The Monster Hunter is a bit of a unique type of character in this game's roster, not being a true character per se so much as a representative of a type of avatar you can play as in Capcom's creature-combatting ''Monster Hunter'' series. As such, she bears the duty of trying to representing a wide array of possibilities all in one package, as players in her home series can utilize a wide variety of weapons and armor.
The Monster Hunter is a bit of a unique type of character in this game's roster, not being a true character per se so much as a representative of a type of avatar you can play as in Capcom's creature-combatting ''Monster Hunter'' series. As such, she bears the duty of trying to representing a wide array of possibilities all in one package, as players in her home series can utilize a wide variety of weapons and armor that create significantly different playstyles and strategies.
{{Nutshell|In ''Marvel vs. Capcom Infinite,'' Monster Hunter is an unusual beast of a middle-sized character who nonetheless packs absolutely enormous armored moves typically associated with big bodies that could make Hulk blush. Owing to her nature as a representative of ''Monster Hunter,'' she nonetheless also packs speedy attacks with her Dual Blades and approach options with her Dodge, as well as ranged attacks with her Bow that allow her to both have a long-range presence as well as set up setplay scenarios and tag opportunities.}}
{{Nutshell|In ''Marvel vs. Capcom Infinite,'' Monster Hunter is an unusual beast of a middle-sized character who nonetheless packs absolutely enormous armored moves typically associated with big bodies that could make Hulk blush. Owing to her nature as a representative of ''Monster Hunter,'' she nonetheless also packs speedy attacks with her Dual Blades and approach options with her Dodge, as well as ranged attacks with her Bow that allow her to both have a long-range presence as well as set up setplay scenarios and tag opportunities.}}
Revision as of 09:40, 18 August 2024
Monster Hunter
The Monster Hunter is a bit of a unique type of character in this game's roster, not being a true character per se so much as a representative of a type of avatar you can play as in Capcom's creature-combatting Monster Hunter series. As such, she bears the duty of trying to representing a wide array of possibilities all in one package, as players in her home series can utilize a wide variety of weapons and armor that create significantly different playstyles and strategies.
In a nutshell
In Marvel vs. Capcom Infinite, Monster Hunter is an unusual beast of a middle-sized character who nonetheless packs absolutely enormous armored moves typically associated with big bodies that could make Hulk blush. Owing to her nature as a representative of Monster Hunter, she nonetheless also packs speedy attacks with her Dual Blades and approach options with her Dodge, as well as ranged attacks with her Bow that allow her to both have a long-range presence as well as set up setplay scenarios and tag opportunities.
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 Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
Armored
Armor start up is extremely fast however it does not go through hypers, can reaction armor with this button. Can whiff to other attacks when armor activates.
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 Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
850
Armored Launch
Armor start up is extremely fast however it does not go through hypers, can reaction armor with this button. Can be whiff canceled from another heavy attack when armor activates.
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
550
Low
A long reaching spear that hits low
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
850
Low
Armored Hardknockdown
A slow wind up attack that hits with armor, can be whiff canceled into Overhead Slash or if armor activates.
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 Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
During Air Combo: Groundbounce Hardknockdown Aircombofinisher
A long reaching spear attack that hits below her, ends air combos
Circle Slash
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300+360 (660)
High (first hit)
Monster Hunter vaults herself forwards with a multi-hitting dagger attack. Can be chained from or but it cannot be canceled into any other attack or special.
Overhead Slash
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
900
Armored
Despite it's name, it's not an overhead, can be chained from or and chains into . Can be whiff canceled from any heavy armor attack into when armor activates.
Lunging Strike
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300+400 (700)
Hardknockdown
Monster Hunter flings forward with a multi-hitting attack that knocks down, chains from any of her basic normal attacks and chains into
Jumping Shot (during jump)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Proj
A arrow attack that is strong for zoning in the air, can be reflected.
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
3
1
Hardknockdown
Additional damage scales by 50%. Flings her opponent full screen, may be too difficult to combo afterwords.
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
3 hits (985)
3
1
Hardknockdown
Additional damage scales by 50%. Assaults her opponent mid air then puts them into a knockdown, may be too difficult to combo afterwords.
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 your tag-in
Specials
Draw Slash
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1500
34
5
75
26
-59
Armored Hardknockdown
A heavy hitting attack with armor. Can chain or to activate a series of never ending strikes, the first follow up attack will hit Low
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 damage. Video reference showing the timing. Can chain or to activate a series of never ending strikes, the first follow up attack will hit Low
Dodge (can be directed)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
40 (43)<- if canceled with light punch
0 (4)<- if canceled with light punch
0 (35)<- if canceled with light punch
0 (-13)<- if canceled with light punch
0 (-18)<- if canceled with light punch
A type of roll that Monster Hunter can use to out of normals on hit/block/whiff as well as out of the recovery frames of specials. Note: Like all direction-agnostic specials, this move auto-corrects by rolling towards your opponent unless directed.
Demon Dodge (during Demon Mode)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1 (30)<- if canceled with light punch
21 (4)<- if canceled with light punch
16 (35)<- if canceled with light punch
0 (-13)<- if canceled with light punch
0 (-18)<-while cancel with light punch
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.
Demon Flurry (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
5 hits (870)
{15 (22) <-in the air low to the ground (18)<- in the air}
3(2)3(11)6(11)4 [2(5)2(9)2]<- low to the ground
59 (23)<_in the air low to the ground
25 (-1)<-Low to the ground
-42(-6) <-low to the ground
Hardknockdown
5 hits (960)
{23 (26)<-in the air low to the ground (22)<- in the air}
3(2)3(15)3(1)3(14)4 [3(6)3(8)3(11)3]<-low to the ground
64 (24)<-low to the ground
24 (17)<-low to the ground
-47 (-8)<-low to the Ground
Hardknockdown
A multi-hitting sword attack, if you use Dodge at the end you have better recovery and potentially can into a combo.
Air Demon Flurry or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
3 hits (870)
High (first hit only)
18
2(5)2(9)2
0
0
0
4 hits (960)
High (first hit only)
22
3(6)3(8)3(11)3
0
0
0
Hardknockdown
version is a flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only. version is a forward flurry of attacks with an overhead.
Demon Dance (Air OK) (during Demon Mode) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
7 hits (1196)
15 (20)<-low to the ground
3(2)3(12)3(1)3(11)4(1)4(16)4 [4(11)2(2)2(6)2]<-low to the ground
49 (24)<-low to the ground
40 (0)<-low to the Ground
-31 (-5)<-low to the Ground
Hardknockdown
7 hits (1291)
22 (24)<-low to the ground
3(2)3(14)3(1)3(15)4(1)4(19)4 [4(10)2(6)2(8)2(10)2]<-low to the ground
60 (24)<-low to the ground
40 (16)<-low to the ground
-42 (-7)<-low to the ground
Wallbounce Hardknockdown
A stronger version of Demon Flurry, if you use Demon Dodge at the end you have better recovery and potentially can into a combo.
Air Demon Dance (during Demon Mode) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
5 hits (1017)
High (first hit only)
16
4(11)2(2)2(6)2
0
0
0
6 hits (1206)
High (first hit only)
20
4(10)2(6)2(8)2(10)2
0
0
0
Wallbounce
version is a flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only. version is a forward flurry of attacks with an overhead that ends in a wall bounce.
Arrow Strike (can be charged)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000 or 3 hits (1450)
21 (61)<-if charged
54 (47)<-if charged
2 (9)<-if charged
-3 (52)<-if charged
30 (-31)<-if charged
Proj Knockdown
Holding 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.
Arc Shot (can be charged)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000 on the way up, 5 hits (960) or 9 hits (1640) on the way down
16 (56)<-if charged
47
0
64-69
59-65
Proj Hardknockdown (airborne opponents)
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 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.
Hypers
Tartarus Stampede
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
4 hits (3290)
19
5
105
32
-91
Hardknockdown
A cinematic hyper, can tag in a partner on start up and into a combo. Has invincibility on start up.
Demolisher Demon Dance (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
20 hits (2863)
16 (20)<-lower to the ground
115 (170)<-in the ground
17 (71)<-in the ground
55 (28)<-in the ground
0+1f land (-54)<-in the ground
Hardknockdown
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:
A 5% damage bonus
Faster charge for H Draw Slash sweet spot
Improved Flurry and Dodge moves
Meteor Fall
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800 on the way up, 200 per arrow on the way down
17
73
0
136-139
130-135
Proj Hardknockdown air borne opponents only
A strong lock down super, hits full screen and puts the opponent into block stun for quite awhile making tag-in mix ups ideal.
Hunter's Pride (Level 3)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
7 hits (5475)
18
5
150
12
-136
Invincibility on start up, cannot follow up with a combo afterwards and will always place the opponent mid screen. Tagging in a partner on the same input will grant strong Oki advantage.