No edit summary |
|||
Line 328: | Line 328: | ||
|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. 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. | |notes=X dashes forward after firing. Interruptible with other actions (such as movement, normals, specials) on frame 32.<br><br>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 | ||
Line 342: | Line 342: | ||
|hit=+77 | |hit=+77 | ||
|block=-6 | |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 combo 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. It can even cross up in rare situations. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 356: | Line 356: | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=X hops backwards after firing the X Buster. In combination with Buster Combo: Dash, this helps make it harder to predict where X will be after firing an X Buster. In addition, if you see your opponent is open when you commence this, you can cancel into Full-Power Charge Shot, causing you to perform it inches off the ground, making you recover quickly upon landing. This allows you to follow up with a second Full-Power Charge Shot solo, causing serious damage from range with no difficulty. Note this technique only works outside of your install; the install version of Full-Power Charge Shot takes too long to take advantage of this since he fires two shots. | |notes=X hops backwards after firing the X Buster. Although it cannot be interrupted quickly like Buster Combo: Dash, you can still buffer specials during the aerial portion of the move and they will be performed as soon as X lands (24 frames after the backstep begins).<br><br>In combination with Buster Combo: Dash, this helps make it harder to predict where X will be after firing an X Buster. In addition, if you see your opponent is open when you commence this, you can cancel into Full-Power Charge Shot, causing you to perform it inches off the ground, making you recover quickly upon landing. This allows you to follow up with a second Full-Power Charge Shot solo, causing serious damage from range with no difficulty. Note this technique only works outside of your install; the install version of Full-Power Charge Shot takes too long to take advantage of this since he fires two shots. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 384: | Line 384: | ||
|hit=-15 | |hit=-15 | ||
|block=-8 | |block=-8 | ||
|notes=Frame data is | |notes=Frame data is regular/EX.<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. | ||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Sonic Slicer (Armor of Light) | |||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|damage= | |||
|guard=Mid | |||
|properties=Projectile | |||
|startup= | |||
|active=- | |||
|recovery= | |||
|hit=-15 | |||
|block=-8 | |||
|notes=Frame data is regular/EX. | |||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
Line 408: | Line 421: | ||
|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, 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. | |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 | |||
|photo= | |||
|name=Boomerang Cutter (Armor of Light) | |||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |||
|ldamage= | |||
|lguard=Mid | |||
|lstartup= | |||
|lactive= | |||
|lrecovery= | |||
|lhit= | |||
|lblock= | |||
|lproperties= | |||
|hdamage= | |||
|hguard=Mid | |||
|hstartup= | |||
|hactive= | |||
|hrecovery= | |||
|hhit= | |||
|hblock= | |||
|hproperties= | |||
|notes=- | |||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
Line 430: | Line 465: | ||
|hproperties= | |hproperties= | ||
|notes=The weapon X obtained from defeating Frost Buffalo. A strangely-behaving projectile that seemingly "doesn't exist" as it travels up to its maximum height, not interacting with other projectiles nor colliding with characters, then activating and interacting as normal on its way down. Freezes if it hits the opponent, though for a bit less time than other similar freezes (i.e. Hawkeye's). Notably, this projectile does not disappear if X gets hit. | |notes=The weapon X obtained from defeating Frost Buffalo. A strangely-behaving projectile that seemingly "doesn't exist" as it travels up to its maximum height, not interacting with other projectiles nor colliding with characters, then activating and interacting as normal on its way down. Freezes if it hits the opponent, though for a bit less time than other similar freezes (i.e. Hawkeye's). Notably, this projectile does not disappear if X gets hit. | ||
}} | |||
{{MvCIMoveListRow2.2 | |||
|photo= | |||
|name=Frost Shield (Armor of Light) | |||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |||
|ldamage= | |||
|lguard=Mid | |||
|lstartup= | |||
|lactive= | |||
|lrecovery= | |||
|lhit= | |||
|lblock= | |||
|lproperties= | |||
|hdamage= | |||
|hguard=Mid | |||
|hstartup= | |||
|hactive= | |||
|hrecovery= | |||
|hhit= | |||
|hblock= | |||
|hproperties= | |||
|notes=- | |||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
Line 452: | Line 509: | ||
|hproperties= | |hproperties= | ||
|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. | |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. | ||
}} | |||
{{MvCIMoveListRow2.1 | |||
|photo= | |||
|name=Rising Fire (Armor of Light) | |||
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage= | |||
|lguard=Mid | |||
|lstartup= | |||
|lactive= | |||
|lrecovery= | |||
|lhit= | |||
|lblock= | |||
|lproperties= | |||
|hdamage= | |||
|hguard=Mid | |||
|hstartup= | |||
|hactive= | |||
|hrecovery= | |||
|hhit= | |||
|hblock= | |||
|hproperties= | |||
|notes=- | |||
}} | }} | ||
Line 458: | Line 537: | ||
|photo= | |photo= | ||
|name= Full-Power Charge Shot | |name= Full-Power Charge Shot | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |||
|damage=750x5 (3000) | |||
|guard=Mid | |||
|properties={{airok}}<br>Wall Bounce<br>Hard Knockdown | |||
|startup=12+1 | |||
|active=- | |||
|recovery=60/54 | |||
|hit=+32 | |||
|block=-23 | |||
|notes=X fires a larger-than-normal fully-charged Buster Shot that travels across the screen quickly. Recovery is listed as ground/air. Due to the air version's improved recovery, if you fire this hyper while airborne but close to the ground and still have OTG available, you can follow with another Full-Power Charge Shot. This becomes trivial to do by utilizing Buster Combo: Backstep after an X Buster. This hyper also sometimes misses one of its hits when performed as close to the corner as possible, resulting in it doing 2550 damage instead. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=DFo | |||
|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= | |damage= | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties={{airok}}<br>Wall Bounce<br>Hard Knockdown | ||
|startup= | |startup=12+1 | ||
|active= | |active=- | ||
|recovery= | |recovery=72 | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=X fires a large | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 |
Revision as of 21:45, 4 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 |
---|---|
|
|
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
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
Sonic Slicer (Armor of Light)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | - | -15 | -8 | Projectile | ||||
Frame data is regular/EX. |
Boomerang Cutter (Armor of Light)![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
Mid | ||||||||
![]() |
Mid | ||||||||
- |
Frost Shield (Armor of Light)![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
Mid | ||||||||
![]() |
Mid | ||||||||
- |
Rising Fire (Armor of Light)![]() ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
Mid | ||||||||
![]() |
Mid | ||||||||
- |
Hypers
DFo![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | 12+1 | - | 72 | ![]() Wall Bounce Hard Knockdown | ||||
X fires a large |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind