Line 350: | Line 350: | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo=[[File:]][[File:]] | |photo=[[File:]][[File:]] | ||
|name=Demon Flurry | |name=Demon Flurry (Air OK) | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage=5 hits (870) | |ldamage=5 hits (870) | ||
Line 368: | Line 368: | ||
|hblock= | |hblock= | ||
|hproperties=Hardknockdown | |hproperties=Hardknockdown | ||
|notes=A multi-hitting sword attack, if you use Dodge at the end you have better recovery and | |notes=A multi-hitting sword attack, if you use Dodge at the end you have better recovery and potentially can OTG into a combo. | ||
}} | }} | ||
{{MvCIMoveListRow2. | {{MvCIMoveListRow2.1 | ||
|photo=[[File:]][[File:]] | |photo=[[File:]][[File:]] | ||
|name= | |name=Air Demon Flurry | ||
|command=[[File: | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage= | |ldamage=3 hits (870) | ||
|lguard=High (first hit only) | |||
|lstartup= | |||
|lactive= | |||
|lrecovery= | |||
|lhit= | |||
|lblock= | |||
|lproperties= | |||
|hdamage=4 hits (960) | |||
|hguard=High (first hit only) | |||
|hstartup= | |||
|hactive= | |||
|hrecovery= | |||
|hhit= | |||
|hblock= | |||
|hproperties=Hardknockdown | |||
|notes=[[File:Mvci_lp.png]] version is a downward flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only.<br> [[File:Mvci_hp.png]] version is a forward flurry of attacks with an overhead. | |||
}} | |||
{{MvCIMoveListRow2.1 | |||
|photo=[[File:]][[File:]] | |||
|name=Demon Dance (Air OK) (during Demon Mode) | |||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage=7 hits (1196) | |||
|lguard= | |lguard= | ||
|lstartup= | |||
|lactive= | |||
|lrecovery= | |||
|lhit= | |||
|lblock= | |||
|lproperties=Hardknockdown | |||
|hdamage=7 hits (1291) | |||
|hguard= | |||
|hstartup= | |||
|hactive= | |||
|hrecovery= | |||
|hhit= | |||
|hblock= | |||
|hproperties=Wallbounce Hardknockdown | |||
|notes=A multi-hitting sword attack, if you use Demon Dodge at the end you have better recovery and potentially can OTG into a combo. | |||
}} | |||
{{MvCIMoveListRow2.1 | |||
|photo=[[File:]][[File:]] | |||
|name=Air Demon Dance (during Demon Mode) | |||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage=5 hits (1017) | |||
|lguard=High (first hit only) | |||
|lstartup= | |lstartup= | ||
|lactive= | |lactive= | ||
Line 382: | Line 426: | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties= | ||
|hdamage= | |hdamage=6 hits (1206) | ||
|hguard= | |hguard=High (first hit only) | ||
|hstartup= | |hstartup= | ||
|hactive= | |hactive= | ||
Line 389: | Line 433: | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= | |hproperties=Wallbounce | ||
|notes= | |notes=[[File:Mvci_lp.png]] version is a downward flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only.<br> [[File:Mvci_hp.png]] version is a forward flurry of attacks with an overhead that ends in a wall bounce. | ||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo=[[File:]] | |||
|name=Arrow Strike (can be charged) | |||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] | |||
|damage=1000 or 3 hits (1450) | |||
|guard= | |||
|properties=Proj Knockdown | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|notes=Holding [[File:Mvci_lk.png]] will charge her arrows that spread out above and below the original arrow. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo=[[File:]] | |||
|name=Arc Shot (can be charged) | |||
|command=[[File:Mvci_qcf.png]][[File:Mvci_hk.png]] | |||
|damage=1000 on the way up, 5 hits (960) or 9 hits (1640) on the way down | |||
|guard= | |||
|properties=Proj Hardknockdown (airborne opponents) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hit= | |||
|block= | |||
|notes=Monster Hunter shoots an arrow in the sky that comes back to the ground, the initial up arrow has a hitbox that can deal damage and possibly be worked into combos. Holding [[File:Mvci_hk.png]] will charge her arrows that spread out above and below the original arrow. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time. Uncharged arrows will travel about mid screen where as the full charge will travel full screen. Projectiles cannot be reflected. | |||
}} | }} | ||
Revision as of 15:21, 17 October 2017
Monster Hunter
In a nutshell
WIP
Introduction
Players to Watch
Character Vitals
CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
Dodge/Demon Dodge
Move List
Unique Trait
Dodge: Monster Hunter has access to a roll that can be canceled out of normals on hit, block or even whiff! She can also cancel the ending lag of her specials into dodge. Ending combos into Demolisher Demon Dance will power her up into a Demon mode and make her Dodges even faster with more invincibility.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 300x2 (570) | |||||||
A multi-hitting sword attack with decent range. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 500 | |||||||
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 4 hits (800) | Knockdown | ||||||
A multi-hitting sword attack that knocks the opponent up a bit |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 300x2 (570) | |||||||
A long range multi-hitting poke |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 550 | Low | ||||||
A long reaching spear that hits low |
Jumping Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 250x2 (475) | High | ||||||
A multi-hitting attack where both of her hits are an overhead |
Jumping Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 850 | High | Armored | |||||
Jumping Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 500 | High | ||||||
Jumping Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 700 | High | Groundbounce Hardknockdown | |||||
A long reaching spear attack that hits below her, ends air combos |
Jumping Shot (during jump)![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 700 | Proj | ||||||
A downward arrow attack that is strong for zoning in the air, can be reflected. |
Misc
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 500 | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you cancel your tag-in |
Specials
Draw Slash (can be charged)![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 1600 or 3000 (perfect charge) | Armored Hardknockdown | ||||||
A heavy hitting attack with armor that even goes through hypers. Can let go of charge during the flash to get extra damage. Video reference showing the timing. Can chain ![]() ![]() |
Hypers
![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | ||||||||
![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | ||||||||
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind