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X is a character that relies on his projectiles to keep the opponent at bay and create opportunities to cover his partners tag-in. His X Buster can be charged for a strong projectile that cannot be reflected and has additional follow ups, including a far reaching overhead attack. He also has the ability to chain his special attacks together twice in succession making it difficult for the opponent to approach him. If that's not enough, X can power himself up with the ever-strong Armor of Light, which grants X more powerful versions of his attacks. Pick X if you like a character who holds their own as a zoner and supports your team through heavy projectile use. | X is a character that relies on his projectiles to keep the opponent at bay and create opportunities to cover his partners tag-in. His X Buster can be charged for a strong projectile that cannot be reflected and has additional follow ups, including a far reaching overhead attack. He also has the ability to chain his special attacks together twice in succession making it difficult for the opponent to approach him. If that's not enough, X can power himself up with the ever-strong Armor of Light, which grants X more powerful versions of his attacks. Pick X if you like a character who holds their own as a zoner and supports your team through heavy projectile use. | ||
|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
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=== Unique Trait === | === Unique Trait === | ||
'''Maverick Weapon Rekka''': X has the ability to chain Maverick weapon specials twice in succession to create unique zoning patterns. The second weapon fired, colloquially referred to as an "EX" version, will be a stronger version of that weapon. | {{Clr|6|'''Maverick Weapon Rekka'''}}: X has the ability to chain Maverick weapon specials twice in succession to create unique zoning patterns. The second weapon fired, colloquially referred to as an "EX" version, will be a stronger version of that weapon. | ||
=== Normals === | === Normals === | ||
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|damage=700 | |damage=700 | ||
|guard=High | |guard=High | ||
|properties= | |properties=Air Combo Finisher | ||
|startup=12 | |startup=12 | ||
|active=4 | |active=4 | ||
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|ldamage=250x3 (750)/350x5 (1410) | |ldamage=250x3 (750)/350x5 (1410) | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=24/? | ||
|lactive= | |lactive=- | ||
|lrecovery= | |lrecovery=31/? | ||
|lhit= | |lhit={{Clr|3|-7}}/? | ||
|lblock= | |lblock={{Clr|3|-12}}/? | ||
|lproperties= | |lproperties= | ||
|hdamage=250x3 (750)/350x5 (1410) | |hdamage=250x3 (750)/350x5 (1410) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=30/? | ||
|hactive= | |hactive=- | ||
|hrecovery= | |hrecovery=30/? | ||
|hhit= | |hhit={{Clr|3|-6}}/? | ||
|hblock= | |hblock={{Clr|3|-11}}/? | ||
|hproperties= | |hproperties= | ||
|notes=Frame data and damage are for regular/EX.<br>An arcing projectile that travels on a curved path up and over grounded opponents' heads, then after traveling part of the screen, comes back to X, dragging the opponent with it. Repeated perfectly-timed advancing guards nullify this dragging element, however.<br>Leaves grounded opponents grounded, allowing for some restands when paired with Frost Shield or possibly other ice attacks from your choice of partner. Goes away if X gets hit, but not if he's forced to block, potentially bolstering your reward for playing defensively vs. an impatient opponent. | |notes=Frame data and damage are for regular/EX.<br>An arcing projectile that travels on a curved path up and over grounded opponents' heads, then after traveling part of the screen, comes back to X, dragging the opponent with it. Repeated perfectly-timed advancing guards nullify this dragging element, however.<br>Leaves grounded opponents grounded, allowing for some restands when paired with Frost Shield or possibly other ice attacks from your choice of partner. Goes away if X gets hit, but not if he's forced to block, potentially bolstering your reward for playing defensively vs. an impatient opponent. | ||
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|ldamage=800/750+500 (1200) | |ldamage=800/750+500 (1200) | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=23/28 | ||
|lactive= | |lactive=- | ||
|lrecovery= | |lrecovery=19/24 | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
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|hdamage=800/750+500 (1200) | |hdamage=800/750+500 (1200) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=23/28 | ||
|hactive= | |hactive=- | ||
|hrecovery= | |hrecovery=19/24 | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= | |hproperties= | ||
|notes=Frame data and damage are for regular/EX.<br>A projectile with strange behavior that first appears in an inactive state as it travels up to its maximum height, not interacting with other projectiles nor colliding with characters, then activating and interacting as normal on its way down. It freezes opponents it makes contact with, though for a bit less time than other similar freezes (i.e. Hawkeye's). LK version lands at about halfway across the screen, and the HK version lands at about 95% of the screen. The EX version | |notes=Frame data and damage are for regular/EX. Startup/recovery refers to the time X commits to performing the move. Ice projectile becomes active on frame 54, 12/7 frames after X can act freely again.<br>A projectile with strange behavior that first appears in an inactive state as it travels up to its maximum height, not interacting with other projectiles nor colliding with characters, then activating and interacting as normal on its way down. It freezes opponents it makes contact with, though for a bit less time than other similar freezes (i.e. Hawkeye's). {{Clr|7|LK}} version lands at about halfway across the screen, and the {{Clr|6|HK}} version lands at about 95% of the screen. The EX version spawns a short-lived icicle on the ground when it lands with a wider hitbox, allowing the EX {{Clr|6|HK}} version to just barely reach grounded opponents from full screen.<br><br>Notably, this projectile does not disappear if X gets hit, even once it becomes active. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|ldamage=1200/1300 | |ldamage=1200/1300 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=12/? | ||
|lactive= | |lactive=- | ||
|lrecovery= | |lrecovery=36/? | ||
|lhit= | |lhit={{Clr|4|+16}}/? | ||
|lblock= | |lblock={{Clr|3|-17}}/? | ||
|lproperties= | |lproperties= | ||
|hdamage=1200/1300 | |hdamage=1200/1300 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=12/? | ||
|hactive= | |hactive=- | ||
|hrecovery= | |hrecovery=36/? | ||
|hhit= | |hhit={{Clr|4|+20}}/? | ||
|hblock= | |hblock={{Clr|3|-17}}/? | ||
|hproperties= | |hproperties= | ||
|notes=Frame data and damage are for regular/EX.<br>An anti-air fireball that travels in a purely vertical line. This is great for stopping superjump approaches, and can combo raw into Special Weapons Rush if cancelled quickly. | |notes=Frame data and damage are for regular/EX.<br>An anti-air fireball that travels in a purely vertical line. This is great for stopping superjump approaches, and can combo raw into Special Weapons Rush if cancelled quickly. {{Clr|2|LP}} version travels at a middling speed, {{Clr|12|HP}} version travels faster, though neither is extremely fast or slow, and the speed difference isn't huge. Deals the highest damage in a single hit out of any of the Maverick Weapon specials. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
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|hblock= | |hblock= | ||
|hproperties= | |hproperties= | ||
|notes=Frame data and damage are for regular/EX. | |notes=Frame data and damage are for regular/EX.<br>Very similar to the original versions. | ||
}} | }} | ||
Latest revision as of 18:16, 15 September 2024
Story
The long-awaited Maverick Hunter is here! Vs. series veteran and Mega Man X deuteragonist Zero may have gotten here first, but X is nonetheless ready to prove he's just as capable. Hailing from the futuristic era of 21XX, X is the creation of brilliant roboticist Dr. Light and the first robot in the world of Mega Man that can think for himself, and defends the world from evil robots known as Mavericks that have gone haywire. Much like his older brother, X gains new weapons from each Maverick he defeats, and is ready to bring his varied arsenal to bear in Marvel vs. Capcom Infinite.
Gameplay
X is a character that relies on his projectiles to keep the opponent at bay and create opportunities to cover his partners tag-in. His X Buster can be charged for a strong projectile that cannot be reflected and has additional follow ups, including a far reaching overhead attack. He also has the ability to chain his special attacks together twice in succession making it difficult for the opponent to approach him. If that's not enough, X can power himself up with the ever-strong Armor of Light, which grants X more powerful versions of his attacks. Pick X if you like a character who holds their own as a zoner and supports your team through heavy projectile use.
Strengths | Weaknesses |
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Players to Watch
Beast- plays X/Zero (Soul)
SCMike- plays X/Captain America (Power)
JBDahIslandMan- playss X/Zero (Soul)
Character Vitals
Move List
Unique Trait
Maverick Weapon Rekka: X has the ability to chain Maverick weapon specials twice in succession to create unique zoning patterns. The second weapon fired, colloquially referred to as an "EX" version, will be a stronger version of that weapon.
Normals
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 6 | 3 | 9 | 0 | -1 | ||
Can chain into itself and 5LP. Has somewhat more reach than 5LP. |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10 | 8 | 23 | +22 | -10 | Launch | |
X's launcher. X takes a large step forward when using this move. |
Command Normals
Misc
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | Wall Bounce (airborne hit only) | |
Hit/Block adv is dependent on when you ![]() |
Specials
Sonic Slicer (Armor of Light)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
660/440x2 (880) | Mid | - | Projectile | |||||
Frame data is regular/EX. |
Frost Shield (Armor of Light)![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
880/825+550 (1320) | Mid | |||||||
![]() |
880/825+550 (1320) | Mid | |||||||
Frame data and damage are for regular/EX. |
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind