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|hit=-2 | |hit=-2 | ||
|block=-1 | |block=-1 | ||
|notes= | |notes=Hawkeye's fastest ground normal. | ||
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|hit=-4 | |hit=-4 | ||
|block=-3 | |block=-3 | ||
|notes= | |notes=Tied with 5LP for fastest ground normal. However it has slightly more range horizontally than it. | ||
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|hit=-2 | |hit=-2 | ||
|block=-5 | |block=-5 | ||
|notes= | |notes=Hawkeye's fastest low. | ||
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|damage=700 | |damage=700 | ||
|guard=Low | |guard=Low | ||
|properties= | |properties=Hard Knockdown | ||
|startup=11 | |startup=11 | ||
|active=4 | |active=4 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes= | |notes=Hawkeye's fastest air normal. | ||
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|block=- | |block=- | ||
|notes= | |notes=Has the largest range of any of Hawkeye's air normals. Is less active than you'd think however. | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes= | |notes=Decent air to ground normal given its speed and hitbox. With specific spacing it can be used for crossups as well. | ||
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|hit=-15/- | |hit=-15/- | ||
|block=-7/- | |block=-7/- | ||
|notes=Frame data is ground/air. | |notes=Frame data is ground/air.<br><br>Hawkeye shoots three arrows quickly. This move is affected by gravity meaning if done in the air you will fall instead of being stalled and the three arrows will be shot at different areas of the screen. Vital part of Hawkeye's zoning patterns for its unique air properties. | ||
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|hit=-8/- | |hit=-8/- | ||
|block=-11/- | |block=-11/- | ||
|notes=Frame data is ground/air. | |notes=Frame data is ground/air.<br><br>Hawkeye shoots an electric arrow. This arrow cannot be reflected making it the superior choice for zoning over Greyhound on the ground. | ||
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|hblock=- | |hblock=- | ||
|hproperties= | |hproperties= | ||
|notes=Hawkeye deftly manuevers away from the opponent and prepares to fire one of four unique arrows only available as follow-ups to this move. The LK version is a backwards grounded roll, and causes the punch arrows to fire straight across the screen, and the kick arrows to fire at about midrange. The HK version is a backwards leap into the sky that fires the punch arrows to fire downwards from the sky at midrange, and the kick arrows at about 90% of the screen. You can do a falling j.236LP or j.236HP after you fire an arrow from this, or a j.HP if you're doing corner juggles instead. j.236LP is generally preferred as it provides more coverage. | |notes=Hawkeye deftly manuevers away from the opponent and prepares to fire one of four unique arrows only available as follow-ups to this move. The LK version is a backwards grounded roll, and causes the punch arrows to fire straight across the screen, and the kick arrows to fire at about midrange. The HK version is a backwards leap into the sky that fires the punch arrows to fire downwards from the sky at midrange, and the kick arrows at about 90% of the screen. You can do a falling j.236LP or j.236HP after you fire an arrow from this, or a j.HP if you're doing corner juggles instead. j.236LP is generally preferred as it provides more coverage. LK version is generally better for comboing and HK version is generally better at zoning. | ||
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|notes=Frame data is from LK/HK Trick Maneuver.<br>An arrow with an explosive payload attached to it. This sits on screen for a few seconds, or until an opponent collides with it, at which point it explodes, causing a knockdown if it's the first or a very early hit in a combo. | |notes=Frame data is from LK/HK Trick Maneuver.<br>An arrow with an explosive payload attached to it. This sits on screen for a few seconds, or until an opponent collides with it, at which point it explodes, causing a knockdown if it's the first or a very early hit in a combo. Vital part of Hawkeye's zoning game. | ||
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|hit=+79 | |hit=+79 | ||
|block=-51 | |block=-51 | ||
|notes=This move's awkward trajectory leaves a rather large deadzone right in front of Hawkeye, making it annoying to use as a reversal. | |notes=Hawkeye jumps high into the air and then shoots an ice arrow at the ground. If hit by the arrow then a cinematic super will ensue. This move's awkward trajectory leaves a rather large deadzone right in front of Hawkeye, making it annoying to use as a reversal. | ||
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'''Power''' | '''Power''' | ||
Nice get off me tool. | |||
Nice get off me tool for him. It's Storm gives him more damage and some combo extensions. | |||
'''Time''' | '''Time''' | ||
Lets him do solo mixups off of arrows. Kinda bad though, much too slow. | Lets him do solo mixups off of arrows. Kinda bad though, much too slow. It's Storm lets you spam as many arrows as you want in quick succession, however his usual zoning pattern is still better than any ground ones done with cancels. Generally doesn't get as much off of the Storm as other zoners do. | ||
'''Reality''' | '''Reality''' | ||
A slow moving projectile for a character whose whole arsenal is fast ones is cool. | A slow moving projectile for a character whose whole arsenal is fast ones is cool. It's Storm as well synergizes really well with his zoning patterns since he usually pressed some form of HP before doing his Trick Maneuvers meaning a fire pillar will shoot across the screen on the ground giving you control over basically the entire screen when combined with aerial Greyhound. | ||
'''Soul''' | '''Soul''' |
Latest revision as of 01:33, 6 November 2024
Hawkeye
Hawkeye, also known as Clint Barton, made a late appearance in Ultimate Marvel vs. Capcom 3, but an impactful one nonetheless. Bringing a refreshing brand of zoning to the roster, he was a welcome addition. Now the former carnival performer from Iowa returns with a new set of acrobatic stunts to dazzle the competition. His showboat-y personality will surely enjoy having fewer squadmates to share the spotlight with.
In a nutshell
{{{1}}}
From Mango4Tango, one of the best Hawkeyes:
- fLP is amazing
- slide can go under a ton of stuff, like even ice arrow and dante million stabs, so use it to punish a bunch of stuff
- basic neutral pattern for space stone is stHP(or fwdHP) back flip exploding arrow, then either do a falling triple arrow or space surge.
- the other player cant reflect your arrows if they hit super low to the ground (like back HP or exploding arrow when spaced correctly)
- when you counter switch and they cant tag to continue pressure, your best options are to back off, jHP, or either of the down down arrows (scatter shot and triple piercing)
- gimlet sucks because its mad slow, can be jumped, tagged, or double jumped post flash in most situations, but dont be afraid to gimlet punish because most players dont know how bad it is
- never ever ever ever ever triple arrow while on the ground, your main tools are exploding arrow, HP arrow, and laser arrow
- piercing bolt isnt nearly as good now because of the projectile change where it doesnt caust hitstun when it goes through stuff
- basic ground string that i do is fLP into stHK, if it hits i confirm, if it doesnt ill roll back into exploding arrow/laser arrow
- im 90% sure air dash characters can blow this up ^^^^ by pushblocking the first hit of stHK then jumping and dashing at you, but you can stuff them by reacting to it with a launcher
- if you're facing someone who doesnt really know how to deal with the string, after you do exploding arrow/laser arrow, 99% of the time you can dash fLP and do it again lol
- find out optimal combos that end with poison tip and/or use poison tip in the middle of it, never end combos with super. gimlet, super scatter shot, and counter switch are way too important
- his lvl 3 can hit hella high, so combo into it after launch
BNBs: https://streamable.com/zql8v
Introduction
Players to Watch
Dual Kevin, Mango4Tango
Character Vitals
Move List
Unique Trait
Trick Shot: Hawkeye can flip and roll around the screen and cancel into a variety of arrows. Canceling Trick Shot into any of the attack buttons will give you a unique arrow that can make it difficult for the opponent to assault you.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 3 | 10 | -2 | -1 | ||
Hawkeye's fastest ground normal. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | 5 | 18 | -5 | -8 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350x2 | Mid | 9 | 3(14)3 | 26 | -5 | -10 | ||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 9 | 3 | 29 | +22 | -10 | Launch | |
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 7 | 4 | 16 | -2 | -5 | ||
Hawkeye's fastest low. |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 11 | 4 | 26 | +48 | -11 | Hard Knockdown | |
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 6 | 5 | 10 | - | - | ||
Hawkeye's fastest air normal. |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 12 | 3 | 26 | - | - | Groundbounce Hardknockdown | |
- |
Bow Sweep![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
750 | Low | 13 | 3 | 22 | +53 | -6 | Hard Knockdown | |
- |
Thrust Shot j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 8 | 3 | 20 | - | - | |||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
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
Circus Act | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
5166 (20 hits) | Mid | 15+2 (17 total) | 23 | 55 | +79 | -51 | Invuln frames 1-52 | |
Hawkeye jumps high into the air and then shoots an ice arrow at the ground. If hit by the arrow then a cinematic super will ensue. This move's awkward trajectory leaves a rather large deadzone right in front of Hawkeye, making it annoying to use as a reversal. |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Nice get off me tool for him. It's Storm gives him more damage and some combo extensions.
Time
Lets him do solo mixups off of arrows. Kinda bad though, much too slow. It's Storm lets you spam as many arrows as you want in quick succession, however his usual zoning pattern is still better than any ground ones done with cancels. Generally doesn't get as much off of the Storm as other zoners do.
Reality
A slow moving projectile for a character whose whole arsenal is fast ones is cool. It's Storm as well synergizes really well with his zoning patterns since he usually pressed some form of HP before doing his Trick Maneuvers meaning a fire pillar will shoot across the screen on the ground giving you control over basically the entire screen when combined with aerial Greyhound.
Soul
One of his best. Revival is a very good tool, his toolkit is very good to create mixups with Soul Storm negative edge stuff, and he appreciates the surge's armor breaking properties more than most due to HP arrows not breaking armor and his heavy normals being eh.
Space
His other best. Drawing them into Exploding Arrows and other projectiles is nice, and them not being able to move much or tag in the box lets him create wild mixups or chip like mad if he's solo.
Mind
Really bad but the storm letting you use more Gimlet is cool.
Match ups
How to fight Hawkeye
Be mindful of when to reflect arrows and respect f.lp.