Zero became a glorified Touma when we got a view on her moves. The counter heavily resembles Touma’s but acts differently when triggered. It has more convenience due to the opponent coming back towards the player with hard knockdown. The slight downside is the damage scaling off of 5S. You should still combo from it but do remember the scaling. 5S should be used on the opponent's wake up to initiate a bait and strike fear into the opponent from waking up with anything. She stays out relatively long so you have a lot of time to mix up the opponent. Another oki tool is 6S. You can delay the call a bit causing it to whiff which allows you to bait push blocks since most players want to push you out when they have to block this, it helps a lot. It doubles as a combo extender that causes hard knockdowns. Pressing S while in blockstun has it’s uses although it can be rendered useless if the opponent catches it. Spending 2 meter just to get it blocked is pretty bad. Zero has a lot in her arsenal to help players in many aspects in the game.
Counter with fast startup
Decent oki potential
Get off of me button
5S scales combos pretty severely
The get off of me button still leaves the player at a disadvantage if blocked
Zero appears in-front of the player and holds out her left arm. Hitting her will knock the opponent backwards causing wall bounce midscreen or in the corner. The counter itself does no damage but can be combod from. However the counter has high proration causing the following combo to have poor damage scaling.
Zero appears in-front of the player and conjures vines that travel full screen or until it comes into contact with the opponent. On hit the vines will launch them upwards and is untechable. This attack has a low vertical hitbox and therefore will generally whiff against airborne opponents.
Zero appears in-front of the player and knocks the opponent away with red magic. Costs 2 meter and can be activated only while in blockstun (1 meter if in Trump) and can be blocked or interrupted if player is hit before the red magic activates. On hit it will knock the opponent backwards and cannot be combod from. Due to its high meter cost and non-guaranteed counter attack its viability as a defensive tool is limited.