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== Story == | == 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 == | == Gameplay == | ||
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*'''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|'''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. | ||
*'''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|'''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. | ||
*'''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|'''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. | ||
*'''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. | *{{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= | |cons= | ||
*'''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|'''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. | ||
*'''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|'''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. | ||
*'''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. | *{{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. | ||
}} | }} |
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 |
---|---|
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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