No edit summary |
No edit summary |
||
Line 53: | Line 53: | ||
|active=2 | |active=2 | ||
|recovery=11 | |recovery=11 | ||
|hit=-2 | |hit={{Clr|8|-2}} | ||
|block=-1 | |block={{Clr|8|-1}} | ||
|notes=X's shortest-ranged and fastest grounded normal. Can chain into itself and 2LP. Your go-to tool in a scramble situation to try to pick up a hit. | |notes=X's shortest-ranged and fastest grounded normal. Can chain into itself and {{Clr|2|2LP}}. Your go-to tool in a scramble situation to try to pick up a hit. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 67: | Line 67: | ||
|active=5 | |active=5 | ||
|recovery=26 | |recovery=26 | ||
|hit=-5 | |hit={{Clr|3|-5}} | ||
|block=-10 | |block={{Clr|3|-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. The forward step it takes also makes it suitable for OTGs, as this helps keep you in range for 6HK or 2HP after. | |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 {{Clr|12|5HP}}, and at the absolute tip of {{Clr|7|5LK}}'s range, or even just somewhat close to the tip of {{Clr|7|2LK}}'s range, it will whiff in a combo vs. a grounded opponent. In these circumstances, chain directly to {{Clr|6|5HK}} or {{Clr|6|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 {{Clr|6|6HK}}. The forward step it takes also makes it suitable for OTGs, such as after Buster Combo: Slide, as this helps keep you in range for {{Clr|6|6HK}} or {{Clr|12|2HP}} after. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 81: | Line 81: | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
|hit=+1 | |hit={{Clr|1|+1}} | ||
|block=-4 | |block={{Clr|3|-4}} | ||
|notes=Has noticeably more reach than 5LP and 5HP, with speed between the two. X takes a small step forward when using this move. A good combo starter when you need some speed but don't want the harsher scaling your | |notes=Has noticeably more reach than {{Clr|2|5LP}} and {{Clr|12|5HP}}, with speed between the two. X takes a small step forward when using this move. A good combo starter when you need some speed but don't want the harsher scaling your {{Clr|2|LP}}s incur. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 96: | Line 96: | ||
|recovery=21 | |recovery=21 | ||
|hit=0 | |hit=0 | ||
|block=-5 | |block={{Clr|3|-5}} | ||
|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. | |notes=Has noticeably more reach than {{Clr|12|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 110: | Line 110: | ||
|recovery=9 | |recovery=9 | ||
|hit=0 | |hit=0 | ||
|block=-1 | |block={{Clr|8|-1}} | ||
|notes=Can chain into itself and 5LP. Has somewhat more reach than 5LP. | |notes=Can chain into itself and {{Clr|2|5LP}}. Has somewhat more reach than {{Clr|2|5LP}}. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 123: | Line 123: | ||
|active=8 | |active=8 | ||
|recovery=23 | |recovery=23 | ||
|hit=+22 | |hit={{Clr|4|+22}} | ||
|block=-10 | |block={{Clr|3|-10}} | ||
|notes=X's launcher. X takes a large step forward when using this move. | |notes=X's launcher. X takes a large step forward when using this move. | ||
}} | }} | ||
Line 137: | Line 137: | ||
|active=3 | |active=3 | ||
|recovery=26 | |recovery=26 | ||
|hit=-5 | |hit={{Clr|3|-5}} | ||
|block=-10 | |block={{Clr|3|-10}} | ||
|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. | |notes=X's fastest low. Has noticeably more reach than {{Clr|2|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 | ||
Line 151: | Line 151: | ||
|active=4 | |active=4 | ||
|recovery=21 | |recovery=21 | ||
|hit=+43 | |hit={{Clr|4|+43}} | ||
|block=-16 | |block={{Clr|3|-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. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 167: | Line 167: | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|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. | |notes=X's fastest air normal, but also the one with the poorest reach. Its hitbox is placed noticeably higher vertically than j.{{Clr|7|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. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 181: | Line 181: | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=Is somewhat faster than j.HK, and has very slightly more horizontal reach, but moderately worse vertical reach. | |notes=Is somewhat faster than j.{{Clr|6|HK}}, and has very slightly more horizontal reach, but moderately worse vertical reach. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 223: | Line 223: | ||
|active=4 | |active=4 | ||
|recovery=28 | |recovery=28 | ||
|hit=-8 | |hit={{Clr|3|-8}} | ||
|block=-13 | |block={{Clr|3|-13}} | ||
|notes=This move is jump-cancellable, leading to normal jump loops and other combos near ground level. Also X's fastest heavy attack. | |notes=This move is jump-cancellable, leading to normal jump loops and other combos near ground level. Also X's fastest heavy attack. | ||
}} | }} | ||
Line 237: | Line 237: | ||
|active=3 | |active=3 | ||
|recovery=27 | |recovery=27 | ||
|hit=-6 | |hit={{Clr|3|-6}} | ||
|block=-11 | |block={{Clr|3|-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 and sometimes even mid-screen combo extensions utilizing charged X Busters and various Maverick Weapons (particularly Boomerang Cutter and Frost Shield). | |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). | ||
}} | }} | ||
Line 253: | Line 253: | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|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. | |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.{{Clr|6|HK}} to end an air string. | ||
}} | }} | ||
Line 339: | Line 339: | ||
|active=11 | |active=11 | ||
|recovery=16 | |recovery=16 | ||
|hit=+77 | |hit={{Clr|4|+77}} | ||
|block=-6 | |block={{Clr|3|-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. It can even cross up in rare situations. | |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. | ||
}} | }} | ||
Line 367: | Line 367: | ||
|active=13 | |active=13 | ||
|recovery=22 | |recovery=22 | ||
|hit=+42 | |hit={{Clr|4|+42}} | ||
|block=-17 | |block={{Clr|3|-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. | ||
}} | }} | ||
Line 381: | Line 381: | ||
|active=- | |active=- | ||
|recovery=33/? | |recovery=33/? | ||
|hit=-15 | |hit=-{{Clr|3|-15}} | ||
|block=-8 | |block={{Clr|3|-8}} | ||
|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. | |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. | ||
}} | }} | ||
Line 395: | Line 395: | ||
|active=- | |active=- | ||
|recovery= | |recovery= | ||
|hit=-15 | |hit={{Clr|3|-15}} | ||
|block=-8 | |block={{Clr|3|-8}} | ||
|notes=Frame data is regular/EX. | |notes=Frame data is regular/EX. | ||
}} | }} | ||
Line 543: | Line 543: | ||
|active=- | |active=- | ||
|recovery=60/54 | |recovery=60/54 | ||
|hit=+32 | |hit={{Clr|4|+32}} | ||
|block=-23 | |block={{Clr|3|-23}} | ||
|notes=X fires a larger-than-normal fully-charged Buster Shot that travels across the screen quickly. Recovery is listed as ground/air.<br>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. | |notes=X fires a larger-than-normal fully-charged Buster Shot that travels across the screen quickly. Recovery is listed as ground/air.<br>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. | ||
}} | }} | ||
Line 571: | Line 571: | ||
|active=74 | |active=74 | ||
|recovery=69 | |recovery=69 | ||
|hit=+41 | |hit={{Clr|4|+41}} | ||
|block=-49 | |block={{Clr|3|-49}} | ||
|notes=X fires waves of Boomerang Cutters and Sonic Slicers in a wide vertical cone above him. Active indicates the period where X continually shoots weapons, recovery begins from the first frame after he fires the last wave of weapons.<br><br>Does more damage the lower to the ground and closer to X you can keep the opponent throughout its duration, as the weapons spread out across their travel, causing opponents to be hit by fewer and fewer of them as they ascend. Has enough hitstun that, when used early in a combo before much hitstun decay has set in, the opponent will fall all the way to the ground in an OTG-able state even from beyond the top of the screen.<br><br>While it theoretically does more damage than Full-Power Charge Shot, it being ground-only makes it more restrictive to use in combos, and that damage really only meets its fullest potential when the aforementioned conditions are met. | |notes=X fires waves of Boomerang Cutters and Sonic Slicers in a wide vertical cone above him. Active indicates the period where X continually shoots weapons, recovery begins from the first frame after he fires the last wave of weapons.<br><br>Does more damage the lower to the ground and closer to X you can keep the opponent throughout its duration, as the weapons spread out across their travel, causing opponents to be hit by fewer and fewer of them as they ascend. Has enough hitstun that, when used early in a combo before much hitstun decay has set in, the opponent will fall all the way to the ground in an OTG-able state even from beyond the top of the screen.<br><br>While it theoretically does more damage than Full-Power Charge Shot, it being ground-only makes it more restrictive to use in combos, and that damage really only meets its fullest potential when the aforementioned conditions are met. | ||
}} | }} | ||
Line 588: | Line 588: | ||
|block=- | |block=- | ||
|notes=X equips the full suite of armor upgrades Dr. Light left for him in the first Mega Man X game, granting him several benefits for about 10 seconds: | |notes=X equips the full suite of armor upgrades Dr. Light left for him in the first Mega Man X game, granting him several benefits for about 10 seconds: | ||
*6HP (Buster Blow) becomes cancellable into 2HP, 5HK, 2HK, and 6HK. | *6HP (Buster Blow) becomes cancellable into {{Clr|12|2HP}}, {{Clr|6|5HK}}, {{Clr|6|2HK}}, and {{Clr|6|6HK}}. | ||
*Maverick Weapons become 10% more damaging, have larger hitboxes, and faster startup; some even gain additional properties. | *Maverick Weapons become 10% more damaging, have larger hitboxes, and faster startup; some even gain additional properties. | ||
*X takes 10% less damage from enemy attacks. | *X takes 10% less damage from enemy attacks. | ||
Line 606: | Line 606: | ||
|active=9 | |active=9 | ||
|recovery=54 | |recovery=54 | ||
|hit=+56 | |hit={{Clr|4|+56}} | ||
|block=-44 | |block={{Clr|3|-44}} | ||
|notes=X temporarily transforms into his Ultimate Armor from Mega Man X4. This move generates a brief hitbox all around X's body that triggers a cutscene upon hitting an opponent. The armor change is purely cosmetic, as X will return to whatever armor he had on before the hyper once it completes. | |notes=X temporarily transforms into his Ultimate Armor from Mega Man X4. This move generates a brief hitbox all around X's body that triggers a cutscene upon hitting an opponent. The armor change is purely cosmetic, as X will return to whatever armor he had on before the hyper once it completes. | ||
}} | }} |
Revision as of 01:55, 10 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 | Wall Bounce (airborne hit only) | |
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
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind