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|guard= | |guard= | ||
|properties=Proj Knockdown | |properties=Proj Knockdown | ||
|startup= | |startup=21 (61)<-if charged | ||
|active= | |active=54 (47)<-if charged | ||
|recovery= | |recovery=2 (9)<-if charged | ||
|hit= | |hit=-3 (52)<-if charged | ||
|block= | |block=30 (-31)<-if charged | ||
|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. | |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. | ||
}} | }} | ||
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|guard= | |guard= | ||
|properties=Proj Hardknockdown (airborne opponents) | |properties=Proj Hardknockdown (airborne opponents) | ||
|startup= | |startup=16 (56)<-if charged | ||
|active= | |active=47 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=64-69 | ||
|block= | |block=59-65 | ||
|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 which creates more projectiles that full screen. 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. | |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 which creates more projectiles that full screen. 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 13:49, 9 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) | 57 (90)<- Charged (62)<-crtical charge | 4 | 91 | 19 (76)<-Critical Charge | -74 (-66)<-Critical 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