

X's final cross-over shot is slightly nerfed. A feature from Mega Man X2 in which you can shoot both buster shots at once and both will deal damage instead of the large wait time (This includes X's cross-over shot).ġ9. The game remembers who you played as last after you've beaten a level or died.ġ8. X and Zero have completely separate dialogue.ġ7. If you're health is filled during a sub-tank's use, it will stop healing.ġ6. Menu has alternate text for X and Zero, thus giving Zero the 'Z-Buster' instead of the 'X-Buster'.ġ5. If you're Zero, X will appear, vice versa.ġ4. Zero has new animations for charged Triad Thunder, Ray Shot & Gravity Well.ġ3. Hyper Cannon can be used regardless if it's full weapon health or not and it heals 2 bars per hit with or without it equipped.ġ2. Zero has slightly higher health than X.ġ0. Zero can obtain capsule upgrades and use them to an extent.ĩ. Updated dialogue to reflect both characters being playable.Ĩ. He's able to fill sub-weapons and Energy Tanks while also able to use them.ħ. Zero is able to gather Heart Tanks, Energy Tanks and Ride Armor chips. The damage is based off of the bosses speed/power combined.ĥ. Zero can scroll through sub-weapons with any method.Ĥ. Play as Zero anytime except areas where he's unavailable such as the introduction stage.ģ. Taken from the readme of Version 3 (although Version 4 is out now, which makes a few additional minor changes and includes a code re-write) :įeatures For Zero Project (Zero Base Mod)ġ. Eh, Zero starts off stronger than X, but upgraded X easily trumps Zero in base X3 imo (EXCEPT for Z Saber damage, obviously)
