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{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
[[File:Mvci monhun 236p 1.png|thumb]] | |||
[[File:Mvci monhun 236p-3.png|thumb]] | |||
|name=Draw Slash | |name=Draw Slash | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] | ||
|damage=1500 | |damage=1500 | ||
|guard= | |guard=Mid | ||
|properties=Armored | |properties=Armored Hard Knockdown | ||
|startup=34 | |startup=34 | ||
|active=5 | |active=5 | ||
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{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
[[File:Mvci monhun 236p 1.png|thumb]] | |||
[[File:Mvci monhun 236p-3.png|thumb]] | |||
|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) | (can be charged) | ||
|damage=1600 or 3000 (perfect charge) | |damage=1600 or 3000 (perfect charge) | ||
|guard= | |guard=Mid | ||
|properties=Armored Hardknockdown | |properties=Armored Hardknockdown | ||
|startup=57 (90)<- Charged (62)<-crtical charge | |startup=57 (90)<- Charged (62)<-crtical charge | ||
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|lstartup=16 | |lstartup=16 | ||
|lactive=4(11)2(2)2(6)2 | |lactive=4(11)2(2)2(6)2 | ||
|lrecovery= | |lrecovery=- | ||
|lhit= | |lhit=- | ||
|lblock= | |lblock=- | ||
|lproperties= | |lproperties= | ||
|hdamage=6 hits (1206) | |hdamage=6 hits (1206) | ||
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|hstartup=20 | |hstartup=20 | ||
|hactive=4(10)2(6)2(8)2(10)2 | |hactive=4(10)2(6)2(8)2(10)2 | ||
|hrecovery= | |hrecovery=- | ||
|hhit= | |hhit=- | ||
|hblock= | |hblock=- | ||
|hproperties=Wallbounce | |hproperties=Wallbounce | ||
|notes=[[File:Mvci_lp.png]] version is a {{downward}} 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.<br> [[File:Mvci_hp.png]] version is a forward flurry of attacks with an overhead that ends in a wall bounce. | |notes=[[File:Mvci_lp.png]] version is a {{downward}} 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.<br> [[File:Mvci_hp.png]] version is a forward flurry of attacks with an overhead that ends in a wall bounce. | ||
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(can be charged) | (can be charged) | ||
|damage=1000 or 3 hits (1450) | |damage=1000 or 3 hits (1450) | ||
|guard= | |guard=Mid | ||
|properties=Proj Knockdown | |properties=Proj Knockdown | ||
|startup=21 (61)<-if charged | |startup=21 (61)<-if charged | ||
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(can be charged) | (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=Mid | ||
|properties=Proj Hardknockdown (airborne opponents) | |properties=Proj Hardknockdown (airborne opponents) | ||
|startup=16 (56)<-if charged | |startup=16 (56)<-if charged | ||
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|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage=4 hits (3290) | |damage=4 hits (3290) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Hard Knockdown<br>Invuln frames 1-23 | ||
|startup=19 | |startup=19 | ||
|active=5 | |active=5 | ||
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|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage=20 hits (2863) | |damage=20 hits (2863) | ||
|guard= | |guard=Mid | ||
|properties={{airok}} | |properties={{airok}} | ||
Hardknockdown | Hardknockdown | ||
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|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|damage=800 on the way up, 200 per arrow on the way down | |damage=800 on the way up, 200 per arrow on the way down | ||
|guard= | |guard=Mid | ||
|properties=Proj Hardknockdown air borne opponents only | |properties=Proj Hardknockdown air borne opponents only | ||
|startup=17 | |startup=17 | ||
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|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|damage=7 hits (5475) | |damage=7 hits (5475) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Invuln frames 1-22 | ||
|startup=18 | |startup=18 | ||
|active=5 | |active=5 |
Revision as of 17:18, 21 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) | Mid | 9 | 3(1)3 | 32 | -15 | -18 | ||
A multi-hitting sword attack with decent range. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 10 | 3 | 33 | -11 | -16 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300x2 (570) | Mid | 8 | 3(2)3 | 33 | -18 | -20 | ||
A long range multi-hitting poke. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | Low | 14 | 2 | 31 | -9 | -14 | ||
A long reaching spear that hits low. |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250x2 (475) | High | 11 | 2(4)3 | 22 | - | - | ||
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 | 22 | 5 | 65 | - | - | Armored | |
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 9 | 3 | 21 | - | - | ||
- |
Command Normals
Jumping Shot j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 19 | - | - | 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) | Mid | 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
Hunter's Pride | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
7 hits (5475) | Mid | 18 | 5 | 150 | 12 | -136 | Invuln frames 1-22 | |
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. |
Hitboxes
Videos
Technology
full charge Draw Slash confirm using dodge
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind