Stygimoloch (talk | contribs) m (→Normals) |
Stygimoloch (talk | contribs) |
||
Line 310: | Line 310: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Draw Slash | |name=Draw Slash | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | ||
(can be charged) | |||
|damage=1600 or 3000 (perfect charge) | |damage=1600 or 3000 (perfect charge) | ||
|guard= | |guard= | ||
Line 324: | Line 325: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Dodge | |name=Dodge | ||
|command=[[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
(can be directed) | |||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 338: | Line 340: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Demon Dodge | |name=Demon Dodge | ||
|command=[[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=During Demon Mode | ||
[[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 352: | Line 355: | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Demon Flurry | |name=Demon Flurry | ||
|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]] | ||
|ldamage=5 hits (870) | |ldamage=5 hits (870) | ||
Line 361: | Line 364: | ||
|lhit=25 (-1)<-Low to the ground | |lhit=25 (-1)<-Low to the ground | ||
|lblock=-42(-6) <-low to the ground | |lblock=-42(-6) <-low to the ground | ||
|lproperties=Hardknockdown | |lproperties={{airok}} Hardknockdown | ||
|hdamage=5 hits (960) | |hdamage=5 hits (960) | ||
|hguard= | |hguard= | ||
Line 369: | Line 372: | ||
|hhit=24 (17)<-low to the ground | |hhit=24 (17)<-low to the ground | ||
|hblock=-47 (-8)<-low to the Ground | |hblock=-47 (-8)<-low to the Ground | ||
|hproperties=Hardknockdown | |hproperties={{airok}} Hardknockdown | ||
|notes=A multi-hitting sword attack, if you use Dodge at the end you have better recovery and potentially can {{otg}} into a combo. | |notes=A multi-hitting sword attack, if you use Dodge at the end you have better recovery and potentially can {{otg}} into a combo. | ||
}} | }} | ||
Line 375: | Line 378: | ||
|photo= | |photo= | ||
|name=Air Demon Flurry | |name=Air Demon Flurry | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=j.[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage=3 hits (870) | |ldamage=3 hits (870) | ||
|lguard=High (first hit only) | |lguard=High (first hit only) | ||
Line 396: | Line 399: | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Demon Dance | |name=Demon Dance | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=During Demon Mode | ||
[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage=7 hits (1196) | |ldamage=7 hits (1196) | ||
|lguard= | |lguard= | ||
Line 418: | Line 422: | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Air Demon Dance | |name=Air Demon Dance | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=During Demon Mode | ||
j.[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage=5 hits (1017) | |ldamage=5 hits (1017) | ||
|lguard=High (first hit only) | |lguard=High (first hit only) | ||
Line 440: | Line 445: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Arrow Strike | |name=Arrow Strike | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] | ||
(can be charged) | |||
|damage=1000 or 3 hits (1450) | |damage=1000 or 3 hits (1450) | ||
|guard= | |guard= | ||
Line 454: | Line 460: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Arc Shot | |name=Arc Shot | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_hk.png]] | ||
(can be charged) | |||
|damage=1000 on the way up, 5 hits (960) or 9 hits (1640) on the way down | |damage=1000 on the way up, 5 hits (960) or 9 hits (1640) on the way down | ||
|guard= | |guard= |
Revision as of 20:01, 19 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.
Introduction
Players to Watch
Character Vitals
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 j. ![]() |
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 j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
850 | High | Armored | ||||||
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | |||||||
Jumping Shot j. ![]() ![]() |
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 ![]() ![]() ![]() |
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. |
Hypers
Hitboxes
Videos
Technology
full charge Draw Slash confirm using dodge
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind