
If you're full health during a sub-tank use, it will stop healing. If Zero is destroyed for the ending then Doppler will take his place. If you're Zero, X will appear, vice versa. There's a new damage animation when you've obtained the armor capsule.
Zero has new animations for charged Triad Thunder, Ray Shot & Gravity Well. Zero can use Capsule upgrades to a certain extent. Slightly updated dialogue to reflect both characters being playable. He's able to fill sub-weapons and energy tanks while also able to use them. Zero is able to gather Heart Tanks, Energy Tanks and Ride Armor chips. Zero can scroll through sub-weapons with any method. Play as Zero anytime except areas where he's unavailable such as the introduction stage. Here's some of what you can expect in this alteration: Now thanks to a hack for the Super NES version of X3 from Justin3009, it's possible to let Zero spread his metaphorical wings, shatter Capcom's handcuffs, and tackle the game from start to finish without the usual restrictions. Later games in the series brought Zero in as a spotlight hero with all of the powers and abilities granted to X himself. Playing as Zero was pretty awesome in Mega Man X3, but the many limitations placed on him were not. If a player accidentally dropped Zero onto a bed of spikes three seconds after calling for him in the second stage of the game, then he was out for the remainder of the adventure. Zero could be summoned once per stage, but could not fight any of the game's sub-bosses ( save one) or Mavericks, could not pass through more than one-third of any given stage, could not access any of X's special upgrades, and only had one life.
While the first two games in the series only gave us Mega Man X himself as the sole controllable protagonist, the third installment finally let players take X's partner in Maverick hunting, Zero, for little test drives.
Capcom's Mega Man X series grew throughout the 1990s to allow for more playable characters.