Marvel VS Capcom: Infinite/Winter Soldier: Difference between revisions

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m (Lichmassacre moved page MvCI/Winter Soldier to Marvel VS Capcom: Infinite/Winter Soldier: There is no reason to abbreviate the name of the game like this. It is inconsistent with the rest of the website by naming it only by the abbreviation.)
 
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[[File:Mvci_logo.png|link=MvCI]]
[[File:Mvci_logo.png|link=MvCI]]


{| align="right"
{{MVC2 Character Intro|char= MVCI Winter_Soldier|full=Winter Soldier|short=WS|content=
| __TOC__
{{2 Column Flex|flex1=6|flex2=4
|}
|content1=
== Story ==
James "Bucky" Barnes was an American soldier who fought in World War II alongside his best friend, Captain America. After his supposed death, it was revealed that he was alive and brainwashed to be a soviet spy and was dubbed the Winter Soldier. He was commanded to go through with some of the most dreadful assassinations for quite some time. Decades later, he was freed from the Soviet's control and had his memories flood back to him. Now, he's looking to make up for the atrocities he committing as the Winter Solider any way he can.


== Winter Soldier ==
== Gameplay ==
{{MvC3HyperGuideCharacterBox | }}
Bucky is a wild card on the field of battle. One second he could be zoning you out, the next he could be right in your face. What he lacks in aerial coverage he makes up for in ground coverage, and oh boy, does he cover the ground. Bucky will force you to play his game with his vast array of projectiles and his powerful arm stance, and once you're playing that game, he wins. His execution requirement is quite high, but very much worth the investment.


{{Nutshell|WIP}}
<!-- '''TODO:''' Write an expanded gameplay description -->
|content2=
{{Content Box|content=
<center><youtube>v=l_5aug6UYDk></youtube></center>
}}
}}
{{ProConTable
|pros=
*{{Clr|4|'''Ground Control:'''}} Between his grenade drops, pistol, assault rifle, and arm stance cancels, it's near impossible to get in on Bucky while on the ground.
*{{Clr|4|'''Metal Shield:'''}} While active, Bucky is completely invincible to all attacks except lows and hypers. He can still use all of his projectiles while it's active and can dash cancel the recovery to boot. This allows him to make practically everything safe in neutral, convert full screen from pistols, armor through an aggressive opponent, and so much more.
*{{Clr|4|'''Lockdown Ability:'''}} On top of his vast array of projectiles, Mag Purge is a hyper combo that utilizes all of them in succession. This is the perfect tool for tagging in your partner and setting up a dangerous mix from anywhere on screen.
*{{Clr|4|'''Defense:'''}} Even if your opponent somehow gets in on you, Bucky has great defensive options between Metal Shield, an armored reversal in Patriot, and an invincible hyper in Silver Patriot. It can be a nightmare to approach Bucky, but it's still a guessing game once he's under pressure.
*{{Clr|4|'''Synergy:'''}} With the amount of tools he has, he can be a good partner for almost anyone. His assault rifles and grenades can set up safe tags in neutral, while Mag Purge is an easy full screen mixup tool.
|cons=
*{{Clr|3|'''Aerial Coverage:'''}} Despite his strong ground control, Bucky has little to no options for covering the air above him. His buttons are small and his projectiles don't cover much area. This also makes his aerial combo game quite limited.
*{{Clr|3|'''Execution:'''}} Because his main weaknesses are quite notable, you're required to absolutely be on point with your choices in neutral so your opponent can't approach. Gun loops are also essential to maxing out his game plan, which can be hard to master.


Winter Soldier is a strong, high execution zoning and support character. He has the ability to convert combos at any range via his gun loops, one of the best if not the best projectile in the game with a high durability, fast, hitconfirmable SMG, good lockdown with his gun super, and very high damage.
}}
=== Introduction ===
}}


=== Players to Watch ===
=== Players to Watch ===
Line 20: Line 37:


=== Unique Trait ===
=== Unique Trait ===
{{Clr|6|'''Metal Shield'''}}: This unique defensive tool allows Bucky to remain safe from some harm while attacking at the same time. Put up this shield to safely fire down on enemies while being unphased by their projectiles.


=== Normals ===
=== Normals ===
Line 26: Line 44:
|name=Standing Light Punch
|name=Standing Light Punch
|command=[[File:Mvci_lp.png]]
|command=[[File:Mvci_lp.png]]
|damage=
|damage=300
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=5
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-3
|block=
|block=-6
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 40: Line 58:
|name=Standing Heavy Punch
|name=Standing Heavy Punch
|command=[[File:Mvci_hp.png]]
|command=[[File:Mvci_hp.png]]
|damage=
|damage=700
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=12
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-5
|block=
|block=-10
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 54: Line 72:
|name=Standing Light Kick
|name=Standing Light Kick
|command=[[File:Mvci_lk.png]]
|command=[[File:Mvci_lk.png]]
|damage=
|damage=500
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=8
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-5
|block=
|block=-8
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 68: Line 86:
|name=Standing Heavy Kick
|name=Standing Heavy Kick
|command=[[File:Mvci_hk.png]]
|command=[[File:Mvci_hk.png]]
|damage=
|damage=350x2 (700)
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=12
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=+0
|block=
|block=-5
|notes=
|notes=Winter Soldier takes a large step forward to do what looks like (but isn't) an overhead heel drop kick. The step forward occurs before the active frames, meaning this can be kara-cancelled to increase forward momentum/range on your specials and hypers (for instance, full screen kara-cancelled 5HK > 214LK allows the grenade to reach).
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 82: Line 100:
|name=Crouching Light Punch
|name=Crouching Light Punch
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]]
|damage=
|damage=300
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=5
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-7
|block=
|block=-6
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 96: Line 114:
|name=Crouching Heavy Punch
|name=Crouching Heavy Punch
|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]]
|damage=
|damage=700
|guard=
|guard=Mid
|properties=Launch
|properties=Launch
|startup=
|startup=13
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-7
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 110: Line 128:
|name=Crouching Light Kick
|name=Crouching Light Kick
|command=[[File:Mvci_down.png]][[File:Mvci_lk.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_lk.png]]
|damage=
|damage=500
|guard=
|guard=Low
|properties=
|properties=
|startup=
|startup=9
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=+2
|block=
|block=-3
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 124: Line 142:
|name=Crouching Heavy Kick
|name=Crouching Heavy Kick
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]]
|damage=
|damage=700
|guard=
|guard=Low
|properties=
|properties=Hard Knockdown
|startup=
|startup=12
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-10
|notes=
|notes=Winter Soldier slides forward slightly at the beginning of this move, making it also a candidate for kara-cancelling for forward momentum, though not as good as 5HK.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Jumping Light Punch
|name=Jumping Light Punch
|command=[[File:Mvci_up.png]][[File:Mvci_lp.png]]
|command=j.[[File:Mvci_lp.png]]
|damage=
|damage=300
|guard=High
|guard=High
|properties=
|properties=
|startup=
|startup=5
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Jumping Heavy Punch
|name=Jumping Heavy Punch
|command=[[File:Mvci_up.png]][[File:Mvci_hp.png]]
|command=j.[[File:Mvci_hp.png]]
|damage=
|damage=700
|guard=High
|guard=High
|properties=
|properties=
|startup=
|startup=13
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=Can cross up, but the range to do so is somewhat narrow.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Jumping Light Kick
|name=Jumping Light Kick
|command=[[File:Mvci_up.png]][[File:Mvci_lk.png]]
|command=j.[[File:Mvci_lk.png]]
|damage=
|damage=500
|guard=High
|guard=High
|properties=
|properties=
|startup=
|startup=10
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Jumping Heavy Kick
|name=Jumping Heavy Kick
|command=[[File:Mvci_up.png]][[File:Mvci_hk.png]]
|command=j.[[File:Mvci_hk.png]]
|damage=
|damage=700
|guard=High
|guard=High
|properties=Groundbounce Hardknockdown
|properties=Groundbounce Hardknockdown
|startup=12
|active=
|recovery=
|hit=-
|block=-
|notes=-
}}
=== Command Normals ===
{{UMvC3MoveListRow2.0
|photo=
|name=Middle Kick
|command=[[File:Mvci_lk.png]],[[File:Mvci_lk.png]]
|damage=500
|guard=Mid
|properties=
|startup=
|startup=
|active=
|recovery=
|hit=-7
|block=-10
|notes=-
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Flip Kick
|command=[[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|damage=700
|guard=Mid
|properties=
|startup=17
|active=
|recovery=
|hit=0
|block=-5
|notes=-
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Sharp Strike
|command=[[File:Mvci_df.png]][[File:Mvci_lp.png]]
|damage=500
|guard=Low
|properties=
|startup=10
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=
|notes=
|notes=-
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Quick Slice
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_lp.png]]
|damage=500
|guard=High
|properties=
|startup=7
|active=
|recovery=
|hit=-
|block=-
|notes=-
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Air Raid Kick
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|damage=700
|guard=High
|properties=
|startup=11
|active=
|recovery=
|hit=-
|block=-
|notes=-
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Pistol Shot
|command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]]
|damage=600
|guard=Mid
|properties={{airok}}<br>Projectile
|startup=11
|active=
|recovery=
|hit=-6
|block=-10
|notes=-
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Pistol Shot (Down)
|command=j.[[File:Mvci_down.png]][[File:Mvci_hp.png]]
|damage=600
|guard=Mid
|properties=Projectile
|startup=11
|active=
|recovery=
|hit=-
|block=-
|notes=-
}}
}}


Line 196: Line 314:
|name=Throw
|name=Throw
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]]
|damage=
|damage=1000
|guard=
|guard=Throw
|properties=
|properties=
|startup=3
|startup=3
|active=1
|active=1
|recovery=
|recovery=-
|hit=
|hit=-
|block=
|block=-
|notes=Additional damage scales by 50%
|notes=Additional damage scales by 50%.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 210: Line 328:
|name=Air Throw
|name=Air Throw
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]]
|damage=
|damage=1000
|guard=
|guard=Throw
|properties=
|properties=
|startup=3
|startup=3
|active=1
|active=1
|recovery=
|recovery=-
|hit=
|hit=-
|block=
|block=-
|notes=Additional damage scales by 50%
|notes=Additional damage scales by 50%.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 225: Line 343:
|command=[[File:Mvci_tag.png]]
|command=[[File:Mvci_tag.png]]
|damage=500
|damage=500
|guard=
|guard=Mid
|properties=
|properties=
|startup=6
|startup=6
Line 232: Line 350:
|hit=+33
|hit=+33
|block=+28
|block=+28
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in.
}}
}}


Line 238: Line 356:
{{MvCIMoveListRow2.1
{{MvCIMoveListRow2.1
|photo=
|photo=
|name=
|name=Hard Blow
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|ldamage=
|ldamage=300+700 (930)
|lguard=
|lguard=Mid
|lstartup=9
|lactive=
|lrecovery=
|lhit=
|lblock=-8
|lproperties=Light Armor<br>Crumple
|hdamage=1500
|hguard=Mid
|hstartup=21
|hactive=
|hrecovery=
|hhit=
|hblock=-7
|hproperties=Light Armor<br>Soft Knockdown
|notes=A suite of punching specials. The LP version is a one-two where both hits have Light Armor during active frames, and the second causes a crumple. The HP version lunges forward with a giant swinging punch about ~60% of the screen, also with Light Armor. The LP version is a great tool to use early in a combo when an opponent is still grounded, allowing you to potentially set up more combo possibilities during the crumple, and the HP version lets Winter Soldier charge ahead through many attacks to strike at the opponent.
}}
{{MvCIMoveListRow2.1
|photo=
|name=Pariot
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|ldamage=1000
|lguard=Mid
|lstartup=
|lstartup=
|lactive=
|lactive=
Line 247: Line 387:
|lhit=
|lhit=
|lblock=
|lblock=
|lproperties=Light Armor
|hdamage=1500
|hguard=Mid
|hstartup=
|hactive=
|hrecovery=
|hhit=
|hblock=
|hproperties=Light Armor<br>Wall Bounce<br>Hard Knockdown
|notes=A supercharged uppercut with Winter Soldier's metallic arm. The LP version is fast, but the opponent goes very high up and recovers in mid-air, while the HP version makes up for its slow speed with a much easier-to-follow-up-on combo state.
}}
{{MvCIMoveListRow2.2
|photo=
|name=Rifle Burst
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=150x9 (1275)
|lguard=Mid
|lstartup=21/25
|lactive=
|lrecovery=
|lhit=-1
|lblock=-6
|lproperties=Projectile
|hdamage=150x9 (1275)
|hguard=Mid
|hstartup=21/25
|hactive=
|hrecovery=
|hhit=
|hblock=
|hproperties=Projectile
|notes=Frame data is listed as ground/air.<br>Winter Soldier pulls out his rifle and fires a stream of bullets. On the ground, the LK version fires forward with a very slight angle downwards, and the HK version fires at a 45° angle up-forward. In the air, the LK version fires at about a 30° angle down-forward, while the HK version fires at about a 65° angle down-forward.
}}
{{MvCIMoveListRow2.2
|photo=
|name=Grenade Toss
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=100+600 (700)
|lguard=Mid
|lstartup=23/18
|lactive=
|lrecovery=
|lhit=
|lblock=-4
|lproperties=Projectile
|hdamage=100+600 (700)
|hguard=Mid
|hstartup=26/28
|hactive=
|hrecovery=
|hhit=
|hblock=-1
|hproperties=Projectile
|notes=Frame data is listed as ground/air.<br>Grenade explodes on contact or after it stops moving. LK tosses it in a low arc that mostly rolls along the ground, stopping at about 90% of the screen's distance. HK tosses it in a much higher arc that lands on a full-screen opponent's head, and if you were closer than full screen and it collides with a wall, it will bounce off that wall and continue as usual. Can only have one grenade on-screen at a time.
}}
{{MvCIMoveListRow2.1
|photo=
|name=Metal Shield
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]] [[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|ldamage=-
|lguard=-
|lstartup=
|lactive=
|lrecovery=
|lhit=-
|lblock=-
|lproperties=
|lproperties=
|hdamage=
|hdamage=-
|hguard=
|hguard=-
|hstartup=
|hactive=
|hrecovery=
|hhit=-
|hblock=-
|hproperties=
|notes=Winter Soldier raises his metal arm to project a small energy barrier that protects most of his body. It does not protect him vs. attacks that have very low hitboxes (not necessarily are low in terms of guarding, just hitboxes). While this is up, he enters a unique state where his body has a hurtbox, which can still absorb and stop attacks and projectiles that collide with it, but he takes no damage and is not put into hitstun. It has several follow-ups, some which carry this property through, and some which temporarily lose this property. All follow-ups return him to Metal Shield state after they complete.
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Counter Thrust
|command=(during Metal Shield) [[File:Mvci_lp.png]]
|damage=1200
|guard=Mid
|properties=Dash Cancellable
|startup=15
|active=
|recovery=
|hit=+3
|block=0
|notes=A straight punch that retains Metal Shield's protective properties. Can be cancelled into Air Raid (though it won't combo) and the Metal Shield variations of Rifle Burst and Grenade Toss. Can be dash cancelled on hit and block (only with LPHP, not 66), which allows you to combo into essentially anything - all your normals, or even Hard Blow or Patriot.
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Air Raid
|command=(during Metal Shield) [[File:Mvci_hp.png]]
|damage=1000+700 (1630)
|guard=High, Mid
|properties=Ground Bounce<br>Hard Knockdown
|startup=27
|active=
|recovery=
|hit=
|block=-1
|notes=Does not carry over Metal Shield's protection, but useful nonetheless to help open up foes who decide that if they can't easily attack you, they'll just play defensively.
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Pistol Shot
|command=(during Metal Shield) [[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|damage=600
|guard=Mid
|properties=Projectile
|startup=11
|active=
|recovery=
|hit=
|block=
|notes=Essentially his {{Clr|12|6HP}}, but with Metal Shield's protective properties, allowing you to freely fire back during zoning wars without harm. Can be cancelled into Air Raid (though it won't combo) and the Metal Shield variations of Rifle Burst and Grenade Toss.
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Move
|command=(during Metal Shield) [[File:Mvci_fwd.png]] or [[File:Mvci_back.png]]
|damage=-
|guard=-
|properties=
|startup=
|active=
|recovery=
|hit=-
|block=-
|notes=Simply makes Winter Soldier walk with Metal Shield up. The only form of movement you have available in this state, as dashing and jumping drop Metal Shield.
}}
{{MvCIMoveListRow2.2
|photo=
|name=Rifle Burst
|command=(during Metal Shield) [[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=150x6 (870)
|lguard=Mid
|lstartup=
|lactive=
|lrecovery=
|lhit=
|lblock=
|lproperties=Projectile
|hdamage=150x6 (870)
|hguard=Mid
|hstartup=
|hstartup=
|hactive=
|hactive=
Line 255: Line 539:
|hhit=
|hhit=
|hblock=
|hblock=
|hproperties=
|hproperties=Projectile
|notes=
|notes=A slightly different version of Rifle Burst that does less damage and fires 2 streams of bullets with a pause in-between instead of one continuous stream. Retains Metal Shield's protection, allowing yet another way for you to safely retaliate in zoning wars.
}}
}}
{{MvCIMoveListRow2.2
{{MvCIMoveListRow2.2
|photo=
|photo=
|name=
|name=Grenade Toss
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|command=(during Metal Shield) [[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=
|ldamage=100+600 (700)
|lguard=
|lguard=Mid
|lstartup=
|lstartup=
|lactive=
|lactive=
Line 269: Line 553:
|lhit=
|lhit=
|lblock=
|lblock=
|lproperties=
|lproperties=Projectile
|hdamage=
|hdamage=100+600 (700)
|hguard=
|hguard=Mid
|hstartup=
|hstartup=
|hactive=
|hactive=
Line 277: Line 561:
|hhit=
|hhit=
|hblock=
|hblock=
|hproperties=
|hproperties=Projectile
|notes=
|notes=Nearly identical to your ordinary Grenade Toss, including the arcs and the limitation of one grenade on-screen at a time.
}}
}}


Line 284: Line 568:
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=
|name=Silver Patriot
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]]
|damage=
|damage=500x4+2000 (3250)
|guard=
|guard=Mid
|properties=
|properties=Hard Knockdown
|startup=
|startup=15
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-53
|notes=
|notes=Winter Soldier unleashes a flashier version of Patriot that launches the opponent sky-high before crashing down into a hard knockdown. Can be followed up on, even mid-screen, by dashing up and OTGing. Does not have defensive properties like its special counterpart.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=
|name=Mag Purge
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]]
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]]
|damage=
|damage=200x8+50x3+250x3+100x17+50+500<br>(3455)
|guard=
|guard=Mid
|properties=Projectile
|startup=20
|active=
|recovery=
|hit=
|block=-66
|notes=Winter Soldier unleashes a flurry of all of his weapons. Typically, some hits of this will whiff, as the opponent gets sent high enough by the initial wave of grenades that some of the bullets from his rifle will miss.
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Unyielding Justice<br>Lvl 3
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]]
|damage=5340 (6 hits) (Normal)<br>5510 (8 hits) (With Cap. America)
|guard=Mid
|properties=
|properties=
|startup=
|startup=17
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-57
|notes=
|notes=A short-ranged swinging punch that initiates a cinematic. Sends the opponent full-screen afterwards. Cutscene changes if your partner is Captain America (and he's alive), adding extra damage. Invulnerability runs out shortly after active frames begin.
}}
}}


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[http://wiki.shoryuken.com/MvCI/Winter_Soldier#Top Top of Page]
[http://wiki.shoryuken.com/MvCI/Winter_Soldier#Top Top of Page]


{{Navbox-MVCI}}
[[Category:Marvel vs. Capcom Infinite]]
[[Category:Marvel vs. Capcom Infinite]]

Latest revision as of 10:53, 16 September 2024

Mvci logo.png

Story

James "Bucky" Barnes was an American soldier who fought in World War II alongside his best friend, Captain America. After his supposed death, it was revealed that he was alive and brainwashed to be a soviet spy and was dubbed the Winter Soldier. He was commanded to go through with some of the most dreadful assassinations for quite some time. Decades later, he was freed from the Soviet's control and had his memories flood back to him. Now, he's looking to make up for the atrocities he committing as the Winter Solider any way he can.

Gameplay

Bucky is a wild card on the field of battle. One second he could be zoning you out, the next he could be right in your face. What he lacks in aerial coverage he makes up for in ground coverage, and oh boy, does he cover the ground. Bucky will force you to play his game with his vast array of projectiles and his powerful arm stance, and once you're playing that game, he wins. His execution requirement is quite high, but very much worth the investment.

Strengths Weaknesses
  • Ground Control: Between his grenade drops, pistol, assault rifle, and arm stance cancels, it's near impossible to get in on Bucky while on the ground.
  • Metal Shield: While active, Bucky is completely invincible to all attacks except lows and hypers. He can still use all of his projectiles while it's active and can dash cancel the recovery to boot. This allows him to make practically everything safe in neutral, convert full screen from pistols, armor through an aggressive opponent, and so much more.
  • Lockdown Ability: On top of his vast array of projectiles, Mag Purge is a hyper combo that utilizes all of them in succession. This is the perfect tool for tagging in your partner and setting up a dangerous mix from anywhere on screen.
  • Defense: Even if your opponent somehow gets in on you, Bucky has great defensive options between Metal Shield, an armored reversal in Patriot, and an invincible hyper in Silver Patriot. It can be a nightmare to approach Bucky, but it's still a guessing game once he's under pressure.
  • Synergy: With the amount of tools he has, he can be a good partner for almost anyone. His assault rifles and grenades can set up safe tags in neutral, while Mag Purge is an easy full screen mixup tool.
  • Aerial Coverage: Despite his strong ground control, Bucky has little to no options for covering the air above him. His buttons are small and his projectiles don't cover much area. This also makes his aerial combo game quite limited.
  • Execution: Because his main weaknesses are quite notable, you're required to absolutely be on point with your choices in neutral so your opponent can't approach. Gun loops are also essential to maxing out his game plan, which can be hard to master.
MVC2 MVCI Winter Soldier art.png

Players to Watch

Character Vitals

CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:

Move List

Unique Trait

Metal Shield: This unique defensive tool allows Bucky to remain safe from some harm while attacking at the same time. Put up this shield to safely fire down on enemies while being unphased by their projectiles.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 5 -3 -6
-
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 12 -5 -10
-
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 8 -5 -8
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350x2 (700) Mid 12 +0 -5
Winter Soldier takes a large step forward to do what looks like (but isn't) an overhead heel drop kick. The step forward occurs before the active frames, meaning this can be kara-cancelled to increase forward momentum/range on your specials and hypers (for instance, full screen kara-cancelled 5HK > 214LK allows the grenade to reach).
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 5 -7 -6
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 13 -7 Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Low 9 +2 -3
-
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Low 12 -10 Hard Knockdown
Winter Soldier slides forward slightly at the beginning of this move, making it also a candidate for kara-cancelling for forward momentum, though not as good as 5HK.
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 High 5 - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 13 - -
Can cross up, but the range to do so is somewhat narrow.
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 10 - -
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 12 - - Groundbounce Hardknockdown
-

Command Normals

Middle Kick
Mvci lk.png,Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid -7 -10
-
Flip Kick
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 17 0 -5
-
Sharp Strike
Mvci df.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Low 10
-
Quick Slice
j.Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 7 - -
-
Air Raid Kick
j.Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 11 - -
-
Pistol Shot
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 11 -6 -10 Airok.png
Projectile
-
Pistol Shot (Down)
j.Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 11 - - Projectile
-

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Tag
Mvci tag.png
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 Cancel.png your tag-in.

Specials

Hard Blow
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 300+700 (930) Mid 9 -8 Light Armor
Crumple
Mvci hp.png 1500 Mid 21 -7 Light Armor
Soft Knockdown
A suite of punching specials. The LP version is a one-two where both hits have Light Armor during active frames, and the second causes a crumple. The HP version lunges forward with a giant swinging punch about ~60% of the screen, also with Light Armor. The LP version is a great tool to use early in a combo when an opponent is still grounded, allowing you to potentially set up more combo possibilities during the crumple, and the HP version lets Winter Soldier charge ahead through many attacks to strike at the opponent.
Pariot
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 1000 Mid Light Armor
Mvci hp.png 1500 Mid Light Armor
Wall Bounce
Hard Knockdown
A supercharged uppercut with Winter Soldier's metallic arm. The LP version is fast, but the opponent goes very high up and recovers in mid-air, while the HP version makes up for its slow speed with a much easier-to-follow-up-on combo state.
Rifle Burst
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 150x9 (1275) Mid 21/25 -1 -6 Projectile
Mvci hk.png 150x9 (1275) Mid 21/25 Projectile
Frame data is listed as ground/air.
Winter Soldier pulls out his rifle and fires a stream of bullets. On the ground, the LK version fires forward with a very slight angle downwards, and the HK version fires at a 45° angle up-forward. In the air, the LK version fires at about a 30° angle down-forward, while the HK version fires at about a 65° angle down-forward.
Grenade Toss
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 100+600 (700) Mid 23/18 -4 Projectile
Mvci hk.png 100+600 (700) Mid 26/28 -1 Projectile
Frame data is listed as ground/air.
Grenade explodes on contact or after it stops moving. LK tosses it in a low arc that mostly rolls along the ground, stopping at about 90% of the screen's distance. HK tosses it in a much higher arc that lands on a full-screen opponent's head, and if you were closer than full screen and it collides with a wall, it will bounce off that wall and continue as usual. Can only have one grenade on-screen at a time.
Metal Shield
Mvci down.pngMvci down.png Mvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png - - - -
Mvci hp.png - - - -
Winter Soldier raises his metal arm to project a small energy barrier that protects most of his body. It does not protect him vs. attacks that have very low hitboxes (not necessarily are low in terms of guarding, just hitboxes). While this is up, he enters a unique state where his body has a hurtbox, which can still absorb and stop attacks and projectiles that collide with it, but he takes no damage and is not put into hitstun. It has several follow-ups, some which carry this property through, and some which temporarily lose this property. All follow-ups return him to Metal Shield state after they complete.
Counter Thrust
(during Metal Shield) Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1200 Mid 15 +3 0 Dash Cancellable
A straight punch that retains Metal Shield's protective properties. Can be cancelled into Air Raid (though it won't combo) and the Metal Shield variations of Rifle Burst and Grenade Toss. Can be dash cancelled on hit and block (only with LPHP, not 66), which allows you to combo into essentially anything - all your normals, or even Hard Blow or Patriot.
Air Raid
(during Metal Shield) Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000+700 (1630) High, Mid 27 -1 Ground Bounce
Hard Knockdown
Does not carry over Metal Shield's protection, but useful nonetheless to help open up foes who decide that if they can't easily attack you, they'll just play defensively.
Pistol Shot
(during Metal Shield) Mvci lk.png or Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 11 Projectile
Essentially his 6HP, but with Metal Shield's protective properties, allowing you to freely fire back during zoning wars without harm. Can be cancelled into Air Raid (though it won't combo) and the Metal Shield variations of Rifle Burst and Grenade Toss.
Move
(during Metal Shield) Mvci fwd.png or Mvci back.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - - -
Simply makes Winter Soldier walk with Metal Shield up. The only form of movement you have available in this state, as dashing and jumping drop Metal Shield.
Rifle Burst
(during Metal Shield) Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 150x6 (870) Mid Projectile
Mvci hk.png 150x6 (870) Mid Projectile
A slightly different version of Rifle Burst that does less damage and fires 2 streams of bullets with a pause in-between instead of one continuous stream. Retains Metal Shield's protection, allowing yet another way for you to safely retaliate in zoning wars.
Grenade Toss
(during Metal Shield) Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 100+600 (700) Mid Projectile
Mvci hk.png 100+600 (700) Mid Projectile
Nearly identical to your ordinary Grenade Toss, including the arcs and the limitation of one grenade on-screen at a time.

Hypers

Silver Patriot
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500x4+2000 (3250) Mid 15 -53 Hard Knockdown
Winter Soldier unleashes a flashier version of Patriot that launches the opponent sky-high before crashing down into a hard knockdown. Can be followed up on, even mid-screen, by dashing up and OTGing. Does not have defensive properties like its special counterpart.
Mag Purge
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200x8+50x3+250x3+100x17+50+500
(3455)
Mid 20 -66 Projectile
Winter Soldier unleashes a flurry of all of his weapons. Typically, some hits of this will whiff, as the opponent gets sent high enough by the initial wave of grenades that some of the bullets from his rifle will miss.
Unyielding Justice
Lvl 3

Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
5340 (6 hits) (Normal)
5510 (8 hits) (With Cap. America)
Mid 17 -57
A short-ranged swinging punch that initiates a cinematic. Sends the opponent full-screen afterwards. Cutscene changes if your partner is Captain America (and he's alive), adding extra damage. Invulnerability runs out shortly after active frames begin.

Hitboxes

Videos

Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Venom

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