Lowensmech (talk | contribs) (→Hypers) |
Lowensmech (talk | contribs) (→Hypers) |
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|guard= | |guard= | ||
|properties=Hardknockdown | |properties=Hardknockdown | ||
|startup= | |startup=19 | ||
|active= | |active=5 | ||
|recovery= | |recovery=105 | ||
|hit= | |hit=32 | ||
|block= | |block=-91 | ||
|notes=A cinematic hyper, can tag in a partner on start up and {{otg}} into a combo. Has invincibility on start up. | |notes=A cinematic hyper, can tag in a partner on start up and {{otg}} into a combo. Has invincibility on start up. | ||
}} | }} | ||
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|guard= | |guard= | ||
|properties=Hardknockdown | |properties=Hardknockdown | ||
|startup= | |startup=16 (20)<-lower to the ground | ||
|active= | |active=115 (170)<-in the ground | ||
|recovery= | |recovery=17 (71)<-in the ground | ||
|hit= | |hit=55 (28)<-in the ground | ||
|block= | |block=0+1f land (-54)<-in the ground | ||
|notes=Tied to her Easy Hyper Combo input, after activating this attack she gains Demon Mode which powers up some of her moves. Good to know that even if this move is interrupted after the hyper flash, she will still gain Demon Mode. Demon Mode does not go away when she tags out, however after a tag-in she loses a tiny bit of meter but it does not drain idly while she is off the field. Can refresh Demon Mode timer by inputting another one of these supers. A nice super to tag into a partner to follow up with. When in Demon Mode, Monster Hunter gains:<br> | |notes=Tied to her Easy Hyper Combo input, after activating this attack she gains Demon Mode which powers up some of her moves. Good to know that even if this move is interrupted after the hyper flash, she will still gain Demon Mode. Demon Mode does not go away when she tags out, however after a tag-in she loses a tiny bit of meter but it does not drain idly while she is off the field. Can refresh Demon Mode timer by inputting another one of these supers. A nice super to tag into a partner to follow up with. When in Demon Mode, Monster Hunter gains:<br> | ||
* A 5% damage bonus | * A 5% damage bonus | ||
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|startup=17 | |startup=17 | ||
|active=73 | |active=73 | ||
|recovery= | |recovery=0 | ||
|hit=136-139 | |hit=136-139 | ||
|block=130-135 | |block=130-135 |
Revision as of 09:37, 8 March 2024
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 recovery frames of her specials into dodge. Ending combos into Demolisher Demon Dance will power her up into 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 |
300x2 (570) | ||||||||
A multi-hitting sword attack with decent range. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | ||||||||
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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 |
300x2 (570) | ||||||||
A long range multi-hitting poke |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | Low | |||||||
A long reaching spear that hits low |
Jumping Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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 |
850 | High | Armored | ||||||
Jumping Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | |||||||
Jumping Shot (during jump)![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Proj | |||||||
A ![]() |
Misc
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
Draw Slash (can be charged)![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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 ![]() Can chain ![]() ![]() ![]() |
Hypers
Hitboxes
Videos
Technology
full charge Draw Slash confirm using dodge
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind