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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 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. | |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. The forward step it takes also makes it suitable for OTGs, as this helps keep you in range for 6HK or 2HP after. | ||
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|notes=X's fastest air normal, but also the one with the poorest reach. | |notes=X's fastest air normal, but also the one with the poorest reach. Its hitbox is placed noticeably higher vertically than j.LK, which can help it fulfill its role as an air-to-air, especially when you're trying to perform a quick rising one to suddenly intercept an approaching opponent. | ||
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|notes=This normal's combination of speed and angle makes it a suitable air-to-air attack. It's also able to hit the tallest characters in the game crouching when done instantly from a short hop, creating instant overhead mix-ups. | |notes=This normal's combination of speed and angle makes it a suitable air-to-air attack when horizontal reach is your priority. It's also able to hit the tallest characters in the game crouching when done instantly from a short hop, creating instant overhead mix-ups. | ||
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|hit=-6 | |hit=-6 | ||
|block=-11 | |block=-11 | ||
|notes=A slow, solidly higher-damage normal to throw into grounded strings, as well as causing a wall bounce that can be used for certain corner combos. | |notes=A slow, solidly higher-damage normal to throw into grounded strings, as well as causing a wall bounce that can be used for certain corner combos and sometimes even mid-screen combo extensions utilizing charged X Busters and various Maverick Weapons (particularly Boomerang Cutter and Frost Shield). | ||
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|notes=Halts your aerial trajectory. Part of many of X's air combos. | |notes=Halts your aerial trajectory. Part of many of X's air combos, often followed up with either an aerial X Buster or an air dash forward into j.HK to end an air string. | ||
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|notes=Additional damage scales by 50%. Neither can be combo'd off of solo | |notes=Additional damage scales by 50%. Neither can be combo'd off of solo at all under practical circumstances, without prior set-up. Forward air throw can barely be combo'd off of with an immediate tag into a fast normal (the tag itself won't hit) in the corner. Back air throw, starting with your back to the corner, has a much more generous window to tag in and combo off of it, and this time the tag itself does connect. | ||
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|damage=700<br>500*2 (1000)<br>450*3 (1305)<br>(level 1/2/3) | |damage=700<br>500*2 (1000)<br>450*3 (1305)<br>(level 1/2/3) | ||
|guard=Mid | |guard=Mid | ||
|properties=Chargeable <br> {{airok}} <br>Hard Knockdown (level 2s and 3) <br>Wall Bounce (near | |properties=Chargeable <br> {{airok}} <br>Hard Knockdown (level 2s and 3) <br>Wall Bounce (near wall only, level 3) | ||
|startup= | |startup=11 | ||
|active= | |active=- | ||
|recovery= | |recovery=31 | ||
|hit= | |hit= | ||
|block= | |block= |
Revision as of 16:43, 2 September 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. |
Command Normals
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 |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind