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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 wall only, level 3) | |properties=Projectile<br>Chargeable <br> {{airok}} <br>Hard Knockdown (level 2s and 3) <br>Wall Bounce (near wall only, level 3) | ||
|startup=11 | |startup=11/25~95/? | ||
|active=- | |active=- | ||
|recovery=31 | |recovery=31/36/? | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes=X | |notes=Frame data is for level 1/2/3.<br>X fires a shot from his buster cannon. 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. Although its recovery is shorter than some other fireball specials, it's almost always better to cancel it into one of X's follow-ups rather than letting the move complete on its own. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|guard=- | |guard=- | ||
|properties= | |properties= | ||
|startup= | |startup=- | ||
|active= | |active=- | ||
|recovery= | |recovery=55 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
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|guard=High | |guard=High | ||
|properties=Ground Bounce & Hard Knockdown | |properties=Ground Bounce & Hard Knockdown | ||
|startup= | |startup=33 | ||
|active= | |active=11 | ||
|recovery= | |recovery=16 | ||
|hit= | |hit=+77 | ||
|block= | |block=-6 | ||
|notes=The overhead option from X Buster. You can tag into your partner to do a low around the same time as when it connects to create hard-to-blockable situations. The ground bounce allows for easy conversions, and the hitbox is fairly large. | |notes=The overhead option from X Buster. You can tag into your partner to do a low around the same time as when it connects to create hard-to-blockable situations. The ground bounce allows for easy combo conversions, and the hitbox is fairly large. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|guard=- | |guard=- | ||
|properties= | |properties= | ||
|startup= | |startup=- | ||
|active= | |active=- | ||
|recovery= | |recovery=55 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
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|guard=Low | |guard=Low | ||
|properties=Hard Knockdown | |properties=Hard Knockdown | ||
|startup= | |startup=12 | ||
|active= | |active=13 | ||
|recovery= | |recovery=22 | ||
|hit= | |hit=+42 | ||
|block= | |block=-17 | ||
|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. | |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. | ||
}} | }} | ||
{{ | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Sonic Slicer | |name=Sonic Slicer | ||
|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]] | ||
| | |damage=600/400x2 | ||
| | |guard=Mid | ||
| | |properties=Projectile | ||
| | |startup=12/? | ||
| | |active=- | ||
| | |recovery=33/? | ||
| | |hit=-15 | ||
| | |block=-8 | ||
|notes=Frame data is for as the first part of a Maverick Weapon chain, then the 2nd.<br>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 (generally Sonic Slicer comes first). 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= | |||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= |
Revision as of 17:30, 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