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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*'''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|'''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. | *{{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. | ||
*'''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|'''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. | *{{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. | ||
*'''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 | *{{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= | |cons= | ||
*'''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|'''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. | *{{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. | ||
}} | }} | ||
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=== 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 47: | Line 47: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-3 | ||
|block= | |block=-6 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 61: | Line 61: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-5 | ||
|block= | |block=-10 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 75: | Line 75: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-5 | ||
|block= | |block=-8 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 86: | Line 86: | ||
|name=Standing Heavy Kick | |name=Standing Heavy Kick | ||
|command=[[File:Mvci_hk.png]] | |command=[[File:Mvci_hk.png]] | ||
|damage=700 | |damage=350x2 (700) | ||
|guard=Mid | |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 103: | Line 103: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-7 | ||
|block= | |block=-6 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 117: | Line 117: | ||
|guard=Mid | |guard=Mid | ||
|properties=Launch | |properties=Launch | ||
|startup= | |startup=13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=-7 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 131: | Line 131: | ||
|guard=Low | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=+2 | ||
|block= | |block=-3 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 144: | Line 144: | ||
|damage=700 | |damage=700 | ||
|guard=Low | |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= | |command=j.[[File:Mvci_lp.png]] | ||
|damage=300 | |damage=300 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 169: | Line 169: | ||
|photo= | |photo= | ||
|name=Jumping Heavy Punch | |name=Jumping Heavy Punch | ||
|command= | |command=j.[[File:Mvci_hp.png]] | ||
|damage=700 | |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= | |command=j.[[File:Mvci_lk.png]] | ||
|damage=500 | |damage=500 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 197: | Line 197: | ||
|photo= | |photo= | ||
|name=Jumping Heavy Kick | |name=Jumping Heavy Kick | ||
|command= | |command=j.[[File:Mvci_hk.png]] | ||
|damage=700 | |damage=700 | ||
|guard=High | |guard=High | ||
|properties=Groundbounce Hardknockdown | |properties=Groundbounce Hardknockdown | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 208: | Line 208: | ||
|notes=- | |notes=- | ||
}} | }} | ||
=== Command Normals === | |||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=Middle Kick | ||
|command=[[File: | |command=[[File:Mvci_lk.png]],[[File:Mvci_lk.png]] | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-7 | ||
|block= | |block=-10 | ||
|notes=- | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=Flip Kick | ||
|command=[[File: | |command=[[File:Mvci_fwd.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage=700 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=0 | ||
|block= | |block=-5 | ||
|notes=- | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=Sharp Strike | ||
|command=[[File: | |command=[[File:Mvci_df.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=500 | ||
|guard= | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 252: | Line 254: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=Quick Slice | ||
|command=[[File:Mvci_fwd.png]][[File: | |command=j.[[File:Mvci_fwd.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=500 | ||
|guard= | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=- | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=Air Raid Kick | ||
|command=j.[[File:Mvci_fwd.png]][[File: | |command=j.[[File:Mvci_fwd.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage=700 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 280: | Line 282: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Pistol Shot | |name=Pistol Shot | ||
|command= | |command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]] | ||
|damage=600 | |damage=600 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties={{airok}}<br>Projectile | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit=- | |hit=-6 | ||
|block=- | |block=-10 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 298: | Line 300: | ||
|damage=600 | |damage=600 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Projectile | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 306: | Line 308: | ||
|notes=- | |notes=- | ||
}} | }} | ||
=== Misc === | === Misc === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 311: | 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=Throw | |guard=Throw | ||
|properties= | |properties= | ||
Line 325: | 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=Throw | |guard=Throw | ||
|properties= | |properties= | ||
Line 357: | Line 360: | ||
|ldamage=300+700 (930) | |ldamage=300+700 (930) | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=9 | ||
|lactive= | |lactive= | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit= | ||
|lblock= | |lblock=-8 | ||
|lproperties= | |lproperties=Light Armor<br>Crumple | ||
|hdamage=1500 | |hdamage=1500 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=21 | ||
|hactive= | |hactive= | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock=-7 | ||
|hproperties= | |hproperties=Light Armor<br>Soft Knockdown | ||
|notes=- | |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 | {{MvCIMoveListRow2.1 | ||
Line 384: | Line 387: | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties=Light Armor | ||
|hdamage=1500 | |hdamage=1500 | ||
|hguard=Mid | |hguard=Mid | ||
Line 392: | Line 395: | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= | |hproperties=Light Armor<br>Wall Bounce<br>Hard Knockdown | ||
|notes=- | |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 | {{MvCIMoveListRow2.2 | ||
Line 401: | Line 404: | ||
|ldamage=150x9 (1275) | |ldamage=150x9 (1275) | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=21/25 | ||
|lactive= | |lactive= | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit=-1 | ||
|lblock= | |lblock=-6 | ||
|lproperties= | |lproperties=Projectile | ||
|hdamage=150x9 (1275) | |hdamage=150x9 (1275) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=21/25 | ||
|hactive= | |hactive= | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= | |hproperties=Projectile | ||
|notes=- | |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 | {{MvCIMoveListRow2.2 | ||
Line 423: | Line 426: | ||
|ldamage=100+600 (700) | |ldamage=100+600 (700) | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=23/18 | ||
|lactive= | |lactive= | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit= | ||
|lblock= | |lblock=-4 | ||
|lproperties= | |lproperties=Projectile | ||
|hdamage=100+600 (700) | |hdamage=100+600 (700) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=26/28 | ||
|hactive= | |hactive= | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock=-1 | ||
|hproperties= | |hproperties=Projectile | ||
|notes=- | |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 | {{MvCIMoveListRow2.1 | ||
Line 459: | Line 462: | ||
|hblock=- | |hblock=- | ||
|hproperties= | |hproperties= | ||
|notes=- | |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= | |||
|hactive= | |||
|hrecovery= | |||
|hhit= | |||
|hblock= | |||
|hproperties=Projectile | |||
|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 | |||
|photo= | |||
|name=Grenade Toss | |||
|command=(during Metal Shield) [[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |||
|ldamage=100+600 (700) | |||
|lguard=Mid | |||
|lstartup= | |||
|lactive= | |||
|lrecovery= | |||
|lhit= | |||
|lblock= | |||
|lproperties=Projectile | |||
|hdamage=100+600 (700) | |||
|hguard=Mid | |||
|hstartup= | |||
|hactive= | |||
|hrecovery= | |||
|hhit= | |||
|hblock= | |||
|hproperties=Projectile | |||
|notes=Nearly identical to your ordinary Grenade Toss, including the arcs and the limitation of one grenade on-screen at a time. | |||
}} | }} | ||
Line 469: | Line 572: | ||
|damage=500x4+2000 (3250) | |damage=500x4+2000 (3250) | ||
|guard=Mid | |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 | ||
Line 483: | Line 586: | ||
|damage=200x8+50x3+250x3+100x17+50+500<br>(3455) | |damage=200x8+50x3+250x3+100x17+50+500<br>(3455) | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Projectile | ||
|startup= | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=-66 | ||
|notes= | |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 | {{UMvC3MoveListRow2.0 | ||
Line 498: | Line 601: | ||
|guard=Mid | |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. | ||
}} | }} | ||
Latest revision as of 10:53, 16 September 2024
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 |
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Players to Watch
Character Vitals
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![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | -3 | -6 | ||||
- |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 12 | -5 | -10 | ||||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | -5 | -8 | ||||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | -7 | -6 | ||||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 13 | -7 | Launch | ||||
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 9 | +2 | -3 | ||||
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5 | - | - | ||||
- |
Jumping Heavy Punch j. ![]() |
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. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 10 | - | - | ||||
- |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 12 | - | - | Groundbounce Hardknockdown | |||
- |
Command Normals
Middle Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | -7 | -10 | |||||
- |
Flip Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 17 | 0 | -5 | ||||
- |
Sharp Strike![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 10 | ||||||
- |
Quick Slice j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 7 | - | - | ||||
- |
Air Raid Kick j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 11 | - | - | ||||
- |
Pistol Shot![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 11 | -6 | -10 | ![]() Projectile | |||
- |
Pistol Shot (Down) j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 11 | - | - | Projectile | |||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
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
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind