Zero who mimics the main Zero’s movements.

Dark Hold

ZA… WARUDO!

A technique that appears in X5, this allows Zero to stop time for a few seconds, though he can only use this once before needing to refill his weapon gauge.

Quake Blazer/Danchien

Drop the flames!

Another sword drop technique, appearing in X5, this is a fiery version of his Hyouretsuzan technique.

Yammar Option

Zero shares the most weapons with X in this game

Yammar Option is a weapon that appears in Mega Man X6, and one of the few weapons shared between both X and Zero, where it allows the user to create three drones that help protect them, fighting alongside them as well.

Hyoroga

Droppin some Ice on ya.

The Hyroga is a technique that appears in X6, where Zero jumps up to hang onto a ceiling and drops icicles at his enemy.

Shoenzan

Flame Flick

Shoenzan is a X6 technique that has Zero do a burning uppercut using his Z-Saber.

Sentsuizan

It’s like the Shippuga, but with a downward angle

Another X6 technique, the Sentsuizan has Zero charge is Z-Saber forward while in the air, while doing a dash slash when he hits the land.

Ensuizan

Here goes… here goes… Metal Fusion!

Ensuizan is X6’s spinning sword strike technique, though it differs from the rest of them in that Zero doesn’t jump up to preform this technique.

Rakukojin

Heavy Metal Drop

Zero’s Sword Plant technique that appears in X6, the Z-Saber turns into a large, normal sword, then Zero drops down, firing off an uncharged Metal Anchor in the process.

Guard Shell

“The only way to destroy an AT Field is to have an AT Field” …that’s a NLF if I ever seen one now that I think about it.

The last weapon shared between both X and Zero, the Guard Shell creates a small barrier that prevents any attack from hitting the two, reflecting whatever is fired at them.

Rekkoha

The most well-known of these types of attacks and it first appears in the worst 2D game of the series.

Zero’s X6 punch the ground attack. Rekkoha has him summon forth giant lasers, which can either spread across the screen (as seen in X6 and ZX), repeatedly target one foe (as), and even protect Zero (as seen in Zero 3, abelit when Omega used it)

Bakuenjin

Punch Ground. Generate Fire Waves. I wonder how he differentiates the techniques

Zero’s X7 punch the ground attack, where he calls forth a powerful ring of fire.

Hadangeki

If a Saber Shot is a Blue Flash, and Genmu Zero is a Blue Flash Destruction, then what does that make this?

Hadengeki is a technique that appears in Mega Man X7, where he fires off a crescent-shaped energy blast from the Z-Saber.

Rajinshou

Quite an Electric Tornado, huh?

Rajinshou is a technique from X7 that allows Zero to create an electric tornado from the Z-Saber, though he cannot move and is in the epicenter of the technique.

Gokumonken

This is 100% gonna be Zero’s Down-B when he’s playable in Smash

A technique that appears in X7. With this technique, Zero holds a pose that prepares him for an attack, then if hit by an enemy he counters hit ala a counter down special in Smash.

Hieijin

He’ll need this for his parkour battles.

A technique that appears in X7 that allows Zero to fire off a small homing shot of energy at his enemy, after doing a 360 Sword Slash.

Zankourin

Is Zero using Madwheel here?

A technique that appears in X7 that allows Zero to fire off an energy wheel from the Z-Saber.

(Note: Zero has two more techniques in X7, but they’re locked behind alternate weapons that by the time of the Zero series, he does not have access to.)

Tenshouha

No giga attack in the Zero series. Punching the ground takes too much time.

Zero’s last punch the ground technique, appearing in X8. With this one, he fires off an orbital laser on the part of the land he punched.

Juuhazan

Blade Impulse

A technique that shows up in X8, where Zero makes a powerful shockwave from a single slice of his Z-Saber.

Rasetsusen

Beyblade, Beyblade, Let it rip! This is it! Get a grip! Let it Rip!

Zero’s last spinning sword technique that appears in X8. Unlike the previous instances of a technique like this, this allows Zero to stay in the air for a little bit.

Raikousen

He’s improved the Raijingeki with time.

A technique that shows up in X8, Zero does a dash where he vanishes for a bit, then reappears with a lightning trail behind him.

Enkoujin

Dropping the Flames once more.

A technique that appears in X8 that’s similar in function to the Quake Blazer.

Hyoryushou

Nice to know there was an Ice rising slash at least

A technique that appears in X8, Zero twirls his sword while jumping up, with a cold aura surrounding him

Youdantotsu

Thinking about it, a lot of Zero’s techniques are functionally identical to one another with the difference of elements.

A defense-piercing forward thrust that is a technique in X8

Sengatotsu

The Z-Saber EX Skills in Zero 2 are basically some of the Techniques from X4.

An EX skill that appears in Mega Man Zero 2. A dashing sword thrust that can be enhanced with the Thunder Chip, making it similar to the Shippuuga and Raikousen.

Sharp Edge/Rakuretsuzan

It’s still Ice to meet you, after 100 years

The Sharp Edge is an EX Skill in Zero 2, where it is a sword plant attack. Equipping the Ice Chip makes it functionally identical to the Hyrouretsuzan.(as if the Japanese name wasn’t similar enough)

Tenshouzan

Gee Inti Creates, I hope you don’t make this the only Fire Z-Saber EX Skill

This EX skill appears in Zero 2, it’s a rising slash similar to the Ryuenjin and E-Blade, and with the Fire Chip equipped, it’s functionally identical to the Ryuenjin.

Kougenjin

As established Saber Shots are Blue Flashes and Genmu Zeroes are the X-Drive version. So, which of Tsubasa’s attacks is THIS?

An EX Skill that shows up in Zero 2, the Kougenjin allows Zero to fire off a crescent-shaped blast of energy, and is (surprise), functionally identical to the Saber Shot.

Gale Attack/Reppugeki

An EX Skill that appears in Mega Man Zero 3, the Gale Attack is a stronger, non-elemental version of the Sengatotsu, hitting for thrice the damage than its predecessor.

Saber Smash/Rakusaiga

Zero 3 gives Ice and Electric some unique ideas for EX Skills, even if they’re derivative of other techniques

A sword plant EX Skill that appears in Zero 3. This can be enhanced with the Thunder Chip so it can generate sparks of electricity that spread across the floor.

Split Heavens/Tenretsujin

Wow, the Ryuenjin again. Very Original.

A rising sword slash EX Skill that appears in Zero 3. With the Flame Chip, it gains a fiery aura… and also makes this functionally identical to the Ryuenjin as well.

Throw Blade/Zan’eidan

Ice Flash

A Saber Shot-like EX Skill that appears in Zero 3. With the Ice Chip, it becomes an icicle that can freeze Electric-Element enemies.

Ice Blade/Hyouretsujin

Low hanging Blue Flash

Ice Blade is an EX Skill that appears in Mega Man Zero 4, where Zero fires off an Ice Shockwave at his enemies.

Flame Fang/Shoenga

As Zero’s chronologically final playable appearance, the Ryuenjin comes back as well

A fire elemental rising sword slash EX Skill that appears in Zero 4. For the third time, it is functionally identical to the Ryuenjin.

Sky Chaser/Tsuibangeki

“Screw Ice. Screw Fire. Screw Metal. Screw Ice again, and Screw Electricity”

A sword plant EX Skill that appears in Zero 4. After planting his Sword on the ground, some Debris flies out of the ground.

Thunder Stab/Buraitotsu

Even the Raijingeki is back for the finale.

An electric element dashing sword slash EX Skill that appears in Zero 4. Functionally identical to the Sengatotsu with the thunder chip.

Filter Shield

“I get paid for this attack!”

An EX Skill that appears in Zero 2, Filter Shield uses the Shield Boomerang to turn any incoming enemy projectiles into an E-Crystal.

Orbit Shield

 

If you are cold, I will extend my duration a bit

An EX Skill that appears in Zero 3, Orbit Shield allows Zero have the Shield Boomerang surround him four times, six if he has the Ice Chip.

Shield Sweep

The first EX Skill to make one Shieldillion E-Crystals

An EX Skill that appears in Zero 3, Shield Sweep allows Zero to lengthen the Shield Boomerang’s trajectory when thrown. With the Thunder Chip, it also generates sparks in its path.

1000 Slash

Pictures alone don’t describe this one as well.

An EX Skill in Zero 3, this uses the Recoil Rod and allows for Zero to make repeated jabs with it.

Soul Launcher

It just needs some extra fire power, that's all

An EX Skill in Zero 3, this allows Zero to make an upward thrust with the Recoil Rod also shoot out a sphere of energy, which, if the Flame Chip is equipped, can split in 4 and land on the ground.

Forms

Fate

Because of the nature of Barrier Jackets being upgraded over time, Fate does not have access to her Barrier Jackets shown in the first season and A’s (with the exception of Sonic Form).

Impulse Form

“Is it impulse? Is it imagination?”

Fate’s current standard barrier jacket, and the current evolution of her old Barrier Jackets. Unlike her forms shown in the first two seasons, this one has a white cape in contrast to her black capes (Representing her putting her past behind her… which the movies make more obvious by giving her the White Cape after she escapes from Reinforce’s Absorption field.)

Sonic Form

“I’m Fate Testarossa-Harlaown and I’m the fastest mage alive.”

Fate’s powered up form that she first obtained during A’s, later upgraded as part of her overall Barrier Jacket upgrade between Detonation’s events and StrikerS. This form makes her much faster than she already is, alongside powering her up a fair amount, though at the cost of her defense dropping a good amount.

Zero

In the Mega Man Zero series, Zero no longer has any potential access to the forms he has during the Maverick Wars (Black Zero and Absolute Zero), thus, they will not be listed.

Normal Form

(Colors starts playing in the distance)

Zero’s base, and all arounder form. Nothing exactly stands out in this form. Average Power, Average Defense, and Average Speed. No real advantages and disadvantages in this form either.

Form System

Three of his forms (Active, Erase, and Power)

Introduced in Mega Man Zero 2 (and only Mega Man Zero 2), the Forms system allow Zero to transform into different states that can improve some abilities in exchange for weakening others, such as the X form, which improves his proficiency with the Buster Shot in exchange for making the Z-Saber less effective, or the Active Form, which increases his speed.

Junk Armor

This… is the only artwork I can even find of Proto Form/Junk Armor Zero

In Mega Man Zero 4, Zero can collect items that can allow him to create new items that can help him out, and he can collect certain items to create Junk Chips, which in spite of their name, allow Zero to obtain an armor that increases his power while lowering his defenses (it also looks like the Proto Form, and thus serves as the series’ equivalent to Black Zero)

Power & Durability

Fate

Somehow, I found a buff. (from the StrikerS manga)

In terms of power, Fate should be at Least 162x Universal, as she broke out of Reinforce Eins’, who was a full power Lost Logia at the time, Absorption Field. Lost Logias at full power are capable of destroying all of Dimension Space, which contains at least 162 different universes called “dimension worlds”. She should be much stronger by the time of StrikerS, in part of being an S+ Ranked mage by then. (She was an AAA Mage at the time of said feat).

Potentially Dimension space holds thrice as many worlds, Assuming the Vivio and Einhart in Gears of Destiny are the exact same ones as in the Main Canon and not from the future of the Portable Canon, and due to the movie incarnations of Nanoha and Fate visiting the Portable Incarnation of Eltria in an audio drama, this means that their continuities are a part of the main Dimensional Space as well, which means that Dimension Space could potentially hold at least 486 worlds.

Moreso, as Sonic form increases her own power as well alongside her speed, though this again comes at the cost of her defense dropping to near-zero levels.

Zero

Zero should be around Solar System level, as he is capable of harming Belial Sigma, who’s capable of enduring both Charged and Uncharged Squeeze Bombs, Squeeze Bombs of which are said to be “localized black holes” and should be much stronger during the Z-Era, being capable of destroying Omega fused with the Dark Elf. And he should be even stronger if he has either the Proto Form or Junk Armor equipped, as it doubles his attack power in exchange for his defenses dropping down to a single star (how the Zero series handles stats)

Speed

Fate

-Fast enough in base form to have DeVille of Huckebein, a short-range teleportation-user, confuse her for a teleportation-user (Force Chapter 12)

-Is capable of reaching the mountain regions of Midchilda a minute and seven seconds, from one of one of Northern Midchilda’s parking areas (As Fate was leaving the Saint Church’s HQ when she got the mission in the mountains) (StrikerS episode 5). Should be even faster due to having a limiter on at the time.

-Sonic Move also can allow her to perceive the world around her as if time has been frozen (basing off how Erio was shown using it to save Caro), and lets he react to spells that can be cast miles away.  (StrikerS Episode 2, StrikerS Episode 17)

-Should be much faster with Sonic Mode, as she was able to out speed Tre, who is the fastest of the Numbers (Quattro and Dieci, who are also Numbers, were able to escape Diabolic Emission, a “spatial attack” cast by Hayate that is functionally similar to a Black Hole) (StrikerS Episode 12, StrikerS Episode 24)

Zero

-Isn’t affected by Gravity Antonion’s Squeeze Bomb attack

-Is able to dodge giant lasers summoned forth by Optic Sunflower and Lumine, with Optic Sunflower’s lasers targeting the Earth and Lumine’s targeting the moon.

-Should be superior to all classic-era Robot Masters, including those who have a Speed Gear installed

-Managed to escape a space shuttle before it collided with the crashing Space Colony Eurasia

 -Should be faster by an unknown amount during the Zero-Era, due to being able to keep up with Omega Zero by himself

Feats

Fate

  • Broke out of Reinforce Eins’ absorption field
  • Fast enough to be confused for a teleporter
  • Fought against Signum 10 times, winning half of those battles
  • Helped defeat NachtWal, Phil
  • Defeated Levi, Tre

Zero

  • Has fought against X, ending with both being knocked down
  • Piloted a spacecraft capable of destroying the Space Colony Eurasia
  • Continuously fought for a year straight
  • Helped DefeatSigma, Lumine
  • Defeated Elpizo, Omega, Dr. Weil

Comparison

Fate

+ Much more powerful, much more durable (outside of Sonic Form), and faster(?)

+ Better maneuverability thanks to flight and has better ranged options

+ Bardiche being several weapons in one gives her the edge against Zero’s need to switch weapons

+ Binds can immobilize Zero

+ Should not be affected by Cyber-Elves due to being Organic…

- But Bardiche can be affected by them, alongside it being stolen by the Z-Knuckle

- Less experienced

- Sonic Form’s defense decrease can get her one shot if Zero is able to use Dark Hold

- Inferior recovery options

Zero

+ Much more experienced

+ Better recovery options

+ Dark Hold could potentially one-shot Fate while in Sonic Form

+ Can steal Bardiche with Z-Knuckle, and can potentially effect it with Cyber-Elves

- Less Powerful, Less Durable (unless Fate is in Sonic Form), and slower when Fate is in Sonic form
- Cyber-Elves cannot directly affect Fate.

- Worse maneuverability and inferior ranged options

- Susceptible to getting caught by Lightning Binds

Results

In spite of the Eternal Blaze of experience that Zero had on his hands, Fate had the Invisible Heat to Get Back at anything that Zero threw at her, and even though Zero had the Sacred Force and the ability to Take a Shot at the odds, The Answer to all of that was, he wound up meeting his Fate.

“Because I was weak, I hesitated and let my worries get to me. I will probably always fall into this problem. But… that’s fine. Because all of that makes me who I am.”

The Winner is Fate Testarossa-Harlaown.

Next Time

Next time, it’s a duel between draconic embodiments of the wind, Rayquaza vs Midgardsormr (Pokemon vs Dragalia Lost)!

Special Thanks

Magical Girl Lyrical Nanoha wiki for most of the Fate images

Mega Man Knowledge Base for Zero images

 

 


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