LarsMasters (talk | contribs) (just following the tutorial videos, that's all) |
m (fix motion tags) |
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=== Normals === | === Normals === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Light Punch | |name=Standing Light Punch | ||
|command=[[File:Mvci_lp.png]] | |command=[[File:Mvci_lp.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Heavy Punch | |name=Standing Heavy Punch | ||
|command=[[File:Mvci_hp.png]] | |command=[[File:Mvci_hp.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Light Kick | |name=Standing Light Kick | ||
|command=[[File:Mvci_lk.png]] | |command=[[File:Mvci_lk.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Heavy Kick | |name=Standing Heavy Kick | ||
|command=[[File:Mvci_hk.png]] | |command=[[File:Mvci_hk.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching Light Punch | |name=Crouching Light Punch | ||
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_lp.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching Heavy Punch | |name=Crouching Heavy Punch | ||
|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_hp.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching Light Kick | |name=Crouching Light Kick | ||
|command=[[File:Mvci_down.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_lk.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Crouching Heavy Kick | |name=Crouching Heavy Kick | ||
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_hk.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Light Punch | |name=Jumping Light Punch | ||
|command=[[File:Mvci_up.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_up.png]][[File:Mvci_lp.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Heavy Punch | |name=Jumping Heavy Punch | ||
|command=[[File:Mvci_up.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_up.png]][[File:Mvci_hp.png]] | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=A long reaching sword attack that hits below him and can potentially enable fuzzy guards, can air dash cancel this into another j.HP and follow up with a combo on the ground. | |notes=A long reaching sword attack that hits below him and can potentially enable fuzzy guards, can air dash {{cancel}} this into another j.HP and follow up with a combo on the ground. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Light Kick | |name=Jumping Light Kick | ||
|command=[[File:Mvci_up.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_up.png]][[File:Mvci_lk.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Heavy Kick | |name=Jumping Heavy Kick | ||
|command=[[File:Mvci_up.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_up.png]][[File:Mvci_hk.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Overload Laser | |name=Overload Laser | ||
|command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]] | ||
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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. A strong neutral tool that can cancel into any special and allows combo follow up. | |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. | ||
}} | }} | ||
=== Misc === | === Misc === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Throw | |name=Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Air Throw | |name=Air Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Tag | |name=Tag | ||
|command=[[File:Mvci_tag.png]] | |command=[[File:Mvci_tag.png]] | ||
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|hit=+33 | |hit=+33 | ||
|block=+28 | |block=+28 | ||
|notes=Hit/Block adv is dependent on when you cancel your tag-in | |notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in | ||
}} | }} | ||
=== Specials === | === Specials === | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Arc Divide | |name=Arc Divide | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
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|hblock= | |hblock= | ||
|hproperties=Knockdown Proj | |hproperties=Knockdown Proj | ||
|notes=Sigma slices his sword that leaves a digital trail and creates a projectile with long active frames.<br> [[File:Mvci_lp.png]] version is a ground slice that leaves a stationary projectile on the field in front of Sigma. These projectiles are a major threat as they can't be reflected and can help negate your opponents options in neutral.<br> [[File:Mvci_hp.png]] version is an anti-air slice that leaves a stationary projectile in the air above Sigma, sword attack does not hit crouching opponents. | |notes=Sigma slices his sword that leaves a digital trail and creates a projectile with long active frames.<br> [[File:Mvci_lp.png]] version is a ground slice that leaves a stationary projectile on the field in {{front}} of Sigma. These projectiles are a major threat as they can't be reflected and can help negate your opponents options in neutral.<br> [[File:Mvci_hp.png]] version is an anti-air slice that leaves a stationary projectile in the air above Sigma, sword attack does not hit crouching opponents. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
|name=Arc Divide | |name=Arc Divide | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
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}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
|name=Second Divide | |name=Second Divide | ||
|command=(during Arc Divide) [[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=(during Arc Divide) [[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
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}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Straight Divide (Air OK) | |name=Straight Divide (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]] | ||
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}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Air Straight Divide | |name=Air Straight Divide | ||
|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]] | ||
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}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
|name=Reflector Magnum | |name=Reflector Magnum | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
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}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Mirage Claw | |name=Mirage Claw | ||
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
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}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
|name=Counter Teleport | |name=Counter Teleport | ||
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
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|hblock= | |hblock= | ||
|hproperties=Counter Hardknockdown | |hproperties=Counter Hardknockdown | ||
|notes=Sigmas counter can stop physical attacks and projectiles, if the projectile can be normally reflected he will simply reflect it back, if he counters a projectile that cannot be reflected, such as a beam, he will treat the counter like a physical and teleport.<br> [[File:Mvci_lk.png]] version teleports above and in front of his enemy and strikes them.<br> [[File:Mvci_hk.png]] version teleports above and behind the enemy and strikes them. | |notes=Sigmas {{counter}} can stop physical attacks and projectiles, if the projectile can be normally reflected he will simply reflect it back, if he counters a projectile that cannot be reflected, such as a beam, he will treat the {{counter}} like a physical and teleport.<br> [[File:Mvci_lk.png]] version teleports above and in {{front}} of his enemy and strikes them.<br> [[File:Mvci_hk.png]] version teleports above and behind the enemy and strikes them. | ||
}} | }} | ||
=== Hypers === | === Hypers === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Doom Buster (Air OK) | |name=Doom Buster (Air OK) | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=A full screen multi-hitting projectile, can confirm with an | |notes=A full screen multi-hitting projectile, can confirm with an {{otg}} in the corner | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Blazing Line | |name=Blazing Line | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Rave Divide | |name=Rave Divide | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
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}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Final Sigma (Level 3) | |name=Final Sigma (Level 3) | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
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[http://wiki.shoryuken.com/MvCI/Sigma#Top Top of Page] | [http://wiki.shoryuken.com/MvCI/Sigma#Top Top of Page] | ||
[[Category: Marvel vs. Capcom Infinite]] | [[Category:Marvel vs. Capcom Infinite]] |
Revision as of 01:03, 9 December 2020
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
Overlord Laser: Sigma's Overlord Laser is an eye beam projectile that is extremely versatile to screen away his opponents. It can cover many options and easily be followed up with heavy screen-based moves.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | ||||||||
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | ||||||||
Can be used as an anti-air |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | ||||||||
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Knockdown | |||||||
Knocks opponents back into a spinning state |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | ||||||||
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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 |
600 | Low | |||||||
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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 |
600 | High | |||||||
Jumping Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | |||||||
Jumping Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | During Air Combo: Groundbounce Hardknockdown Aircombofinisher | ||||||
A strong overhead when used with short hops |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | 3 | 1 | Hardknockdown | |||||
Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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 |
500 | 6 | 8 | 44 | +33 | +28 | |||
Hit/Block adv is dependent on when you ![]() |
Specials
Hypers
Doom Buster (Air OK)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500x5 (2200) | Proj Hardknockdown | |||||||
A full screen multi-hitting projectile, can confirm with an ![]() |
Rave Divide![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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 |
9 hits (5635) | ||||||||
Invincible on start up |
Hitboxes
Videos
Technology
HSDR concept
overload laser reset concept on neutral tech
overload laser reset concept where opponent air techs
Combos
Desks Sigma Video
showing off combo potential with Zero's starters
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind