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== Hawkeye == | == Hawkeye == | ||
{{MvC3HyperGuideCharacterBox | Mvci_Hawkeye.png }} | {{MvC3HyperGuideCharacterBox | Mvci_Hawkeye.png }} | ||
Hawkeye, also known as Clint Barton, made a late appearance in *Ultimate Marvel vs. Capcom 3*, but an impactful one nonetheless. Bringing a refreshing brand of zoning to the roster, he was a welcome addition. Now the former carnival performer from Iowa returns with a new set of acrobatic stunts to dazzle the competition. His showboat-y personality will surely enjoy having fewer squadmates to share the spotlight with. | |||
{{Nutshell}} | {{Nutshell}} | ||
From Mango4Tango, one of the best Hawkeyes: | From Mango4Tango, one of the best Hawkeyes: | ||
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|name=Jumping Light Punch | |name=Jumping Light Punch | ||
|command=j.[[File:Mvci_lp.png]] | |command=j.[[File:Mvci_lp.png]] | ||
|damage= | |damage=300 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=6 | ||
|active= | |active=5 | ||
|recovery= | |recovery=10 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
Line 185: | Line 185: | ||
|name=Jumping Heavy Punch | |name=Jumping Heavy Punch | ||
|command=j.[[File:Mvci_hp.png]] | |command=j.[[File:Mvci_hp.png]] | ||
|damage= | |damage=230x3 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active=5 | ||
|recovery= | |recovery=27 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
Line 199: | Line 199: | ||
|name=Jumping Light Kick | |name=Jumping Light Kick | ||
|command=j.[[File:Mvci_lk.png]] | |command=j.[[File:Mvci_lk.png]] | ||
|damage= | |damage=500 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active=11 | ||
|recovery= | |recovery=11 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
Line 213: | Line 213: | ||
|name=Jumping Heavy Kick | |name=Jumping Heavy Kick | ||
|command=j.[[File:Mvci_hk.png]] | |command=j.[[File:Mvci_hk.png]] | ||
|damage= | |damage=700 | ||
|guard=High | |guard=High | ||
|properties=Groundbounce Hardknockdown | |properties=Groundbounce Hardknockdown | ||
|startup= | |startup=12 | ||
|active= | |active=3 | ||
|recovery= | |recovery=26 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
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|name=Arrow Scratch | |name=Arrow Scratch | ||
|command=[[File:Mvci_fwd.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_fwd.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=500 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=23 | ||
|hit= | |hit=-5 | ||
|block= | |block=-8 | ||
|notes=A midrange normal that hits both grounded and airborne opponents with an arcing swipe, filling a useful role in Hawkeye's juggle combos as well as being a decent starter for attempting abare when you're not sure if your opponent will be on the ground or in front of you (seeing as 3LK will only hit opponents on or extremely close to the ground). | |notes=A midrange normal that hits both grounded and airborne opponents with an arcing swipe, filling a useful role in Hawkeye's juggle combos as well as being a decent starter for attempting abare when you're not sure if your opponent will be on the ground or in front of you (seeing as 3LK will only hit opponents on or extremely close to the ground). | ||
}} | }} | ||
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|damage=600 | |damage=600 | ||
|guard=Low | |guard=Low | ||
|properties= | |properties=Hard Knockdown | ||
|startup=12 | |startup=12 | ||
|active=14 | |active=14 | ||
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|name=Shock Value | |name=Shock Value | ||
|command=[[File:Mvci_fwd.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_fwd.png]][[File:Mvci_lk.png]] | ||
|damage= | |damage=225x3 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=13 | ||
|active= | |active=14(2)13 | ||
|recovery= | |recovery=4 | ||
|hit= | |hit=+4 | ||
|block= | |block=+5 | ||
|notes=An interesting mid-ranged projectile command normal that can be cancelled into specials. Not Hawkeye's most damaging command normal, but strangely builds disproportionately high amounts of meter for the damage it deals. Also inflicts a high amount of hitstun with its multiple hits, allowing you to combo into 214HK specials at midrange. | |notes=An interesting mid-ranged projectile command normal that can be cancelled into specials. Not Hawkeye's most damaging command normal, but strangely builds disproportionately high amounts of meter for the damage it deals. Also inflicts a high amount of hitstun with its multiple hits, allowing you to combo into 214HK specials at midrange. | ||
}} | }} | ||
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|name=Bow Sweep | |name=Bow Sweep | ||
|command=[[File:Mvci_df.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_df.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage=750 | ||
|guard=Low | |guard=Low | ||
|properties= | |properties=Hard Knockdown | ||
|startup= | |startup=13 | ||
|active= | |active=3 | ||
|recovery= | |recovery=22 | ||
|hit= | |hit=+53 | ||
|block= | |block=-6 | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|name=Thrust Shot | |name=Thrust Shot | ||
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_lk.png]] | |command=j.[[File:Mvci_fwd.png]][[File:Mvci_lk.png]] | ||
|damage= | |damage=500 | ||
|guard= | |guard= | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=3 | ||
|recovery= | |recovery=20 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|name=Quick Shot (Greyhound) | |name=Quick Shot (Greyhound) | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=300x3 (870) | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties={{airok}} | ||
|startup=11/10 | |||
|startup= | |active=31/26 | ||
|active= | |recovery=9/? | ||
|recovery= | |hit=-15/- | ||
|hit= | |block=-7/- | ||
|block= | |notes=Frame data is ground/air. | ||
|notes= | |||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Quick Shot (Spritzer) | |name=Quick Shot (Spritzer) | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=1100 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties={{airok}} | ||
|startup=20/1 | |||
|startup= | |active=17/17 | ||
|active= | |recovery=19/3 | ||
|recovery= | |hit=-8/- | ||
|hit= | |block=-11/- | ||
|block= | |notes=Frame data is ground/air. | ||
|notes= | |||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
Line 375: | Line 373: | ||
|ldamage=- | |ldamage=- | ||
|lguard=- | |lguard=- | ||
|lstartup= | |lstartup=- | ||
|lactive= | |lactive=- | ||
|lrecovery= | |lrecovery=36 | ||
|lhit= | |lhit=- | ||
|lblock= | |lblock=- | ||
|lproperties= | |lproperties= | ||
|hdamage=- | |hdamage=- | ||
|hguard=- | |hguard=- | ||
|hstartup= | |hstartup=- | ||
|hactive= | |hactive=- | ||
|hrecovery= | |hrecovery=37 | ||
|hhit= | |hhit=- | ||
|hblock= | |hblock=- | ||
|hproperties= | |hproperties= | ||
|notes=Hawkeye deftly manuevers away from the opponent and prepares to fire one of four unique arrows only available as follow-ups to this move. The LK version is a backwards grounded roll, and causes the punch arrows to fire straight across the screen, and the kick arrows to fire at about midrange. The HK version is a backwards leap into the sky that fires the punch arrows to fire downwards from the sky at midrange, and the kick arrows at about 90% of the screen. You can do a falling j.236LP or j.236HP after you fire an arrow from this, or a j.HP if you're doing corner juggles instead. j.236LP is generally preferred as it provides more coverage. | |notes=Hawkeye deftly manuevers away from the opponent and prepares to fire one of four unique arrows only available as follow-ups to this move. The LK version is a backwards grounded roll, and causes the punch arrows to fire straight across the screen, and the kick arrows to fire at about midrange. The HK version is a backwards leap into the sky that fires the punch arrows to fire downwards from the sky at midrange, and the kick arrows at about 90% of the screen. You can do a falling j.236LP or j.236HP after you fire an arrow from this, or a j.HP if you're doing corner juggles instead. j.236LP is generally preferred as it provides more coverage. |
Revision as of 13:46, 29 August 2024
Hawkeye
Hawkeye, also known as Clint Barton, made a late appearance in *Ultimate Marvel vs. Capcom 3*, but an impactful one nonetheless. Bringing a refreshing brand of zoning to the roster, he was a welcome addition. Now the former carnival performer from Iowa returns with a new set of acrobatic stunts to dazzle the competition. His showboat-y personality will surely enjoy having fewer squadmates to share the spotlight with.
In a nutshell
{{{1}}}
From Mango4Tango, one of the best Hawkeyes:
- fLP is amazing
- slide can go under a ton of stuff, like even ice arrow and dante million stabs, so use it to punish a bunch of stuff
- basic neutral pattern for space stone is stHP(or fwdHP) back flip exploding arrow, then either do a falling triple arrow or space surge.
- the other player cant reflect your arrows if they hit super low to the ground (like back HP or exploding arrow when spaced correctly)
- when you counter switch and they cant tag to continue pressure, your best options are to back off, jHP, or either of the down down arrows (scatter shot and triple piercing)
- gimlet sucks because its mad slow, can be jumped, tagged, or double jumped post flash in most situations, but dont be afraid to gimlet punish because most players dont know how bad it is
- never ever ever ever ever triple arrow while on the ground, your main tools are exploding arrow, HP arrow, and laser arrow
- piercing bolt isnt nearly as good now because of the projectile change where it doesnt caust hitstun when it goes through stuff
- basic ground string that i do is fLP into stHK, if it hits i confirm, if it doesnt ill roll back into exploding arrow/laser arrow
- im 90% sure air dash characters can blow this up ^^^^ by pushblocking the first hit of stHK then jumping and dashing at you, but you can stuff them by reacting to it with a launcher
- if you're facing someone who doesnt really know how to deal with the string, after you do exploding arrow/laser arrow, 99% of the time you can dash fLP and do it again lol
- find out optimal combos that end with poison tip and/or use poison tip in the middle of it, never end combos with super. gimlet, super scatter shot, and counter switch are way too important
- his lvl 3 can hit hella high, so combo into it after launch
BNBs: https://streamable.com/zql8v
Introduction
Players to Watch
Dual Kevin, Mango4Tango
Character Vitals
Move List
Unique Trait
Trick Shot: Hawkeye can flip and roll around the screen and cancel into a variety of arrows. Canceling Trick Shot into any of the attack buttons will give you a unique arrow that can make it difficult for the opponent to assault you.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 3 | 10 | -2 | -1 | ||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | 5 | 18 | -5 | -8 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350x2 | Mid | 9 | 3(14)3 | 26 | -5 | -10 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 3 | 12 | -4 | -3 | ||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 9 | 3 | 29 | +22 | -10 | Launch | |
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 7 | 4 | 16 | -2 | -5 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 11 | 4 | 26 | +48 | -11 | ||
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 6 | 5 | 10 | - | - | ||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
230x3 | High | 9 | 5 | 27 | - | - | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 7 | 11 | 11 | - | - | ||
- |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 12 | 3 | 26 | - | - | Groundbounce Hardknockdown | |
- |
Bow Sweep![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
750 | Low | 13 | 3 | 22 | +53 | -6 | Hard Knockdown | |
- |
Thrust Shot j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 8 | 3 | 20 | - | - | |||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Throw | 3 | 1 | - | - | - | |||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Throw | 3 | 1 | - | - | - | |||
Additional damage scales by 50%. |
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
Quick Shot (Greyhound)![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300x3 (870) | Mid | 11/10 | 31/26 | 9/? | -15/- | -7/- | ![]() | |
Frame data is ground/air. |
Quick Shot (Spritzer)![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1100 | Mid | 20/1 | 17/17 | 19/3 | -8/- | -11/- | ![]() | |
Frame data is ground/air. |
Ragtime Shot (Kamikaze)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
Hawkeye sets loose a volley of arrows upwards that rain down in front of him. |
Ragtime Shot (Balalaika)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
Hawkeye sets loose a volley of arrows upwards that rain down in nearly but not quite full screen from him. |
Hypers
Gimlet![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ![]() | |||||||
A fast hyper that snipes an opponent where they are. |
Circus Act | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
This move's awkward trajectory leaves a rather large deadzone right in front of Hawkeye, making it annoying to use as a reversal. |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power Nice get off me tool.
Time Lets him do solo mixups off of arrows. Kinda bad though, much too slow.
Reality A slow moving projectile for a character whose whole arsenal is fast ones is cool.
Soul One of his best. Revival is a very good tool, his toolkit is very good to create mixups with Soul Storm negative edge stuff, and he appreciates the surge's armor breaking properties more than most due to HP arrows not breaking armor and his heavy normals being eh.
Space His other best. Drawing them into Exploding Arrows and other projectiles is nice, and them not being able to move much or tag in the box lets him create wild mixups or chip like mad if he's solo.
Mind Really bad but the storm letting you use more Gimlet is cool.
Match ups
How to fight Hawkeye
Be mindful of when to reflect arrows and respect f.lp.