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== Monster Hunter == | == Monster Hunter == | ||
{{MvC3HyperGuideCharacterBox | Monster_hunter.png }} | {{MvC3HyperGuideCharacterBox | Monster_hunter.png }} | ||
The Monster Hunter is a bit of a unique type of character in this game's roster, not being a true character per se so much as a representative of a type of customizable blank-slate avatar you can play as in Capcom's creature-combatting ''Monster Hunter'' series. As such, she bears the duty of trying to representing a wide array of possibilities all in one package, as players in her home series can utilize a wide variety of weapons and armor that create significantly different playstyles and strategies. She puts one feature of her home series front and center, however: the ''big'' weapons needed for taking ''down'' big monsters. | |||
{{Nutshell| | {{Nutshell|In ''Marvel vs. Capcom Infinite,'' Monster Hunter is an unusual beast of a middle-sized character who nonetheless packs absolutely enormous armored moves typically associated with big bodies that could make Hulk blush. Owing to her nature as a representative of ''Monster Hunter,'' she nonetheless also packs speedy attacks with her Dual Blades and approach options with her Dodge, as well as ranged attacks with her Bow that allow her to both have a long-range presence as well as set up setplay scenarios and tag opportunities.}} | ||
=== Introduction === | === Introduction === | ||
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|command=[[File:Mvci_lp.png]] | |command=[[File:Mvci_lp.png]] | ||
|damage=300x2 (570) | |damage=300x2 (570) | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active=3(1)3 | ||
|recovery= | |recovery=32 | ||
|hit= | |hit=-15 | ||
|block= | |block=-18 | ||
|notes=A multi-hitting sword attack with decent range. | |notes=A multi-hitting sword attack with decent range. | ||
}} | }} | ||
Line 42: | Line 42: | ||
|command=[[File:Mvci_hp.png]] | |command=[[File:Mvci_hp.png]] | ||
|damage=800 | |damage=800 | ||
|guard= | |guard=Mid | ||
|properties=Armored | |properties=Armored | ||
|startup= | |startup=21 | ||
|active= | |active=3 | ||
|recovery= | |recovery=59 | ||
|hit= | |hit=-34 | ||
|block= | |block=-39 | ||
|notes=Armor start up is extremely fast however it does not go through hypers | |notes=Armor start up is extremely fast, however, it does not go through hypers. Can reaction armor with this button. Can whiff {{cancel}} to other {{armored}} attacks when armor activates. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 56: | Line 56: | ||
|command=[[File:Mvci_lk.png]] | |command=[[File:Mvci_lk.png]] | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active=3 | ||
|recovery= | |recovery=33 | ||
|hit= | |hit=-11 | ||
|block= | |block=-16 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 70: | Line 70: | ||
|command=[[File:Mvci_hk.png]] | |command=[[File:Mvci_hk.png]] | ||
|damage=4 hits (800) | |damage=4 hits (800) | ||
|guard= | |guard=Mid | ||
|properties=Knockdown | |properties=Knockdown | ||
|startup= | |startup=10 | ||
|active= | |active=2(2)3(21)3(2)3 | ||
|recovery= | |recovery=43 | ||
|hit= | |hit=+2 | ||
|block= | |block=-26 | ||
|notes=A multi-hitting sword attack that knocks the opponent up a bit | |notes=A multi-hitting sword attack that knocks the opponent up a bit. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 84: | Line 84: | ||
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_lp.png]] | ||
|damage=300x2 (570) | |damage=300x2 (570) | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=3(2)3 | ||
|recovery= | |recovery=33 | ||
|hit= | |hit=-18 | ||
|block= | |block=-20 | ||
|notes=A long range multi-hitting poke | |notes=A long range multi-hitting poke. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_hp.png]] | ||
|damage=850 | |damage=850 | ||
|guard= | |guard=Mid | ||
|properties=Armored Launch | |properties=Armored Launch | ||
|startup= | |startup=19 | ||
|active= | |active=6 | ||
|recovery= | |recovery=91 | ||
|hit= | |hit=+2 | ||
|block= | |block=-26 | ||
|notes=Armor start up is extremely fast however it does not go through hypers | |notes=Armor start up is extremely fast, however it does not go through hypers. Can reaction armor with this button. Can be whiff canceled from another heavy attack when armor activates. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 114: | Line 114: | ||
|guard=Low | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=14 | ||
|active= | |active=2 | ||
|recovery= | |recovery=31 | ||
|hit= | |hit=-9 | ||
|block= | |block=-14 | ||
|notes=A long reaching spear that hits low | |notes=A long reaching spear that hits low. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|guard=Low | |guard=Low | ||
|properties=Armored Hardknockdown | |properties=Armored Hardknockdown | ||
|startup= | |startup=24 | ||
|active= | |active=3 | ||
|recovery= | |recovery=64 | ||
|hit= | |hit=+15 | ||
|block= | |block=-44 | ||
|notes=A slow wind up attack that hits {{low}} with armor, can be whiff canceled into Overhead Slash or [[File:Mvci_down.png]][[File:Mvci_hp.png]] if armor activates. | |notes=A slow wind up attack that hits {{low}} with armor, can be whiff canceled into Overhead Slash or [[File:Mvci_down.png]][[File:Mvci_hp.png]] if armor activates. | ||
}} | }} | ||
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|photo= | |photo= | ||
|name=Jumping Light Punch | |name=Jumping Light Punch | ||
|command= | |command=j.[[File:Mvci_lp.png]] | ||
|damage=250x2 (475) | |damage=250x2 (475) | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=11 | ||
|active= | |active=2(4)3 | ||
|recovery= | |recovery=22 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=A multi-hitting attack where both of her hits are an overhead | |notes=A multi-hitting attack where both of her hits are an overhead | ||
}} | }} | ||
Line 152: | Line 152: | ||
|photo= | |photo= | ||
|name=Jumping Heavy Punch | |name=Jumping Heavy Punch | ||
|command= | |command=j.[[File:Mvci_hp.png]] | ||
|damage=850 | |damage=850 | ||
|guard=High | |guard=High | ||
|properties=Armored | |properties=Armored | ||
|startup= | |startup=22 | ||
|active= | |active=5 | ||
|recovery= | |recovery=65 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
{{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=9 | ||
|active= | |active=3 | ||
|recovery= | |recovery=21 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|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=During Air Combo: Groundbounce Hardknockdown Aircombofinisher | |properties=During Air Combo: Groundbounce Hardknockdown Aircombofinisher | ||
|startup= | |startup=15 | ||
|active= | |active=2 | ||
|recovery= | |recovery=29 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=A long reaching spear attack that hits below her, ends air combos | |notes=A long reaching spear attack that hits below her, ends air combos | ||
}} | }} | ||
=== Command Normals === | |||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
Line 196: | Line 197: | ||
|command=[[File:Mvci_fwd.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_fwd.png]][[File:Mvci_lp.png]] | ||
|damage=300+360 (660) | |damage=300+360 (660) | ||
|guard=High | |guard=High, Mid | ||
|properties= | |properties= | ||
|startup= | |startup=24 | ||
|active= | |active=2(3)3 | ||
|recovery= | |recovery=33 | ||
|hit= | |hit=-4 | ||
|block= | |block=-9 | ||
|notes=Monster Hunter vaults herself forwards with a multi-hitting dagger attack. Can be chained from [[File:Mvci_lp.png]] or [[File:Mvci_down.png]][[File:Mvci_lp.png]] but it cannot be canceled into any other | |notes=Monster Hunter vaults herself forwards with a multi-hitting dagger attack. Can be chained from [[File:Mvci_lp.png]] or [[File:Mvci_down.png]][[File:Mvci_lp.png]] but it cannot be canceled into any other normal or special. It can, however, be cancelled into Hypers, Tag, and Storm. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 210: | Line 211: | ||
|command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]] | ||
|damage=900 | |damage=900 | ||
|guard= | |guard=Mid | ||
|properties=Armored | |properties=Armored | ||
|startup= | |startup=31 | ||
|active= | |active=10 | ||
|recovery= | |recovery=93 | ||
|hit= | |hit=-76 | ||
|block= | |block=-81 | ||
|notes=Despite | |notes=Despite its name, it's not an overhead. Can be chained from [[File:Mvci_hp.png]] or [[File:Mvci_down.png]][[File:Mvci_hk.png]] and chains into [[File:Mvci_down.png]][[File:Mvci_hp.png]]. Can be whiff canceled from any heavy armor attack into [[File:Mvci_down.png]][[File:Mvci_hp.png]] when armor activates. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|command=[[File:Mvci_fwd.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_fwd.png]][[File:Mvci_hk.png]] | ||
|damage=300+400 (700) | |damage=300+400 (700) | ||
|guard= | |guard=Mid | ||
|properties=Hardknockdown | |properties=Hardknockdown | ||
|startup= | |startup=25 | ||
|active= | |active=2(4)4 | ||
|recovery= | |recovery=54 | ||
|hit= | |hit=+23 | ||
|block= | |block=-39 | ||
|notes=Monster Hunter flings forward with a multi-hitting attack that knocks down, chains from any of her basic normal attacks and chains into [[File:Mvci_down.png]][[File:Mvci_hp.png]] | |notes=Monster Hunter flings forward with a multi-hitting attack that knocks down, chains from any of her basic normal attacks and chains into [[File:Mvci_down.png]][[File:Mvci_hp.png]] | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Shot | |name=Jumping Shot | ||
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]] | |command=j.[[File:Mvci_down.png]][[File:Mvci_hk.png]] | ||
|damage=700 | |damage=700 | ||
|guard= | |guard=Mid | ||
|properties=Proj | |properties=Proj | ||
|startup= | |startup=19 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=A {{downward}} arrow attack that is strong for zoning in the air, can be reflected. | |notes=A {{downward}} arrow attack that is strong for zoning in the air, can be reflected. | ||
}} | }} | ||
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|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=1000 | |damage=1000 | ||
|guard= | |guard=Throw | ||
|properties=Hardknockdown | |properties=Hardknockdown | ||
|startup=3 | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery= | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Additional damage scales by 50%. Flings her opponent full screen, may be too difficult to combo afterwords. | |notes=Additional damage scales by 50%. Flings her opponent full screen, may be too difficult to combo afterwords. | ||
}} | }} | ||
Line 268: | Line 269: | ||
|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=3 hits (985) | |damage=3 hits (985) | ||
|guard= | |guard=Throw | ||
|properties=Hardknockdown | |properties=Hardknockdown | ||
|startup=3 | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery= | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Additional damage scales by 50%. Assaults her opponent mid air then puts them into a knockdown, may be too difficult to combo afterwords. | |notes=Additional damage scales by 50%. Assaults her opponent mid air then puts them into a knockdown, may be too difficult to combo afterwords. | ||
}} | }} | ||
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|command=[[File:Mvci_tag.png]] | |command=[[File:Mvci_tag.png]] | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup=6 | |startup=6 | ||
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|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 295: | Line 296: | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
[[File:Mvci monhun 236p 1.png|thumb]] | |||
[[File:Mvci_monhun_236p-3.png.png|thumb]] | |||
|name=Draw Slash | |name=Draw Slash | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] | ||
|damage=1500 | |damage=1500 | ||
|guard= | |guard=Mid | ||
|properties=Armored | |properties=Armored Hard Knockdown | ||
|startup= | |startup=34 | ||
|active= | |active=5 | ||
|recovery= | |recovery=75 | ||
|hit= | |hit=26 | ||
|block= | |block=-59 | ||
|notes=A heavy hitting attack with armor.<br> Can chain [[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] to activate a series of never ending {{armored}} strikes, | |notes=A heavy hitting attack with armor.<br> This move can connect early in a combo when cancelled from [[File:Mvci_down.png]][[File:Mvci_hp.png]] on a standing or a low airborne opponent, but will consume {{otg}}.<br> Can chain into [[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] to activate a series of never ending {{armored}} strikes, which hit Low, or chain into [[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_down.png]][[File:Mvci_hp.png]] for a launcher that can start a combo at the expense of {{otg}}. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Draw Slash | [[File:Mvci monhun 236p 1.png|thumb]] | ||
[[File:Mvci_monhun_236p-3.png.png|thumb]] | |||
|name=Draw Slash | |||
|command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | ||
(can be charged) | |||
|damage=1600 or 3000 (perfect charge) | |damage=1600 or 3000 (perfect charge) | ||
|guard= | |guard=Mid | ||
|properties=Armored Hardknockdown | |properties=Armored Hardknockdown | ||
|startup= | |startup=57 (90)<- Charged (62)<-crtical charge | ||
|active= | |active=4 | ||
|recovery= | |recovery=91 | ||
|hit= | |hit=19 (76)<-Critical Charge | ||
|block= | |block=-74 (-66)<-Critical Charge | ||
|notes=A heavy hitting attack with armor that even goes through hypers. Can let go of charge during the flash to get {{extra}} damage. [https://twitter.com/482_Doza/status/920332309513023488 Video reference showing the timing].<br> Can chain [[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] to activate a series of never ending {{armored}} strikes, the first follow up attack will hit Low | |notes=A heavy hitting attack with armor that even goes through hypers. Can let go of charge during the flash to get {{extra}} damage. [https://twitter.com/482_Doza/status/920332309513023488 Video reference showing the timing].<br> Can chain [[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] to activate a series of never ending {{armored}} strikes, the first follow up attack will hit Low | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Dodge | |name=Dodge | ||
|command=[[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|damage= | (can be directed) | ||
|guard= | |damage=- | ||
|guard=- | |||
|properties= | |properties= | ||
|startup= | |startup=40 (43)<- if canceled with light punch | ||
|active= | |active=0 (4)<- if canceled with light punch | ||
|recovery= | |recovery=0 (35)<- if canceled with light punch | ||
|hit= | |hit=0 (-13)<- if canceled with light punch | ||
|block= | |block=0 (-18)<- if canceled with light punch | ||
|notes=A type of roll that Monster Hunter can use to {{cancel}} out of normals on hit/block/whiff as well as {{cancel}} out of the recovery frames of specials. Note: Like all direction-agnostic specials, this move auto-corrects by rolling towards your opponent unless directed. | |notes=A type of roll that Monster Hunter can use to {{cancel}} out of normals on hit/block/whiff as well as {{cancel}} out of the recovery frames of specials. Note: Like all direction-agnostic specials, this move auto-corrects by rolling towards your opponent unless directed. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Demon Dodge | |name=Demon Dodge | ||
|command=[[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=During Demon Mode | ||
|damage= | [[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|guard= | |damage=- | ||
|guard=- | |||
|properties= | |properties= | ||
|startup= | |startup=1 (30)<- if canceled with light punch | ||
|active= | |active=21 (4)<- if canceled with light punch | ||
|recovery= | |recovery=16 (35)<- if canceled with light punch | ||
|hit= | |hit=0 (-13)<- if canceled with light punch | ||
|block= | |block=0 (-18)<-while cancel with light punch | ||
|notes=After powering up into Demon Mode from Demolisher Demon Dance, her Dodge becomes Demon Dodge, which has increased invincibility and faster recovery. It also will pass through opponents even in the corner. The recovery frames of Demon Dodge can be canceled into a normal or special move. Each activation of Demon Dodge will drain a bit of her Demon meter. | |notes=After powering up into Demon Mode from Demolisher Demon Dance, her Dodge becomes Demon Dodge, which has increased invincibility and faster recovery. It also will pass through opponents even in the corner. The recovery frames of Demon Dodge can be canceled into a normal or special move. Each activation of Demon Dodge will drain a bit of her Demon meter. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo=[[File:Mvci monhun 214p-1.png|thumb]] | ||
|name=Demon Flurry | [[File:Mvci monhun 214p-2.png|thumb]] | ||
[[File:Mvci monhun 214p-3.png|thumb]] | |||
|name=Demon Flurry | |||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage=5 hits (870) | |ldamage=5 hits (870) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup={15 (22) <-in the air low to the ground (18)<- in the air} | ||
|lactive= | |lactive=3(2)3(11)6(11)4 [2(5)2(9)2]<- low to the ground | ||
|lrecovery= | |lrecovery=59 (23)<_in the air low to the ground | ||
|lhit= | |lhit=25 (-1)<-Low to the ground | ||
|lblock= | |lblock=-42(-6) <-low to the ground | ||
|lproperties=Hardknockdown | |lproperties={{airok}} Hardknockdown | ||
|hdamage=5 hits (960) | |hdamage=5 hits (960) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup={23 (26)<-in the air low to the ground (22)<- in the air} | ||
|hactive= | |hactive=3(2)3(15)3(1)3(14)4 [3(6)3(8)3(11)3]<-low to the ground | ||
|hrecovery= | |hrecovery=64 (24)<-low to the ground | ||
|hhit= | |hhit=24 (17)<-low to the ground | ||
|hblock= | |hblock=-47 (-8)<-low to the Ground | ||
|hproperties=Hardknockdown | |hproperties={{airok}} Hardknockdown | ||
|notes=A multi-hitting sword attack | |notes=A multi-hitting sword attack. If you use Dodge at the end, you recover sooner and potentially can {{otg}} into a combo. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
[[File:MVCI Monster Hunter j214LP hitboxes.png|thumb]] LP<br> | |||
[[File:MVCI Monster Hunter j214hp hitboxes.png|thumb]] HP | |||
|name=Air Demon Flurry | |name=Air Demon Flurry | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=j.[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage=3 hits (870) | |ldamage=3 hits (870) | ||
|lguard=High (first hit only) | |lguard=High (first hit only)<br>Mid (the rest) | ||
|lstartup= | |lstartup=18 | ||
|lactive= | |lactive=2(5)2(9)2 | ||
|lrecovery= | |lrecovery=0 | ||
|lhit= | |lhit=0 | ||
|lblock= | |lblock=0 | ||
|lproperties= | |lproperties= | ||
|hdamage=4 hits (960) | |hdamage=4 hits (960) | ||
|hguard=High (first hit only) | |hguard=High (first hit only)<br>Mid (the rest) | ||
|hstartup= | |hstartup=22 | ||
|hactive= | |hactive=3(6)3(8)3(11)3 | ||
|hrecovery= | |hrecovery=0 | ||
|hhit= | |hhit=0 | ||
|hblock= | |hblock=0 | ||
|hproperties=Hardknockdown | |hproperties=Hardknockdown | ||
|notes=[[File:Mvci_lp.png]] version is a {{downward}} flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only.<br> [[File:Mvci_hp.png]] version is a forward flurry of attacks with an overhead. | |notes=[[File:Mvci_lp.png]] version is a {{downward}} flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only.<br> [[File:Mvci_hp.png]] version is a forward flurry of attacks with an overhead. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo=[[File:Mvci monhun 214p-1.png|thumb]] | ||
|name=Demon Dance | [[File:Mvci monhun 214p-2.png|thumb]] | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | [[File:Mvci monhun 214p-3.png|thumb]] | ||
|name=Demon Dance | |||
|command=During Demon Mode | |||
[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage=7 hits (1196) | |ldamage=7 hits (1196) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=15 (20)<-low to the ground | ||
|lactive= | |lactive=3(2)3(12)3(1)3(11)4(1)4(16)4 [4(11)2(2)2(6)2]<-low to the ground | ||
|lrecovery= | |lrecovery=49 (24)<-low to the ground | ||
|lhit= | |lhit=40 (0)<-low to the Ground | ||
|lblock= | |lblock=-31 (-5)<-low to the Ground | ||
|lproperties=Hardknockdown | |lproperties=Hardknockdown | ||
|hdamage=7 hits (1291) | |hdamage=7 hits (1291) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup=22 (24)<-low to the ground | ||
|hactive= | |hactive=3(2)3(14)3(1)3(15)4(1)4(19)4 [4(10)2(6)2(8)2(10)2]<-low to the ground | ||
|hrecovery= | |hrecovery=60 (24)<-low to the ground | ||
|hhit= | |hhit=40 (16)<-low to the ground | ||
|hblock= | |hblock=-42 (-7)<-low to the ground | ||
|hproperties=Wallbounce Hardknockdown | |hproperties=Wallbounce Hardknockdown | ||
|notes=A stronger version of Demon Flurry, if you use Demon Dodge at the end you have better recovery and potentially can {{otg}} into a combo. | |notes=A stronger version of Demon Flurry, if you use Demon Dodge at the end you have better recovery and potentially can {{otg}} into a combo. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo=[[File:MVCI Monster Hunter j214LP hitboxes.png|thumb]] LP<br> | ||
|name=Air Demon Dance | [[File:MVCI Monster Hunter j214hp hitboxes.png|thumb]] HP | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |name=Air Demon Dance | ||
|command=During Demon Mode | |||
j.[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |||
|ldamage=5 hits (1017) | |ldamage=5 hits (1017) | ||
|lguard=High (first hit only) | |lguard=High (first hit only)<br>Mid (the rest) | ||
|lstartup= | |lstartup=16 | ||
|lactive= | |lactive=4(11)2(2)2(6)2 | ||
|lrecovery= | |lrecovery=- | ||
|lhit= | |lhit=- | ||
|lblock= | |lblock=- | ||
|lproperties= | |lproperties= | ||
|hdamage=6 hits (1206) | |hdamage=6 hits (1206) | ||
|hguard=High (first hit only) | |hguard=High (first hit only)<br>Mid (the rest) | ||
|hstartup= | |hstartup=20 | ||
|hactive= | |hactive=4(10)2(6)2(8)2(10)2 | ||
|hrecovery= | |hrecovery=- | ||
|hhit= | |hhit=- | ||
|hblock= | |hblock=- | ||
|hproperties=Wallbounce | |hproperties=Wallbounce | ||
|notes=[[File:Mvci_lp.png]] version is a {{downward}} flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only.<br> [[File:Mvci_hp.png]] version is a forward flurry of attacks with an overhead that ends in a wall bounce. | |notes=[[File:Mvci_lp.png]] version is a {{downward}} flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only.<br> [[File:Mvci_hp.png]] version is a forward flurry of attacks with an overhead that ends in a wall bounce. | ||
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{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Arrow Strike | [[File:Mvci monhun 236lk-1.png|thumb]] | ||
[[File:Mvci monhun 236lk-2.png|thumb]] | |||
|name=Arrow Strike | |||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] | ||
(can be charged) | |||
|damage=1000 or 3 hits (1450) | |damage=1000 or 3 hits (1450) | ||
|guard= | |guard=Mid | ||
|properties=Proj Knockdown | |properties=Proj Knockdown | ||
|startup= | |startup=21 (61)<-if charged | ||
|active= | |active=54 (47)<-if charged | ||
|recovery= | |recovery=2 (9)<-if charged | ||
|hit= | |hit=-3 (52)<-if charged | ||
|block= | |block=30 (-31)<-if charged | ||
|notes=Holding [[File:Mvci_lk.png]] will charge her arrows that spread out above and below the original arrow. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time. | |notes=Holding [[File:Mvci_lk.png]] will charge her arrows that spread out above and below the original arrow. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Arc Shot | [[File:Mvci monhun 236hk-1.png|thumb]] | ||
[[File:Mvci monhun 236hk-2.png|thumb]] | |||
|name=Arc Shot | |||
|command=[[File:Mvci_qcf.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_hk.png]] | ||
(can be charged) | |||
|damage=1000 on the way up, 5 hits (960) or 9 hits (1640) on the way down | |damage=1000 on the way up, 5 hits (960) or 9 hits (1640) on the way down | ||
|guard= | |guard=Mid | ||
|properties=Proj Hardknockdown (airborne opponents) | |properties=Proj Hardknockdown (airborne opponents) | ||
|startup= | |startup=16 (56)<-if charged | ||
|active= | |active=47 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=64-69 | ||
|block= | |block=59-65 | ||
|notes=Monster Hunter shoots an arrow in the sky that comes back to the ground, the initial up arrow has a hitbox that can deal damage and possibly be worked into combos. Holding [[File:Mvci_hk.png]] will charge her arrows which creates more projectiles that full screen. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time. Uncharged arrows will travel about mid screen where as the full charge will travel full screen. Projectiles cannot be reflected. | |notes=Monster Hunter shoots an arrow in the sky that comes back to the ground, the initial up arrow has a hitbox that can deal damage and possibly be worked into combos. Holding [[File:Mvci_hk.png]] will charge her arrows which creates more projectiles that full screen. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time. Uncharged arrows will travel about mid screen where as the full charge will travel full screen. Projectiles cannot be reflected. | ||
}} | }} | ||
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|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage=4 hits (3290) | |damage=4 hits (3290) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Hard Knockdown<br>Invuln frames 1-23 | ||
|startup= | |startup=19 | ||
|active= | |active=5 | ||
|recovery= | |recovery=105 | ||
|hit= | |hit=32 | ||
|block= | |block=-91 | ||
|notes=A cinematic hyper, can tag in a partner on start up and {{otg}} into a combo. Has invincibility on start up. | |notes=A cinematic hyper, can tag in a partner on start up and {{otg}} into a combo. Has invincibility on start up. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Demolisher Demon Dance | |name=Demolisher Demon Dance | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage=20 hits (2863) | |damage=20 hits (2863) | ||
|guard= | |guard=Mid | ||
|properties=Hardknockdown | |properties={{airok}}<br>Hardknockdown | ||
|startup= | |startup=16 (20)<-lower to the ground | ||
|active= | |active=115 (170)<-in the ground | ||
|recovery= | |recovery=17 (71)<-in the ground | ||
|hit= | |hit=55 (28)<-in the ground | ||
|block= | |block=0+1f land (-54)<-in the ground | ||
|notes=Tied to her Easy Hyper Combo input, after activating this attack she gains Demon Mode which powers up some of her moves. Good to know that even if this move is interrupted after the hyper flash, she will still gain Demon Mode. Demon Mode does not go away when she tags out, however after a tag-in she loses a tiny bit of meter but it does not drain idly while she is off the field. Can refresh Demon Mode timer by inputting another one of these supers. A nice super to tag into a partner to follow up with. When in Demon Mode, Monster Hunter gains:<br> | |notes=Tied to her Easy Hyper Combo input, after activating this attack she gains Demon Mode which powers up some of her moves. Good to know that even if this move is interrupted after the hyper flash, she will still gain Demon Mode. Demon Mode does not go away when she tags out, however after a tag-in she loses a tiny bit of meter but it does not drain idly while she is off the field. Can refresh Demon Mode timer by inputting another one of these supers. A nice super to tag into a partner to follow up with. When in Demon Mode, Monster Hunter gains:<br> | ||
* A 5% damage bonus | * A 5% damage bonus | ||
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|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=800 on the way up, 200 per arrow on the way down | |damage=800 on the way up, 200 per arrow on the way down | ||
|guard= | |guard=Mid | ||
|properties=Proj Hardknockdown air borne opponents only | |properties=Proj Hardknockdown air borne opponents only | ||
|startup= | |startup=17 | ||
|active= | |active=73 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=136-139 | ||
|block= | |block=130-135 | ||
|notes=A strong lock down super, hits full screen and puts the opponent into block stun for quite awhile making tag-in mix ups ideal. | |notes=A strong lock down super, hits full screen and puts the opponent into block stun for quite awhile making tag-in mix ups ideal. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Hunter's Pride | |name=Hunter's Pride | ||
Lvl 3 | |||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|damage=7 hits (5475) | |damage=7 hits (5475) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Invuln frames 1-22 | ||
|startup= | |startup=18 | ||
|active= | |active=5 | ||
|recovery= | |recovery=150 | ||
|hit= | |hit=12 | ||
|block= | |block=-136 | ||
|notes=Invincibility on start up, cannot follow up with a combo afterwards and will always place the opponent mid screen. Tagging in a partner on the same input will grant strong Oki advantage. | |notes=Invincibility on start up, cannot follow up with a combo afterwards and will always place the opponent mid screen. Tagging in a partner on the same input will grant strong Oki advantage. | ||
}} | }} | ||
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=== Combos === | === Combos === | ||
[https://twitter.com/Silvius_Sama/status/920346391246974976 Solo 7.2k double super combo]<br> | [https://twitter.com/Silvius_Sama/status/920346391246974976 Solo 7.2k double super combo]<br> | ||
j.5HP > 5LK > 5HP > 2HK > 2HP > 236LP > P > KK > 5LP > 5HP > 2HK > 6HP > 2HP > J.5LP > J.5LP > J.5LK > J.5HK > Land > 214LP > 214PP [https://youtu.be/wImD4QKpcic?si=bkHWcwwnekzN8cHD Video Example] | |||
== Strategy == | == Strategy == |
Latest revision as of 18:08, 25 December 2024
Monster Hunter
The Monster Hunter is a bit of a unique type of character in this game's roster, not being a true character per se so much as a representative of a type of customizable blank-slate avatar you can play as in Capcom's creature-combatting Monster Hunter series. As such, she bears the duty of trying to representing a wide array of possibilities all in one package, as players in her home series can utilize a wide variety of weapons and armor that create significantly different playstyles and strategies. She puts one feature of her home series front and center, however: the big weapons needed for taking down big monsters.
In a nutshell
In Marvel vs. Capcom Infinite, Monster Hunter is an unusual beast of a middle-sized character who nonetheless packs absolutely enormous armored moves typically associated with big bodies that could make Hulk blush. Owing to her nature as a representative of Monster Hunter, she nonetheless also packs speedy attacks with her Dual Blades and approach options with her Dodge, as well as ranged attacks with her Bow that allow her to both have a long-range presence as well as set up setplay scenarios and tag opportunities.
Introduction
Players to Watch
Character Vitals
Move List
Unique Trait
Dodge: Monster Hunter has access to a roll that can be canceled out of normals on hit, block or even whiff! She can also cancel the recovery frames of her specials into dodge. Ending combos into Demolisher Demon Dance will power her up into Demon mode and make her Dodges even faster with more invincibility.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300x2 (570) | Mid | 9 | 3(1)3 | 32 | -15 | -18 | ||
A multi-hitting sword attack with decent range. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 10 | 3 | 33 | -11 | -16 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300x2 (570) | Mid | 8 | 3(2)3 | 33 | -18 | -20 | ||
A long range multi-hitting poke. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | Low | 14 | 2 | 31 | -9 | -14 | ||
A long reaching spear that hits low. |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250x2 (475) | High | 11 | 2(4)3 | 22 | - | - | ||
A multi-hitting attack where both of her hits are an overhead |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
850 | High | 22 | 5 | 65 | - | - | Armored | |
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 9 | 3 | 21 | - | - | ||
- |
Command Normals
Jumping Shot j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 19 | - | - | Proj | |||
A ![]() |
Misc
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Draw Slash![]() ![]() (can be charged) |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1600 or 3000 (perfect charge) | Mid | 57 (90)<- Charged (62)<-crtical charge | 4 | 91 | 19 (76)<-Critical Charge | -74 (-66)<-Critical Charge | Armored Hardknockdown | |
A heavy hitting attack with armor that even goes through hypers. Can let go of charge during the flash to get ![]() Can chain ![]() ![]() ![]() |
Demon Dodge During Demon Mode |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | - | 1 (30)<- if canceled with light punch | 21 (4)<- if canceled with light punch | 16 (35)<- if canceled with light punch | 0 (-13)<- if canceled with light punch | 0 (-18)<-while cancel with light punch | ||
After powering up into Demon Mode from Demolisher Demon Dance, her Dodge becomes Demon Dodge, which has increased invincibility and faster recovery. It also will pass through opponents even in the corner. The recovery frames of Demon Dodge can be canceled into a normal or special move. Each activation of Demon Dodge will drain a bit of her Demon meter. |
Hypers
Hunter's Pride | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
7 hits (5475) | Mid | 18 | 5 | 150 | 12 | -136 | Invuln frames 1-22 | |
Invincibility on start up, cannot follow up with a combo afterwards and will always place the opponent mid screen. Tagging in a partner on the same input will grant strong Oki advantage. |
Hitboxes
Videos
Technology
full charge Draw Slash confirm using dodge
Combos
j.5HP > 5LK > 5HP > 2HK > 2HP > 236LP > P > KK > 5LP > 5HP > 2HK > 6HP > 2HP > J.5LP > J.5LP > J.5LK > J.5HK > Land > 214LP > 214PP Video Example
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind