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[[File:Mvci_logo.png|link=MvCI]] | [[File:Mvci_logo.png|link=MvCI]] | ||
{| | {{MVC2 Character Intro|char=Sigma|full=Sigma|short=Sigma|content= | ||
| | {{2 Column Flex|flex1=6|flex2=4 | ||
| | |content1= | ||
== Story == | |||
The primary antagonist of the ''Mega Man X'' series, Sigma was originally a robot (known in the X series as a Reploid) created as the pinnacle of those who fight against rogue robots in the future, known as Maverick Hunters. Eventually infected with a deadly virus, his thoughts slowly became more corrupted over time until he became a Maverick himself. Using his experience as the former commander of Maverick Hunters, he leads the rest of the Mavericks into a war on the human race and seeks to rid the world of all organic life. He has appeared in many forms, as he dies and is resurrected in each game, but his look and abilities draw largely from possibly his most iconic appearance, from the very first ''Mega Man X'' game. | |||
== | == Gameplay == | ||
Sigma is the absolute best in one important area: screen coverage. Although his giant body can be a hindrance on defense, he puts it to great use on offense with his laser sword, taking up a large portion of the screen with every attack. He has great tools in other areas, but playing neutral with Sigma especially can be incredibly challenging. | |||
{{ | <!-- '''TODO:''' Write an expanded gameplay description --> | ||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>v=h5Ot51v5U5E></youtube></center> | |||
}} | |||
}} | |||
{{ProConTable | |||
|pros= | |||
*{{Clr|4|'''Hitboxes:'''}} Sigma can fill half the screen with massive normals like 5HP, leave lingering projectiles out with Arc Divide, and even lock the opponent down with his Rave Divide hyper. | |||
*{{Clr|4|'''Combos:'''}} On top of his massive hitboxes, Sigma is able to convert off of them solo from almost anywhere on screen. Arc Divide has generous amounts of hitstun, and Straight Divide sends him flying forward as much as some hypers wish they could. There's also never a bad time to tag your partner in during these combos, allowing him to convert from even the furthest of ranges. | |||
*{{Clr|4|'''Arc Divide:'''}} This single move rounds out the previous two points perfectly. Giant hitbox, has an extension for easier confirming, can then be cancelled into Straight Divide for full extensions, lots of time for tagging in a partner, and more. This single move will do you the dishes even after making you dinner. | |||
= | *{{Clr|4|'''Damage and Meter Gain:'''}} Sigma's combos not only deal great damage for the low amount of hits they usually consist of, but it's not uncommon for those same combos to build a whole hyper meter for you to end your combo with. | ||
|cons= | |||
*{{Clr|3|'''Slow Frame Data:'''}} Despite his overwhelming ability to cover the screen with hitboxes, his best moves for doing so are quite slow. Against an aggressive opponent who likes running in, it can be difficult to make use of Sigma's best feature. | |||
*{{Clr|3|'''Weak Defense:'''}} If you can get in on Sigma, not only do you prevent him from capitalizing on his strengths, but you also capitalize on his lack of good defensive options. He has slow normals and a bad counter, but nothing else. | |||
*{{Clr|3|'''Limited Mix:'''}} Sigma doesn't have good ways of opening the opponent up, so if he's fighting on a life deficit or without a partner, he can struggle to get anything started. His command grab is slow and leads to limited followups, and his movement is somewhat clunky despite having an air dash. | |||
}} | |||
}} | |||
== Move List == | == Move List == | ||
=== Unique Trait === | === Unique Trait === | ||
''' | '''Overlord Laser''': Sigma's Overlord Laser is an eye beam projectile that is extremely versatile to screen away his opponents. It can cover many options and easily be followed up with heavy screen-based moves. | ||
=== Normals === | === Normals === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Light Punch | |name=Standing Light Punch | ||
|command=[[File:Mvci_lp.png]] | |command=[[File:Mvci_lp.png]] | ||
|damage=600 | |damage=600 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=3 | ||
|recovery= | |recovery=16 | ||
|hit= | |hit=-1 | ||
|block= | |block=-4 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Heavy Punch | |name=Standing Heavy Punch | ||
|command=[[File:Mvci_hp.png]] | |command=[[File:Mvci_hp.png]] | ||
|damage=800 | |damage=800 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=13 | ||
|active= | |active=4 | ||
|recovery= | |recovery=30 | ||
|hit= | |hit=-9 | ||
|block= | |block=-14 | ||
|notes=Can be used as an anti-air | |notes=Can be used as an anti-air. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Light Kick | |name=Standing Light Kick | ||
|command=[[File:Mvci_lk.png]] | |command=[[File:Mvci_lk.png]] | ||
|damage=600 | |damage=600 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active=7 | ||
|recovery= | |recovery=25 | ||
|hit= | |hit=-12 | ||
|block= | |block=-15 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Standing Heavy Kick | |name=Standing Heavy Kick | ||
|command=[[File:Mvci_hk.png]] | |command=[[File:Mvci_hk.png]] | ||
|damage=800 | |damage=800 | ||
|guard= | |guard=Mid | ||
|properties=Knockdown | |properties=Knockdown | ||
|startup= | |startup=12 | ||
|active= | |active=4 | ||
|recovery= | |recovery=45 | ||
|hit= | |hit=-6 | ||
|block= | |block=-28 | ||
|notes=Knocks opponents back into a spinning state | |notes=Knocks opponents back into a spinning state. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|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=600 | |damage=600 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active=6 | ||
|recovery= | |recovery=20 | ||
|hit= | |hit=-8 | ||
|block= | |block=-11 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|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=800 | |damage=800 | ||
|guard= | |guard=Mid | ||
|properties=Launch | |properties=Launch | ||
|startup= | |startup=14 | ||
|active= | |active=4 | ||
|recovery= | |recovery=48 | ||
|hit= | |hit=-1 | ||
|block= | |block=-32 | ||
|notes=An excellent anti-air, can blow up an | |notes=An excellent anti-air, can blow up an opponent's box dash. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|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]] | ||
Line 113: | Line 131: | ||
|guard=Low | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active=6 | ||
|recovery= | |recovery=29 | ||
|hit= | |hit=-16 | ||
|block= | |block=-19 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|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=800 | |damage=800 | ||
|guard=Low | |guard=Low | ||
|properties= | |properties=Hard Knockdown | ||
|startup= | |startup=13 | ||
|active= | |active=6 | ||
|recovery= | |recovery=34 | ||
|hit= | |hit=+38 | ||
|block= | |block=-17 | ||
|notes= | |notes=Doesn't seem to be too useful, can't follow up. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Light Punch | |name=Jumping Light Punch | ||
|command= | |command=j.[[File:Mvci_lp.png]] | ||
|damage=600 | |damage=600 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active=6 | ||
|recovery= | |recovery=26 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Heavy Punch | |name=Jumping Heavy Punch | ||
|command= | |command=j.[[File:Mvci_hp.png]] | ||
|damage=800 | |damage=800 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=14 | ||
|active= | |active=4 | ||
|recovery= | |recovery=47 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=A long reaching sword attack that hits below him and can potentially enable fuzzy guards, can air dash cancel this into another j.HP and follow up with a combo on the ground. | |notes=A long reaching sword attack that hits below him and can potentially enable fuzzy guards, can air dash {{cancel}} this into another j.HP and follow up with a combo on the ground. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Light Kick | |name=Jumping Light Kick | ||
|command= | |command=j.[[File:Mvci_lk.png]] | ||
|damage=600 | |damage=600 | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active=4 | ||
|recovery= | |recovery=44 | ||
|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=800 | |damage=800 | ||
|guard=High | |guard=High | ||
|properties=During Air Combo: Groundbounce Hardknockdown Aircombofinisher | |properties=During Air Combo: Groundbounce Hardknockdown Aircombofinisher | ||
|startup= | |startup=14 | ||
|active= | |active=6 | ||
|recovery= | |recovery=38 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=A strong overhead when used with short hops | |notes=A strong overhead when used with short hops. | ||
}} | }} | ||
=== Command Normals === | |||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Overload Laser | |name=Overload Laser | ||
|command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]] | ||
|damage=600 | |damage=600 | ||
|guard= | |guard=Mid | ||
|properties=Proj | |properties=Proj. Hard Knockdown | ||
|startup= | |startup=18 | ||
|active= | |active=9 | ||
|recovery= | |recovery=24 | ||
|hit= | |hit=+71 | ||
|block= | |block=-8 | ||
|notes=A far reaching eye laser that hits the | |notes=A far reaching eye laser that hits the opponent's feet and sweeps them, can be followed up with most of his special attacks even at long distance. If used later on in a combo after a ground bounce has already been used, it will put opponent into a Force Tech where they can only neutral tech or air tech. A strong neutral tool that can {{cancel}} into any special and allows combo follow up. | ||
}} | }} | ||
=== Misc === | === Misc === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|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=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 opponent full screen, may be impossible to confirm | |notes=Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|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=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 opponent full screen, may be impossible to confirm | |notes=Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Tag | |name=Tag | ||
|command=[[File:Mvci_tag.png]] | |command=[[File:Mvci_tag.png]] | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup=6 | |startup=6 | ||
Line 246: | Line 265: | ||
|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. | ||
}} | }} | ||
=== Specials === | === Specials === | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Arc Divide | |name=Arc Divide | ||
|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=700 + 200x3 (1132) | |ldamage=700 + 200x3 (1132) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=18 | ||
|lactive= | |lactive=2 | ||
|lrecovery= | |lrecovery=33 | ||
|lhit= | |lhit=+38 | ||
|lblock= | |lblock=+14 | ||
|lproperties=Knockdown Proj | |lproperties=Knockdown Proj | ||
|hdamage=700 + 200x3 (1132) | |hdamage=700 + 200x3 (1132) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup=19 | ||
|hactive= | |hactive=2 | ||
|hrecovery= | |hrecovery=37 | ||
|hhit= | |hhit=+42 | ||
|hblock= | |hblock=-20 | ||
|hproperties=Knockdown Proj | |hproperties=Knockdown Proj | ||
|notes=Sigma slices his sword that leaves a digital trail and creates a projectile with long active frames.<br> [[File:Mvci_lp.png]] version is a ground slice that leaves a stationary projectile on the field in front of Sigma.<br> [[File:Mvci_hp.png]] version is an anti-air slice that leaves a stationary projectile in the air above Sigma, sword attack does not hit crouching opponents. | |notes=Sigma slices his sword that leaves a digital trail and creates a projectile with long active frames.<br> [[File:Mvci_lp.png]] version is a ground slice that leaves a stationary projectile on the field in {{front}} of Sigma. These projectiles are a major threat as they can't be reflected and can help negate your opponents options in neutral.<br> [[File:Mvci_hp.png]] version is an anti-air slice that leaves a stationary projectile in the air above Sigma, sword attack does not hit crouching opponents. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
|name=Arc Divide | |name=Arc Divide | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage=800 + 200x3 (1232) | |ldamage=800 + 200x3 (1232) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=26 | ||
|lactive= | |lactive=4 | ||
|lrecovery= | |lrecovery=37 | ||
|lhit= | |lhit=+13/+74 | ||
|lblock= | |lblock=-22 | ||
|lproperties=Knockdown Proj | |lproperties=Knockdown Proj | ||
|hdamage=800 + 200x3 (1232) | |hdamage=800 + 200x3 (1232) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup=25 | ||
|hactive= | |hactive=3 | ||
|hrecovery= | |hrecovery=48 | ||
|hhit= | |hhit=+23/+32 | ||
|hblock= | |hblock=-32 | ||
|hproperties=Knockdown Proj | |hproperties=Knockdown Proj | ||
|notes=An alternate version that has the longest reaching attacks.<br> [[File:Mvci_lk.png]] version is a ground slice that leaves a long range stationary projectile in the air.<br> [[File:Mvci_hk.png]] version is ground slice that leaves a long range stationary projectile on the ground. | |notes=An alternate version that has the longest reaching attacks.<br> [[File:Mvci_lk.png]] version is a ground slice that leaves a long range stationary projectile in the air.<br> [[File:Mvci_hk.png]] version is ground slice that leaves a long range stationary projectile on the ground. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
|name=Second Divide | |name=Second Divide | ||
|command= | |command=During Arc Divide | ||
[[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |||
|ldamage=800 + 200x3 (1232) | |ldamage=800 + 200x3 (1232) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup= | ||
|lactive= | |lactive= | ||
Line 307: | Line 327: | ||
|lproperties=Knockdown Proj | |lproperties=Knockdown Proj | ||
|hdamage=800 + 200x3 (1232) | |hdamage=800 + 200x3 (1232) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup= | ||
|hactive= | |hactive= | ||
Line 317: | Line 337: | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Straight Divide | |name=Straight Divide | ||
|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=500 + 800 (1300) | |ldamage=500 + 800 (1300) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=20 | ||
|lactive= | |lactive=20(6)5 | ||
|lrecovery= | |lrecovery=24 | ||
|lhit= | |lhit=+37 | ||
|lblock= | |lblock=-36 | ||
|lproperties=Knockdown Armored <br> Absorbs Proj | |lproperties={{airok}} <br> Knockdown Armored <br> Absorbs Proj | ||
|hdamage=500 + 800 (1300) | |hdamage=500 + 800 (1300) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup=20 | ||
|hactive= | |hactive=17(6)6 | ||
|hrecovery= | |hrecovery=24 | ||
|hhit= | |hhit=+65 | ||
|hblock= | |hblock=-4 | ||
|hproperties=Hardknockdown Wallbounce Armored <br> Absorbs Proj | |hproperties={{airok}} <br> Hardknockdown Wallbounce Armored <br> Absorbs Proj | ||
|notes=Sigma charges his foe which can extend his combos.<br> [[File:Mvci_lp.png]] version knocks opponents into the air, can usually follow up with an air attack into an air Straight Divide | |notes=Sigma charges his foe which can extend his combos.<br> [[File:Mvci_lp.png]] version knocks opponents into the air, can usually follow up with an air attack into an air Straight Divide. Does not hit crouching opponents.<br> [[File:Mvci_hp.png]] version is a shoulder tackle that causes a wall bounce and can be followed up. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Air Straight Divide | |name=Air Straight Divide | ||
|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=500 + 800 (1300) | |ldamage=500 + 800 (1300) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=18 | ||
|lactive= | |lactive=20(10)5 | ||
|lrecovery= | |lrecovery=20 | ||
|lhit= | |lhit=+43 | ||
|lblock= | |lblock=0 | ||
|lproperties=Hardknockdown Armored <br> Absorbs Proj | |lproperties=Hardknockdown Armored <br> Absorbs Proj | ||
|hdamage=500 + 800 (1300) | |hdamage=500 + 800 (1300) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup=18 | ||
|hactive= | |hactive=17(6)6 | ||
|hrecovery= | |hrecovery=23 | ||
|hhit= | |hhit=+70 | ||
|hblock= | |hblock=-3 | ||
|hproperties=Wallbounce Hardknockdown Armored <br> Absorbs Proj | |hproperties=Wallbounce Hardknockdown Armored <br> Absorbs Proj | ||
|notes=The air version covers new angles of attacks.<br> [[File:Mvci_lp.png]] version is a dive attack that knocks opponents down on the ground, good for ending combos or extending them.<br> [[File:Mvci_hp.png]] version is an air shoulder tackle that causes a wall bounce and can be followed up. | |notes=The air version covers new angles of attacks.<br> [[File:Mvci_lp.png]] version is a dive attack that knocks opponents down on the ground, good for ending combos or extending them.<br> [[File:Mvci_hp.png]] version is an air shoulder tackle that causes a wall bounce and can be followed up. | ||
}} | }} | ||
{{ | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Reflector Magnum | |name=Reflector Magnum | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
| | |damage=400x2 (800) | ||
| | |guard=Mid | ||
| | |properties=Knockdown Proj | ||
|startup=20 | |||
|active=- | |||
|recovery=32 | |||
|hit=+15 | |||
|block=-7 | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|notes=Sigma shoots two rockets from his hands that bounce around the field.<br> [[File:Mvci_lk.png]] version is a double rocket attack that strikes the ground and reflects off all surfaces, can be reflected.<br> [[File:Mvci_hk.png]] version is an anti-air double rocket attack that strikes the walls and reflects off them, can be reflected. | |notes=Sigma shoots two rockets from his hands that bounce around the field.<br> [[File:Mvci_lk.png]] version is a double rocket attack that strikes the ground and reflects off all surfaces, can be reflected.<br> [[File:Mvci_hk.png]] version is an anti-air double rocket attack that strikes the walls and reflects off them, can be reflected. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Mirage Claw | |name=Mirage Claw | ||
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage=1500 | |ldamage=1500 | ||
|lguard=Throw | |lguard=Throw | ||
|lstartup= | |lstartup=7 | ||
|lactive= | |lactive=3 | ||
|lrecovery= | |lrecovery=52 | ||
|lhit= | |lhit=+50 | ||
|lblock= | |lblock=- | ||
|lproperties=Hardknockdown | |lproperties=Hardknockdown | ||
|hdamage=2000 | |hdamage=2000 | ||
|hguard=Throw | |hguard=Throw | ||
|hstartup= | |hstartup=18 | ||
|hactive= | |hactive=3 | ||
|hrecovery= | |hrecovery=53 | ||
|hhit= | |hhit=+79 | ||
|hblock= | |hblock=- | ||
|hproperties=Groundbounce | |hproperties=Groundbounce | ||
|notes= | |notes=Sigma's command grab can only hit grounded opponents.<br> [[File:Mvci_lp.png]] version throws his opponent full screen.<br> [[File:Mvci_hp.png]] version throws his opponent into a confirmable ground bounce. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
|name=Counter Teleport | |name=Counter Teleport | ||
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage=1000 | |ldamage=1000 | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=6 | ||
|lactive= | |lactive=25 | ||
|lrecovery= | |lrecovery=19 | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties=Counter Hardknockdown | |lproperties=Counter Hardknockdown | ||
|hdamage=1000 | |hdamage=1000 | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup=12 | ||
|hactive= | |hactive=26 | ||
|hrecovery= | |hrecovery=15 | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties=Counter Hardknockdown | |hproperties=Counter Hardknockdown | ||
|notes= | |notes=Sigma's {{counter}} can stop physical attacks and projectiles, if the projectile can be normally reflected he will simply reflect it back, if he counters a projectile that cannot be reflected, such as a beam, he will treat the {{counter}} like a physical and teleport.<br> [[File:Mvci_lk.png]] version teleports above and in {{front}} of his enemy and strikes them.<br> [[File:Mvci_hk.png]] version teleports above and behind the enemy and strikes them. | ||
}} | }} | ||
=== Hypers === | === Hypers === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Doom Buster | |name=Doom Buster | ||
|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=500x5 (2200) | |damage=500x5 (2200) | ||
|guard= | |guard=Mid | ||
|properties= | |properties={{airok}}<br>Invuln frame 6<br>Projectile<br>Hard Knockdown | ||
|startup= | |startup=6+6 (12 total) | ||
|active= | |active=- | ||
|recovery= | |recovery=57/60 | ||
|hit= | |hit=+47/- | ||
|block= | |block=-12/- | ||
|notes=A full screen multi-hitting projectile | |notes=Frame data is ground/air. A full screen multi-hitting projectile. Can confirm with an {{otg}} in the corner. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Blazing Line | |name=Blazing Line | ||
|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=500x2 + 600x4 (2800) | |damage=500x2 + 600x4 (2800) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Invuln frame 11<br>Projectile<br>Hard Knockdown | ||
|startup= | |startup=11+4 (15 total) | ||
|active= | |active=- | ||
|recovery= | |recovery=65 | ||
|hit= | |hit=+2 ~ +20 | ||
|block= | |block=+58 ~ +76 | ||
|notes=A full screen eye beam that strikes the ground starting from Sigma's left that travels to the other side, a secondary wave of explosions follows. | |notes=A full screen eye beam that strikes the ground starting from Sigma's left that travels to the other side, after which a secondary wave of explosions follows. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Rave Divide | |name=Rave Divide | ||
|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=800x6 (3530) | |damage=800x6 (3530) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Invuln frame 11<br>Hard Knockdown | ||
|startup= | |startup=11+10 (21 total) | ||
|active= | |active=3(26)4(17)2(30)6(22)3(8)3 | ||
|recovery= | |recovery=62 | ||
|hit= | |hit=+28 | ||
|block= | |block=-46 | ||
|notes=A series of sword attacks that allows combo follow up from a partner. | |notes=A series of sword attacks that allows combo follow up from a partner. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Final Sigma | |name=Final Sigma<br>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=9 hits (5635) | |damage=9 hits (5635) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Invuln frames 1-17<br>Hard Knockdown | ||
|startup= | |startup=11+3 (14 total) | ||
|active= | |active=3 | ||
|recovery= | |recovery=68 | ||
|hit= | |hit=+24 | ||
|block= | |block=-52 | ||
|notes=Invincible on start up | |notes=Invincible on start up | ||
}} | }} | ||
=== Hitboxes === | === Hitboxes === | ||
<youtube>vO8430soJ9s</youtube><br> | |||
== Videos == | == Videos == | ||
<youtube> | <youtube>DWBu07iPa_U</youtube><br> | ||
=== Technology === | === Technology === | ||
Line 497: | Line 510: | ||
=== Combos === | === Combos === | ||
<youtube>5UO2n2mYRRo</youtube><br> | <youtube>5UO2n2mYRRo</youtube><br> | ||
[https://youtu.be/mfOMthKKyyM Desks Sigma Video]<br> | |||
[https://twitter.com/Philltastic1/status/921168726510227456 showing off combo potential with Zero's starters]<br> | |||
== Strategy == | == Strategy == | ||
Line 522: | Line 537: | ||
[http://wiki.shoryuken.com/MvCI/Sigma#Top Top of Page] | [http://wiki.shoryuken.com/MvCI/Sigma#Top Top of Page] | ||
[[Category: Marvel vs. Capcom Infinite]] | {{Navbox-MVCI}} | ||
[[Category:Marvel vs. Capcom Infinite]] |
Latest revision as of 19:45, 13 September 2024
Story
The primary antagonist of the Mega Man X series, Sigma was originally a robot (known in the X series as a Reploid) created as the pinnacle of those who fight against rogue robots in the future, known as Maverick Hunters. Eventually infected with a deadly virus, his thoughts slowly became more corrupted over time until he became a Maverick himself. Using his experience as the former commander of Maverick Hunters, he leads the rest of the Mavericks into a war on the human race and seeks to rid the world of all organic life. He has appeared in many forms, as he dies and is resurrected in each game, but his look and abilities draw largely from possibly his most iconic appearance, from the very first Mega Man X game.
Gameplay
Sigma is the absolute best in one important area: screen coverage. Although his giant body can be a hindrance on defense, he puts it to great use on offense with his laser sword, taking up a large portion of the screen with every attack. He has great tools in other areas, but playing neutral with Sigma especially can be incredibly challenging.
Strengths | Weaknesses |
---|---|
|
|
Move List
Unique Trait
Overlord Laser: Sigma's Overlord Laser is an eye beam projectile that is extremely versatile to screen away his opponents. It can cover many options and easily be followed up with heavy screen-based moves.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 8 | 3 | 16 | -1 | -4 | ||
- |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 13 | 4 | 30 | -9 | -14 | ||
Can be used as an anti-air. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 10 | 7 | 25 | -12 | -15 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 12 | 4 | 45 | -6 | -28 | Knockdown | |
Knocks opponents back into a spinning state. |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 7 | 6 | 20 | -8 | -11 | ||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 14 | 4 | 48 | -1 | -32 | Launch | |
An excellent anti-air, can blow up an opponent's box dash. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Low | 9 | 6 | 29 | -16 | -19 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Low | 13 | 6 | 34 | +38 | -17 | Hard Knockdown | |
Doesn't seem to be too useful, can't follow up. |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 5 | 6 | 26 | - | - | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 7 | 4 | 44 | - | - | ||
- |
Command Normals
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | Hardknockdown | |
Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm. |
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
Final Sigma Lvl 3 ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
9 hits (5635) | Mid | 11+3 (14 total) | 3 | 68 | +24 | -52 | Invuln frames 1-17 Hard Knockdown | |
Invincible on start up |
Hitboxes
Videos
Technology
HSDR concept
overload laser reset concept on neutral tech
overload laser reset concept where opponent air techs
Combos
Desks Sigma Video
showing off combo potential with Zero's starters
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind