This article contains information about a character or stage with animations that may trigger seizures in readers with photosensitive epilepsy. It is strongly advised that you do not download this character/stage or continue reading this article if you are prone to seizures.
This version features all of Zeus's original World Heroes Perfect moves and some new, edited moves. He is a very fast and powerful boss character, with several dangerous moves that help him close gaps and apply pressure on the opponent (even if the overlapping command inputs between different attacks can make it sometimes difficult to choose one precise move). Thankfully, the AI does not use his full combo ability, which deals up to 50% damage in a single combo without even including supers but one still has to keep a watch on his divine level of power.
Hiram Yagami's Zeus is derived from his appearance in World Heroes Perfect, albeit with some new extra moves to complete his once small moveset. He uses a traditional six-buttons layout instead the three-buttons layout he had in the original game. His attacks usually have a considerable range compared to most fighters, helped in part by his large size. Zeus is a combo-focused fighter that can easily compile many different attacks and specials one after the other and thus easily adapt to the situation he's in. For instance he has the possibility to cancel his specials to directly execute an hyper (a special animation stating this will appear in those cases). He also disposes of a dodge move (the Ⓩ button) that, if close enough to the opponent, can be of good use to sneak behind the opponent when they are attacking, dodging the attack and giving at the same time an opportunity for counterattacking. Zeus also has two grabbing moves (Ⓨ or Ⓑ with ), one of which can throw the opponent behind him, and a shoryuken-like move (Heracles Knuckle). When on the ground, Zeus can blow strong winds to stand up while pushing away opponents that could prevent his safe recovery on the stage.
Zeus disposes of a variety of supers and especially hypers, starting with quick projectiles like the Olympus Thunder which are so large that they are impossible to dodge (leaving only blocking as an option). He also disposes of two counters, one being a super and the other being an hyper, and supers/hypers that trigger chain combos. With Gigger Smash, a fire shield will envelop Zeus and protect him of projectiles on top of hurting other fighters. Zeus biggest strength is without a doubt his huge power gauge (6000 power maximum) that allows him to chain hypers one after the other, in or outside his combo chains. It can be even cheaper if the Hyper "Pandora" is activated since when she is on stage, Zeus power gauge automatically replenish itself to the fullest, allowing for even more Hypers to be pulled off. This would make him a cheap character if that wasn't balanced by his low speed, large size, lack of air jump/wall jump and, more crucially to the player that would want to beat him, the possibility to forcibly cancel Zeus hypers by attacking him during his charging animations (in other words after the move has been triggered and the animation start but before the attack proper is executed).
His A.I. is of intermediate-level difficulty, being capable of giving a good fight without abusing of the possibilities given by his power gauge. It doesn't use hypers like "Pandora" or "Hades Damned" either, nor does it regularly use "Olympus Thunder" or spam in general, giving chances to take advantage of Zeus weaknesses without being constantly bombarded with supers and hypers.
Stats[]
Life
1000
Power
6000
Attack
105
Defence
110
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.