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|guard= | |guard= | ||
|properties= | |properties= | ||
|startup=40 (43)<- if canceled | |startup=40 (43)<- if canceled with light punch | ||
|active=0 (4)<- if canceled | |active=0 (4)<- if canceled with light punch | ||
|recovery=0 (35)<- if canceled | |recovery=0 (35)<- if canceled with light punch | ||
|hit=0 (-13)<- if canceled | |hit=0 (-13)<- if canceled with light punch | ||
|block=0 (-18)<- if canceled | |block=0 (-18)<- if canceled with light punch | ||
|notes=A type of roll that Monster Hunter can use to {{cancel}} out of normals on hit/block/whiff as well as {{cancel}} out of the recovery frames of specials. Note: Like all direction-agnostic specials, this move auto-corrects by rolling towards your opponent unless directed. | |notes=A type of roll that Monster Hunter can use to {{cancel}} out of normals on hit/block/whiff as well as {{cancel}} out of the recovery frames of specials. Note: Like all direction-agnostic specials, this move auto-corrects by rolling towards your opponent unless directed. | ||
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|guard= | |guard= | ||
|properties= | |properties= | ||
|startup=1 (30)<- if canceled | |startup=1 (30)<- if canceled with light punch | ||
|active=21 (4)<- if canceled | |active=21 (4)<- if canceled with light punch | ||
|recovery=16 (35)<- if canceled | |recovery=16 (35)<- if canceled with light punch | ||
|hit=0 (-13)<- if canceled | |hit=0 (-13)<- if canceled with light punch | ||
|block=0 (-18)<-while cancel | |block=0 (-18)<-while cancel with light punch | ||
|notes=After powering up into Demon Mode from Demolisher Demon Dance, her Dodge becomes Demon Dodge, which has increased invincibility and faster recovery. It also will pass through opponents even in the corner. The recovery frames of Demon Dodge can be canceled into a normal or special move. Each activation of Demon Dodge will drain a bit of her Demon meter. | |notes=After powering up into Demon Mode from Demolisher Demon Dance, her Dodge becomes Demon Dodge, which has increased invincibility and faster recovery. It also will pass through opponents even in the corner. The recovery frames of Demon Dodge can be canceled into a normal or special move. Each activation of Demon Dodge will drain a bit of her Demon meter. | ||
}} | }} |
Revision as of 18:16, 17 August 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