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== Normal Moves == | == Normal Moves == | ||
Jab: 5 damage. 3 frames startup. | |||
Crouching Jab: 5 damage. 3 frames startup. | |||
Jumping Jab: 5 damage. 3 frames startup. | |||
Strong: 8 damage. 6 frames startup. | |||
Crouching Strong: 8 damage. 6 frames startup. | |||
Jumping Strong: 8 damage. 5 frames startup. | |||
Fierce: 4 hits on arcade/DC/PS2, 5 hits (bug) on 360/PS3. 5+5+5(+5)+4 damage. 7 frames startup. Awesome. Also his snapback. | |||
Crouching Fierce: 14+14 damage. Two hits. 8 frames startup. | |||
Jumping Fierce: 14 damage. 10 frames startup. | |||
Short: 5 damage. 3 frames startup. | |||
Crouching Short: 5 damage. 3 frames startup. | |||
Jumping Short: 5 damage. 4 frames startup. | |||
Forward: 8 damage. 6 frames startup. | |||
Crouching Forward: 8 damage. 6 frames startup. | |||
Jumping Forward: 8 damage. 6 frames startup. | |||
Roundhouse: 14 damage. 8 frames startup. | |||
Crouching Roundhouse: 14 damage. 9 frames startup. | |||
Jumping Roundhouse: 3 hits: 5+5+5 damage. One of the best air-to-ground normals in the game. 9 frames startup. | |||
Downforward Roundhouse: 10 frames startup. | |||
Snap: Standing fierce. 3 frames startup, can cancel into from any point of the fierce. | |||
== Special Moves == | == Special Moves == |
Revision as of 12:48, 15 October 2011
Introduction
Colors
LP http://i11.photobucket.com/albums/a154/magnetro/LP-1.jpg HP http://i11.photobucket.com/albums/a154/magnetro/HK-1.jpg A1 http://i11.photobucket.com/albums/a154/magnetro/A1-1.jpg
LK http://i11.photobucket.com/albums/a154/magnetro/LK-1.jpg HK http://i11.photobucket.com/albums/a154/magnetro/HP-1.jpg A2 http://i11.photobucket.com/albums/a154/magnetro/A2-1.jpg
Created uniquely for Marvel vs Capcom 2, there's no real backstory here. He may be searching for the 'destructive wind sweeping across the land' that's destroying plant life, since that's part of the game's "plot".
Moves List
Normal Moves
Jab: 5 damage. 3 frames startup. Crouching Jab: 5 damage. 3 frames startup. Jumping Jab: 5 damage. 3 frames startup.
Strong: 8 damage. 6 frames startup. Crouching Strong: 8 damage. 6 frames startup. Jumping Strong: 8 damage. 5 frames startup.
Fierce: 4 hits on arcade/DC/PS2, 5 hits (bug) on 360/PS3. 5+5+5(+5)+4 damage. 7 frames startup. Awesome. Also his snapback. Crouching Fierce: 14+14 damage. Two hits. 8 frames startup. Jumping Fierce: 14 damage. 10 frames startup.
Short: 5 damage. 3 frames startup. Crouching Short: 5 damage. 3 frames startup. Jumping Short: 5 damage. 4 frames startup.
Forward: 8 damage. 6 frames startup. Crouching Forward: 8 damage. 6 frames startup. Jumping Forward: 8 damage. 6 frames startup.
Roundhouse: 14 damage. 8 frames startup. Crouching Roundhouse: 14 damage. 9 frames startup. Jumping Roundhouse: 3 hits: 5+5+5 damage. One of the best air-to-ground normals in the game. 9 frames startup. Downforward Roundhouse: 10 frames startup.
Snap: Standing fierce. 3 frames startup, can cancel into from any point of the fierce.
Special Moves
Cactus Dash | QCF+P (air) |
---|---|
Cactus Bounce | QCB+P |
Child of the Earth (punch) | QCF+LK |
Child of the Earth (kick) | QCF+HK |
Child of the Earth (grab) | QCB+K |
You can have two cactus Children on-screen at any time. They can only go one screen length before becoming dizzy and passing out. They can be destroyed with any move by your opponent. The grabbing Child is unblockable.
Super Moves
Law of Vegetation (Maraca Super) | QCB+2P |
---|---|
Sun's Blessing (Vine Super) | QCF+2K |
The Maraca Super's "capture" helper cannot be destroyed, but can be blocked.
Assist Moves
Type | Assist | Counter | Team Hyper Combo |
---|---|---|---|
A | Life Up Fruit | HP Cactus Bounce | Vine Super |
B | Defence Up Fruit | HP Cactus Drill | Vine Super |
Y | Crouching MP (rings) | HP Cactus Bounce | Vine Super |
The Bonus Fruits pop off the vine in a random direction - you must catch them before they land in order to gain their benefit. They cannot be used by your opponent.