m (fix motion tags) |
Lowensmech (talk | contribs) |
||
(20 intermediate revisions by 2 users not shown) | |||
Line 300: | Line 300: | ||
|guard= | |guard= | ||
|properties=Armored Hardknockdown | |properties=Armored Hardknockdown | ||
|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, the first follow up attack will hit Low | |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, the first follow up attack will hit Low | ||
}} | }} | ||
Line 314: | Line 314: | ||
|guard= | |guard= | ||
|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 | ||
}} | }} | ||
Line 328: | Line 328: | ||
|guard= | |guard= | ||
|properties= | |properties= | ||
|startup= | |startup=40 (43)<- if canceled whit light punch | ||
|active= | |active=0 (4)<- if canceled whit light punch | ||
|recovery= | |recovery=0 (35)<- if canceled whit light punch | ||
|hit= | |hit=0 (-13)<- if canceled whit light punch | ||
|block= | |block=0 (-18)<- if canceled whit 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. | ||
}} | }} | ||
Line 342: | Line 342: | ||
|guard= | |guard= | ||
|properties= | |properties= | ||
|startup= | |startup=1 (30)<- if canceled whit light punch | ||
|active= | |active=21 (4)<- if canceled whit light punch | ||
|recovery= | |recovery=16 (35)<- if canceled whit light punch | ||
|hit= | |hit=0 (-13)<- if canceled whit light punch | ||
|block= | |block=0 (-18)<-while cancel whit 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. | ||
}} | }} | ||
Line 355: | Line 355: | ||
|ldamage=5 hits (870) | |ldamage=5 hits (870) | ||
|lguard= | |lguard= | ||
|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=Hardknockdown | ||
|hdamage=5 hits (960) | |hdamage=5 hits (960) | ||
|hguard= | |hguard= | ||
|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=Hardknockdown | ||
|notes=A multi-hitting sword attack, if you use Dodge at the end you have better recovery and potentially can {{otg}} into a combo. | |notes=A multi-hitting sword attack, if you use Dodge at the end you have better recovery and potentially can {{otg}} into a combo. | ||
Line 377: | Line 377: | ||
|ldamage=3 hits (870) | |ldamage=3 hits (870) | ||
|lguard=High (first hit only) | |lguard=High (first hit only) | ||
|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) | ||
|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. | ||
Line 399: | Line 399: | ||
|ldamage=7 hits (1196) | |ldamage=7 hits (1196) | ||
|lguard= | |lguard= | ||
|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= | ||
|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. | ||
Line 421: | Line 421: | ||
|ldamage=5 hits (1017) | |ldamage=5 hits (1017) | ||
|lguard=High (first hit only) | |lguard=High (first hit only) | ||
|lstartup= | |lstartup=16 | ||
|lactive= | |lactive=4(11)2(2)2(6)2 | ||
|lrecovery= | |lrecovery=0 | ||
|lhit= | |lhit=0 | ||
|lblock= | |lblock=0 | ||
|lproperties= | |lproperties= | ||
|hdamage=6 hits (1206) | |hdamage=6 hits (1206) | ||
|hguard=High (first hit only) | |hguard=High (first hit only) | ||
|hstartup= | |hstartup=20 | ||
|hactive= | |hactive=4(10)2(6)2(8)2(10)2 | ||
|hrecovery= | |hrecovery=0 | ||
|hhit= | |hhit=0 | ||
|hblock= | |hblock=0 | ||
|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. | ||
Line 444: | Line 444: | ||
|guard= | |guard= | ||
|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. | ||
}} | }} | ||
Line 458: | Line 458: | ||
|guard= | |guard= | ||
|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. | ||
}} | }} | ||
Line 474: | Line 474: | ||
|guard= | |guard= | ||
|properties=Hardknockdown | |properties=Hardknockdown | ||
|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. | ||
}} | }} | ||
Line 488: | Line 488: | ||
|guard= | |guard= | ||
|properties=Hardknockdown | |properties=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 | ||
Line 505: | Line 505: | ||
|guard= | |guard= | ||
|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. | ||
}} | }} | ||
Line 519: | Line 519: | ||
|guard= | |guard= | ||
|properties= | |properties= | ||
|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. | ||
}} | }} | ||
Line 563: | Line 563: | ||
[http://wiki.shoryuken.com/MvCI/Monster_Hunter#Top Top of Page] | [http://wiki.shoryuken.com/MvCI/Monster_Hunter#Top Top of Page] | ||
{{Navbox-MVCI}} | |||
[[Category:Marvel vs. Capcom Infinite]] | [[Category:Marvel vs. Capcom Infinite]] |
Latest revision as of 13:49, 9 March 2024
Monster Hunter
In a nutshell
WIP
Introduction
Players to Watch
Character Vitals
CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
Dodge/Demon Dodge
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) | ||||||||
A multi-hitting sword attack with decent range. |
Standing Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | ||||||||
Standing Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
4 hits (800) | Knockdown | |||||||
A multi-hitting sword attack that knocks the opponent up a bit |
Crouching Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300x2 (570) | ||||||||
A long range multi-hitting poke |
Crouching Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
550 | Low | |||||||
A long reaching spear that hits low |
Jumping Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
250x2 (475) | High | |||||||
A multi-hitting attack where both of her hits are an overhead |
Jumping Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
850 | High | Armored | ||||||
Jumping Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | |||||||
Jumping Shot (during jump) |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Proj | |||||||
A arrow attack that is strong for zoning in the air, can be reflected. |
Misc
Tag |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 6 | 8 | 44 | +33 | +28 | |||
Hit/Block adv is dependent on when you your tag-in |
Specials
Draw Slash (can be charged) |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1600 or 3000 (perfect charge) | 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 damage. Video reference showing the timing. Can chain or to activate a series of never ending strikes, the first follow up attack will hit Low |
Hypers
Hitboxes
Videos
Technology
full charge Draw Slash confirm using dodge
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind