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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=Can be used as an anti-air | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=Knocks opponents back into a spinning state | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=An excellent anti-air, can blow up an opponents box dash | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=doesn't seem to be too useful, can't follow up | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=A strong overhead when used with short hops | ||
}} | }} | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=A far reaching eye laser that hits the opponents feet and sweeps them, can be followed up with most of his special attacks even at long distance. If used later on in a combo after a ground bounce has already been used, it will put opponent into a Force Tech where they can only neutral tech or air tech. | |notes=A far reaching eye laser that hits the opponents feet and sweeps them, can be followed up with most of his special attacks even at long distance. If used later on in a combo after a ground bounce has already been used, it will put opponent into a Force Tech where they can only neutral tech or air tech. A strong neutral tool that can cancel into any special and allows combo follow up. | ||
}} | }} | ||
Revision as of 19:18, 17 October 2017
Sigma
In a nutshell
WIP
Introduction
Players to Watch
Character Vitals
CHARACTER DATA
Health:
11,000
Double Jump:
No
Air Dash:
2-Way
Air Dash/Jump count:
1
Misc Movement:
N/A
Move List
Unique Trait
Arc Divide: Sigma's Arc Divide is a sword attack that leaves a long lasting projectile on the field depending on the version used. Sigma can also cancel Arc Divide into a secondary version which allows him to chain multiple swords together that leave multiple projectiles on the field. These projectiles are a major threat as they can't be reflected and can help negate your opponents options in neutral.
Normals
Standing Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | |||||||
Standing Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | |||||||
Can be used as an anti-air |
Standing Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | |||||||
Standing Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | Knockdown | ||||||
Knocks opponents back into a spinning state |
Crouching Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | |||||||
Crouching Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | Launch | ||||||
An excellent anti-air, can blow up an opponents box dash |
Crouching Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | Low | ||||||
Crouching Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | Low | Hardknockdown | |||||
doesn't seem to be too useful, can't follow up |
Jumping Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | High | ||||||
Jumping Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | High | ||||||
Jumping Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | High | Groundbounce Hardknockdown | |||||
A strong overhead when used with short hops |
Misc
Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 1000 | 3 | 1 | Hardknockdown | ||||
Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm |
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
Hypers
Rave Divide |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800x6 (3530) | Hardknockdown | ||||||
A series of sword attacks that allows combo follow up from a partner. |
Final Sigma (Level 3) |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 9 hits (5635) | |||||||
Invincible on start up |
Hitboxes
Videos
Technology
overload laser reset concept on neutral tech
overload laser reset concept where opponent air techs
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind