m (→Normals) |
|||
(9 intermediate revisions by the same user not shown) | |||
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= | ||
Line 94: | Line 94: | ||
|hit=+0 | |hit=+0 | ||
|block=-5 | |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 150: | Line 150: | ||
|hit= | |hit= | ||
|block=-10 | |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 | ||
Line 159: | Line 159: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 173: | Line 173: | ||
|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 | ||
Line 187: | Line 187: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 201: | Line 201: | ||
|guard=High | |guard=High | ||
|properties=Groundbounce Hardknockdown | |properties=Groundbounce Hardknockdown | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 220: | Line 220: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-7 | ||
|block= | |block=-10 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 231: | Line 231: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=0 | ||
|block= | |block=-5 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 245: | Line 245: | ||
|guard=Low | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 259: | Line 259: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 273: | Line 273: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 287: | Line 287: | ||
|guard=Mid | |guard=Mid | ||
|properties={{airok}}<br>Projectile | |properties={{airok}}<br>Projectile | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-6 | ||
|block= | |block=-10 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 300: | Line 300: | ||
|damage=600 | |damage=600 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Projectile | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 308: | Line 308: | ||
|notes=- | |notes=- | ||
}} | }} | ||
=== Misc === | === Misc === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 359: | 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 386: | Line 387: | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties=Light Armor | ||
|hdamage=1500 | |hdamage=1500 | ||
|hguard=Mid | |hguard=Mid | ||
Line 394: | 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 403: | 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 425: | 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 461: | 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 | {{UMvC3MoveListRow2.0 | ||
Line 469: | Line 470: | ||
|damage=1200 | |damage=1200 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Dash Cancellable | ||
|startup= | |startup=15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=+3 | ||
|block= | |block=0 | ||
|notes=- | |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 | {{UMvC3MoveListRow2.0 | ||
Line 484: | Line 485: | ||
|guard=High, Mid | |guard=High, Mid | ||
|properties=Ground Bounce<br>Hard Knockdown | |properties=Ground Bounce<br>Hard Knockdown | ||
|startup= | |startup=27 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=-1 | ||
|notes= | |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 | {{UMvC3MoveListRow2.0 | ||
Line 498: | Line 499: | ||
|guard=Mid | |guard=Mid | ||
|properties=Projectile | |properties=Projectile | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |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 | {{UMvC3MoveListRow2.0 | ||
Line 517: | Line 518: | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes= | |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 | {{MvCIMoveListRow2.2 | ||
Line 530: | Line 531: | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties=Projectile | ||
|hdamage=150x6 (870) | |hdamage=150x6 (870) | ||
|hguard=Mid | |hguard=Mid | ||
Line 538: | 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 | ||
Line 552: | Line 553: | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties=Projectile | ||
|hdamage=100+600 (700) | |hdamage=100+600 (700) | ||
|hguard=Mid | |hguard=Mid | ||
Line 560: | 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 571: | 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 585: | 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 600: | 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 |
---|---|
|
|
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