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|hit=-5 | |hit=-5 | ||
|block=-10 | |block=-10 | ||
|notes=X takes a small step forward when using this move. Despite this, its reach is a little shorter than you'd want for a 5HP, and at the absolute tip of 5LK's range, or even just somewhat close to the tip of 2LK's range, it will whiff in a combo vs. a grounded opponent. In these circumstances, chain directly to 5HK instead. | |notes=X takes a small step forward when using this move. Despite this, its reach is a little shorter than you'd want for a 5HP, and at the absolute tip of 5LK's range, or even just somewhat close to the tip of 2LK's range, it will whiff in a combo vs. a grounded opponent. In these circumstances, chain directly to 5HK or 2HK instead. However, it does have the advantage of granting noticeably more Hyper Combo gauge than X's other heavy attacks, even the higher-damaging 6HK. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=0 | |hit=0 | ||
|block=-5 | |block=-5 | ||
|notes=Has noticeably more reach than 5HP. X takes a large step forward when using this move. | |notes=Has noticeably more reach than 5HP, but is also nearly twice as slow to start. X takes a large step forward when using this move. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 140: | Line 140: | ||
|hit=-5 | |hit=-5 | ||
|block=-10 | |block=-10 | ||
|notes=X's fastest low. Has noticeably more reach than 2LP, but can't chain into itself like the light punches can. | |notes=X's fastest low. Has noticeably more reach than 2LP, but can't chain into itself like the light punches can. Can also be useful for OTGs after Buster Combo: Slide, when you want the combo to be easier at the cost of damage compared to using other normals. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=+43 | |hit=+43 | ||
|block=-16 | |block=-16 | ||
|notes=X's sweep. X takes a large step forward when using this move. This is X's longest-reaching grounded normal, and an important part of his combo game, as the combo possibilities on airborne opponents are quite different from grounded ones, so for certain Maverick Weapon combos, you'll want to be juggling your opponent rather than hitting them standing. | |notes=X's sweep. X takes a large step forward when using this move. This is X's longest-reaching grounded normal, and an important part of his combo game, as the combo possibilities on airborne opponents are quite different from grounded ones, so for certain Maverick Weapon combos, you'll want to be juggling your opponent rather than hitting them standing. Can also be useful for OTGs after Buster Combo: Slide, though naturally as this move is slower than 2LK, it's more difficult to time this. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=-8 | |hit=-8 | ||
|block=-13 | |block=-13 | ||
|notes=This move is jump-cancellable, leading to normal jump loops and other combos near ground level. | |notes=This move is jump-cancellable, leading to normal jump loops and other combos near ground level. Also X's fastest heavy attack. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=Halts your aerial trajectory. | |notes=Halts your aerial trajectory. Part of many of X's air combos. | ||
}} | }} | ||
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|hblock= | |hblock= | ||
|hproperties=Chargeable <br> {{airok}} <br>Hard Knockdown (level 2s and 3) <br>Wall Bounce (near corner only, level 3) | |hproperties=Chargeable <br> {{airok}} <br>Hard Knockdown (level 2s and 3) <br>Wall Bounce (near corner only, level 3) | ||
|notes=X's primary projectile special. The charged versions have multiple hits, and so cannot be reflected by advancing guard. The level 2 version knocks down, allowing a confirm into Full-Power Charged Shot, and the level 3 version (only available in Armor of Light) sends them flying before knocking them down, allowing many follow-ups. Each level of the shot also makes the hitbox progressively larger. | |notes=X's primary projectile special. The charge can be held for much longer than is necessary, though this brings no benefit to the move, and only exists for timing purposes. The charged versions have multiple hits, and so cannot be reflected by advancing guard. The level 2 version knocks down, allowing a confirm into Full-Power Charged Shot, and the level 3 version (only available in Armor of Light) sends them flying before knocking them down, allowing time for many follow-ups. Each level of the shot also makes the hitbox progressively larger. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=X dashes forward after firing. Repeated X Busters followed by Buster Combo: Dashes can severely restrict your opponent's ability to move and allow you to easily approach behind a wall of projectiles to commence your offense. It also allows X to reposition, in case he misses his shot and is in danger of the opponent manuevering around the shot and trying to hit him where he fired from. | |notes=X dashes forward after firing. Repeated X Busters followed by Buster Combo: Dashes can severely restrict your opponent's ability to move and allow you to easily approach behind a wall of projectiles to commence your offense. It also allows X to reposition, in case he misses his shot and is in danger of the opponent manuevering around the shot and trying to hit him where he fired from. X recovers faster from an X Buster by performing this than by doing nothing, so you almost always want to at least do either this or Buster Combo: Backstep, if nothing else. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=The low option from X Buster. Can catch mashing opponents off guard in blockstrings, but its real use is for combos, where it leads to solid damage | |notes=The low option from X Buster. Can catch mashing opponents off guard in blockstrings, but its real use is for combos, where it leads to solid damage, provided you still have an OTG available. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
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|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= | |ldamage= | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup= | ||
|lactive= | |lactive= | ||
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|lproperties= | |lproperties= | ||
|hdamage= | |hdamage= | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup= | ||
|hactive= | |hactive= | ||
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|hblock= | |hblock= | ||
|hproperties= | |hproperties= | ||
|notes=The weapon X obtained from defeating Overdrive Ostritch. An energy blade or blades fired at a 45 degree angle that bounce off of walls upon contact with them. This allows X to cover a lot of vertical space, especially at angles opponents want to approach from. It's also used in many Maverick Weapon juggle combos, generally in combination with Boomerang Cutter or Frost Shield. Firing these then tagging is a great way to persuade your opponent to stay on the ground while your partner takes advantage of the coverage. | |notes=The weapon X obtained from defeating Overdrive Ostritch. An energy blade or blades fired at a 45 degree angle that bounce off of walls upon contact with them. This allows X to cover a lot of vertical space, especially at angles opponents typically want to approach from. It's also used in many Maverick Weapon juggle combos, generally in combination with Boomerang Cutter or Frost Shield. Firing these then tagging is a great way to persuade your opponent to stay on the ground while your partner takes advantage of the coverage. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= | |ldamage= | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup= | ||
|lactive= | |lactive= | ||
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|lproperties= | |lproperties= | ||
|hdamage= | |hdamage= | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup= | ||
|hactive= | |hactive= | ||
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|hblock= | |hblock= | ||
|hproperties= | |hproperties= | ||
|notes=The weapon X obtained from defeating Boomerang Kuwanger. An arcing projectile that travels on a curved path up and over grounded opponents' heads, then after traveling part of the screen, | |notes=The weapon X obtained from defeating Boomerang Kuwanger. An arcing projectile that travels on a curved path up and over grounded opponents' heads, then after traveling part of the screen, comes back to X, dragging the opponent with it. Leaves grounded opponents grounded, allowing for some restands when paired with Frost Shield or possibly other ice attacks from your choice of partner. Goes away if X gets hit. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= | |ldamage= | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup= | ||
|lactive= | |lactive= | ||
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|lproperties= | |lproperties= | ||
|hdamage= | |hdamage= | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup= | ||
|hactive= | |hactive= | ||
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|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage= | |ldamage= | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup= | ||
|lactive= | |lactive= | ||
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|lproperties= | |lproperties= | ||
|hdamage= | |hdamage= | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup= | ||
|hactive= | |hactive= | ||
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|hblock= | |hblock= | ||
|hproperties= | |hproperties= | ||
|notes=The weapon X obtained from defeating Magma Dragoon. An anti-air fireball that travels in a purely vertical line. | |notes=The weapon X obtained from defeating Magma Dragoon. An anti-air fireball that travels in a purely vertical line. This is great for stopping superjump approaches, and can combo raw into Special Weapons Rush if cancelled quickly. Doesn't have dramatically different properties on its EX version compared to the other weapons. | ||
}} | }} | ||
Revision as of 19:24, 28 August 2024
Story
The long-awaited Maverick Hunter is here! Vs. series veteran and Mega Man X deuteragonist Zero may have gotten here first, but X is nonetheless ready to prove he's just as capable. Hailing from the futuristic era of 21XX, X is the creation of brilliant roboticist Dr. Light and the first robot in the world of Mega Man that can think for himself, and defends the world from evil robots known as Mavericks that have gone haywire. Much like his older brother, X gains new weapons from each Maverick he defeats, and is ready to bring his varied arsenal to bear in Marvel vs. Capcom Infinite.
Gameplay
X is a character that relies on his projectiles to keep the opponent at bay and create opportunities to cover his partners tag-in. His Mega Buster can be charged for a strong projectile that cannot be reflected and has additional follow ups, including a far reaching overhead attack. He also has the ability to chain his special attacks together twice in succession making it difficult for the opponent to approach him. If that's not enough, X can power himself up with the ever strong Armor of Light which grants X more powerful versions of his attacks. Pick X if you like a character who holds their own as a zoner and supports your team through heavy projectile use
Strengths | Weaknesses |
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Players to Watch
Beast- plays X/Zero (Soul)
SCMike- plays X/Captain America (Power)
JBDahIslandMan- playss X/Zero (Soul)
Character Vitals
Move List
Unique Trait
Maverick Weapon Rekka: X has the ability to chain Maverick weapon specials twice in succession to create unique zoning patterns. The second weapon fired, colloquially referred to as an "EX" version, will be a stronger version of that weapon.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 2 | 11 | -2 | -1 | ||
X's shortest-ranged and fastest grounded normal. Can chain into itself and 2LP. |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 6 | 3 | 9 | 0 | -1 | ||
Can chain into itself and 5LP. Has somewhat more reach than 5LP. |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10 | 8 | 23 | +22 | -10 | Launch | |
X's launcher. X takes a large step forward when using this move. |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5 | 8 | 7 | - | - | ||
X's fastest air normal, but also the one with the poorest reach. |
Command Normals
Point Blank Buster j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 14 | 8 | 17 | - | - | ||
Halts your aerial trajectory. Part of many of X's air combos. |
Misc
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Hypers
Full-Power Charge Shot![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | Wallbounce Hardknockdown | |||||||
Becomes Double Charge Shots when Armor of Light is equipped |
Special Weapons Rush![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
- |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind