< UMVC3
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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Spitfire (M) + <br> Spitfire Twice (M) | direct front | 40,000 + <br> 40,000 | proj | Rock 'n' Roll | | Spitfire (M) + <br> Spitfire Twice (M) | {{direct}} {{front}} | 40,000 + <br> 40,000 | {{proj}} | Rock 'n' Roll | ||
| Pendulum | direct front | 90,000 | softknockdown <br> wallbounce | Rock 'n' Roll | | Pendulum | {{direct}} {{front}} | 90,000 | {{softknockdown}} <br> {{wallbounce}} | Rock 'n' Roll | ||
| Claymore | direct front | 15,000 x 10 | proj | Rock 'n' Roll | | Claymore | {{direct}} {{front}} | 15,000 x 10 | {{proj}} | Rock 'n' Roll | ||
}} | }} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 31,000 | rpdfire }} | {{MoveListRow | Standing Light | {{l}} | 31,000 | {{rpdfire}} }} | ||
{{MoveListRow | Crouching Light | d + l | 30,000 | low rpdfire }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 30,000 | {{low}} {{rpdfire}} }} | ||
{{MoveListRow | Standing Medium | m | 42,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 42,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 45,000 | low }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 45,000 | {{low}} }} | ||
{{MoveListRow | Standing Heavy | h | 60,000 | chipdamage <br> proj }} | {{MoveListRow | Standing Heavy | {{h}} | 60,000 | {{chipdamage}} <br> {{proj}} }} | ||
{{MoveListRow | Crouching Heavy | d + h | 60,000 | chipdamage <br> proj }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 60,000 | {{chipdamage}} <br> {{proj}} }} | ||
{{MoveListRow | Special | s | 60,000 | launch nocancel }} | {{MoveListRow | Special | {{s}} | 60,000 | {{launch}} {{nocancel}} }} | ||
{{MoveListRow | Wild Ripper | f + h | 65,000 | }} | {{MoveListRow | Wild Ripper | {{f}} + {{h}} | 65,000 | }} | ||
{{MoveListRow | Jumping Light | air l | 33,000 | high }} | {{MoveListRow | Jumping Light | air {{l}} | 33,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | air m | 45,000 | }} | {{MoveListRow | Jumping Medium | air {{m}} | 45,000 | }} | ||
{{MoveListRow | Jumping Heavy | air h | 60,000 | high }} | {{MoveListRow | Jumping Heavy | air {{h}} | 60,000 | {{high}} }} | ||
{{MoveListRow | Jumping Special | air s | 70,000 | high chipdamage <br> aircombofinisher }} | {{MoveListRow | Jumping Special | air {{s}} | 70,000 | {{high}} {{chipdamage}} <br> {{aircombofinisher}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 10,000 x 3 + 50,000 | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 10,000 x 3 + 50,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 10,000 x 3 + 50,000 | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 10,000 x 3 + 50,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 10,000 x 3 + 50,000 | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 10,000 x 3 + 50,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 10,000 x 3 + 50,000 | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 10,000 x 3 + 50,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Spitfire | qcf + atk | 40,000 | otg proj ; <br> l version shoots at a downwards angle. <br> m version shoots straight forward. <br> h version shoots at an upwards angle. <br> otg caused only by l version. }} | {{MoveListRow | Spitfire | {{qcf}} + {{atk}} | 40,000 | {{otg}} {{proj}} ; <br> {{l}} version shoots at a downwards angle. <br> {{m}} version shoots straight forward. <br> {{h}} version shoots at an upwards angle. <br> {{otg}} caused only by {{l}} version. }} | ||
{{MoveListRow | Spitfire Twice | atk after initial <br> Spitfire blast | 40,000 | otg proj ; <br> l version shoots at a downwards angle. <br> m version shoots straight forward. <br> h version shoots at an upwards angle. <br> otg caused only by l version. }} | {{MoveListRow | Spitfire Twice | {{atk}} after initial <br> Spitfire blast | 40,000 | {{otg}} {{proj}} ; <br> {{l}} version shoots at a downwards angle. <br> {{m}} version shoots straight forward. <br> {{h}} version shoots at an upwards angle. <br> {{otg}} caused only by {{l}} version. }} | ||
{{MoveListRow | Oil Bomb | dp + l | 0 | }} | {{MoveListRow | Oil Bomb | {{dp}} + {{l}} | 0 | }} | ||
{{MoveListRow | Oil Bomb (Explosion) | Use d + h <br> to shoot Oil Bomb <br> out of the air | 70,000 | otg proj }} | {{MoveListRow | Oil Bomb (Explosion) | Use {{d}} + {{h}} <br> to shoot Oil Bomb <br> out of the air | 70,000 | {{otg}} {{proj}} }} | ||
{{MoveListRow | Oil Bomb (Flames) | Use h to shoot <br> Oil Bomb residue <br> off the ground | 10,000 per Hit | otg proj }} | {{MoveListRow | Oil Bomb (Flames) | Use {{h}} to shoot <br> Oil Bomb residue <br> off the ground | 10,000 per Hit | {{otg}} {{proj}} }} | ||
{{MoveListRow | Mr. Flapper | dp + m | 70,000 | otg <br> softknockdown (air only) <br> groundbounce (air only) <br> proj }} | {{MoveListRow | Mr. Flapper | {{dp}} + {{m}} | 70,000 | {{otg}} <br> {{softknockdown}} (air only) <br> {{groundbounce}} (air only) <br> {{proj}} }} | ||
{{MoveListRow | Pendulum | dp + h | 90,000 | softknockdown <br> wallbounce }} | {{MoveListRow | Pendulum | {{dp}} + {{h}} | 90,000 | {{softknockdown}} <br> {{wallbounce}} }} | ||
{{MoveListRow | Angel Gift | qcb + l | 80,000 | otg proj ; <br> Plants a trap. When opponent is <br> over it while on the ground, it <br> triggers rocks that drop from the sky. <br> The rocks cause the otg <br> and count as the proj . proj hits high }} | {{MoveListRow | Angel Gift | {{qcb}} + {{l}} | 80,000 | {{otg}} {{proj}} ; <br> Plants a trap. When opponent is <br> over it while on the ground, it <br> triggers rocks that drop from the sky. <br> The rocks cause the {{otg}} <br> and count as the {{proj}} . {{proj}} hits {{high}} }} | ||
{{MoveListRow | Claymore | qcb + m | 15,000 x 10 | proj ; <br> Plants a trap. When opponent is <br> near it on the ground, shots <br> fire from it radpily. The shots count <br> as the proj . }} | {{MoveListRow | Claymore | {{qcb}} + {{m}} | 15,000 x 10 | {{proj}} ; <br> Plants a trap. When opponent is <br> near it on the ground, shots <br> fire from it radpily. The shots count <br> as the {{proj}} . }} | ||
{{MoveListRow | Grab Bag | qcb + h | 56,000 | hardknockdown <br> cptr proj ; <br> Plants a trap. When opponent walks <br> over it, opponent gets caught in a net <br> in the air. The laser trigger before <br> the net counts as the proj . }} | {{MoveListRow | Grab Bag | {{qcb}} + {{h}} | 56,000 | {{hardknockdown}} <br> {{cptr}} {{proj}} ; <br> Plants a trap. When opponent walks <br> over it, opponent gets caught in a net <br> in the air. The laser trigger before <br> the net counts as the {{proj}} . }} | ||
{{MoveListRow | Hover | in air tap and <br> hold u | 0 | Causes Rocket Raccoon to slowly <br> descend. Can still move back and <br> forth using uf and ub . }} | {{MoveListRow | Hover | in air tap and <br> hold {{u}} | 0 | Causes Rocket Raccoon to slowly <br> descend. Can still move back and <br> forth using {{uf}} and {{ub}} . }} | ||
{{MoveListRow | Rocket Skate | atk + s | 0 | airok ; <br> When performed on the ground, <br> can canel into another Rocket Skate. <br> When performed in the air, however, <br> you are limited to only one per jump. }} | {{MoveListRow | Rocket Skate | {{atk}} + {{s}} | 0 | {{airok}} ; <br> When performed on the ground, <br> can canel into another Rocket Skate. <br> When performed in the air, however, <br> you are limited to only one per jump. }} | ||
{{MoveListRow | Tunnel Rat | d , d + atk | 0 | l makes Rocket Raccoon pop up <br> in front of opponent. m makes Rocket <br> Raccoon pop up behind opponent. h <br> makes Rocket Raccoon dig into the <br> ground where he is and, if h is held, <br> can be moved back and forth <br> underground for a limited amount <br> of time until h is released or <br> the time runs out and he pops up <br> where you moved to. }} | {{MoveListRow | Tunnel Rat | {{d}} , {{d}} + {{atk}} | 0 | {{l}} makes Rocket Raccoon pop up <br> in front of opponent. {{m}} makes Rocket <br> Raccoon pop up behind opponent. {{h}} <br> makes Rocket Raccoon dig into the <br> ground where he is and, if {{h}} is held, <br> can be moved back and forth <br> underground for a limited amount <br> of time until {{h}} is released or <br> the time runs out and he pops up <br> where you moved to. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Rock 'n' Roll | qcf + atk + atk | 12,000 x 34 + 100,000 | strk softknockdown <br> proj ; <br> Mashable. softknockdown <br> caused by second to last hit. <br> strk caused by last hit. }} | {{MoveListRow | Rock 'n' Roll | {{qcf}} + {{atk}} + {{atk}} | 12,000 x 34 + 100,000 | {{strk}} {{softknockdown}} <br> {{proj}} ; <br> Mashable. {{softknockdown}} <br> caused by second to last hit. <br> {{strk}} caused by last hit. }} | ||
{{MoveListRow | Mad Hopper | qcb + atk + atk | 220,000 | softknockdown ; <br> Plants a large trap. When opponent <br> is over it while on the ground, the <br> spring trap is triggered. }} | {{MoveListRow | Mad Hopper | {{qcb}} + {{atk}} + {{atk}} | 220,000 | {{softknockdown}} ; <br> Plants a large trap. When opponent <br> is over it while on the ground, the <br> spring trap is triggered. }} | ||
{{MoveListRow | Rocky Raccoon | dp + atk + atk | 370,000 | otg hardknockdown ; <br> Level 3 | level3 }} | {{MoveListRow | Rocky Raccoon | {{dp}} + {{atk}} + {{atk}} | 370,000 | {{otg}} {{hardknockdown}} ; <br> Level 3 | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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=== Tips and Tricks === | === Tips and Tricks === | ||
* Oil Bomb can be detonated with standing {{ | * Oil Bomb can be detonated with standing {{ h}} , crouching {{ h}} , or even Spitfire. | ||
* By using his float command ({{ | * By using his float command ({{ u}} in the air), you can nullify all momentum he currently has. Use this at the start of a jump to perform an insanely tiny short hop that can be used to land an instant overhead attack on any character in the cast! This can also be used to "spam" his jumping {{ s}} attack, his grenade toss, for mixups and chip damage. | ||
* Raccoon's jumping {{ | * Raccoon's jumping {{ m}} also nullifies existing momentum and takes it over in his own sort of air dash. Combining these two techniques can make Rocket Raccoon virtually unblockable at close range. | ||
* Abuse Tunnel Rat {{ | * Abuse Tunnel Rat {{ h}} in short durations as a dodge technique. | ||
* Tunnel Rat {{ | * Tunnel Rat {{ h}} is Hyper cancelable. There are many situations where you can use Tunnel Rat {{ h}} to dodge an attack, then immediately Hyper Cancel into his Level 3 Rocky Raccoon Hyper for a big punish. | ||
* Rocket Skates are another mobility option that functions as a special command dash. This move cannot be canceled by normals, but when used with assists, can be used to set up vicious mixups. | * Rocket Skates are another mobility option that functions as a special command dash. This move cannot be canceled by normals, but when used with assists, can be used to set up vicious mixups. | ||
* Rocky Raccoon, Rocket's level 3 Hyper, is extremely fast and hits the range NEAR the ground, not just when touching it. This can be used to catch falling opponents, or can easily DHC from hypers that cause the opponent to soft knockdown, before actually landing. | * Rocky Raccoon, Rocket's level 3 Hyper, is extremely fast and hits the range NEAR the ground, not just when touching it. This can be used to catch falling opponents, or can easily DHC from hypers that cause the opponent to soft knockdown, before actually landing. | ||
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== Strategy vs. Rocket Raccoon == | == Strategy vs. Rocket Raccoon == | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:15, 8 December 2020


Rocket Raccoon
In a nutshell
At first glance, this fuzzy little mammal may seem like strictly a keep-away character. However, his speed, mobility, size, and arsenal of tricks lead to a very complicated, yet versatile character who uses not only trap specials but also has the ability to use his unique array of normals to cause frame traps and mixups to those caught unaware. By abusing his size, mobility, speed, and trickery, Raccoon can be a menace to anyone, not just your trash can.
Alternate Colors
Players to Watch
Tonosama, Kusoru, Oreo, Irongod
Character Vitals
CHARACTER DATA
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
40.0 %
60.0 %
X-Factor Speed Boost:
? %
? %
? %
X-Factor Duration:
11.0 s
16.0 s
21.0 s
MINIMUM DAMAGE SCALING
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
15 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %
Video Walkthrough
Combos
Technology
Strong corner resets
TK'ing Spitfire to mix-up and confirm
Team Synergy
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Standing Light

31,000

Crouching Light


30,000


Standing Medium

42,000
Crouching Medium


45,000

Standing Heavy

60,000


Crouching Heavy


60,000


Special

60,000


Wild Ripper


65,000
Jumping Light
air

33,000

Jumping Medium
air

45,000
Jumping Heavy
air

60,000

Jumping Special
air

70,000



Throws
Forward Throw


10,000 x 3 + 50,000


Back Throw


10,000 x 3 + 50,000


Forward Air Throw
air
+


10,000 x 3 + 50,000


Back Air Throw
air
+


10,000 x 3 + 50,000


Special Moves
Spitfire


40,000







Spitfire Twice

Spitfire blast
40,000







Oil Bomb


0
Oil Bomb (Explosion)
Use
+
to shoot Oil Bomb
out of the air


to shoot Oil Bomb
out of the air
70,000


Oil Bomb (Flames)
Use
to shoot
Oil Bomb residue
off the ground

Oil Bomb residue
off the ground
10,000 per Hit


Mr. Flapper


70,000




Pendulum


90,000


Angel Gift


80,000


Plants a trap. When opponent is
over it while on the ground, it
triggers rocks that drop from the sky.
The rocks cause the

and count as the



Claymore


15,000 x 10

Plants a trap. When opponent is
near it on the ground, shots
fire from it radpily. The shots count
as the

Grab Bag


56,000



Plants a trap. When opponent walks
over it, opponent gets caught in a net
in the air. The laser trigger before
the net counts as the

Hover
in air tap and
hold
hold

0
Causes Rocket Raccoon to slowly
descend. Can still move back and
forth using
and
.
descend. Can still move back and
forth using


Rocket Skate


0

When performed on the ground,
can canel into another Rocket Skate.
When performed in the air, however,
you are limited to only one per jump.
Tunnel Rat



0

in front of opponent.

Raccoon pop up behind opponent.

makes Rocket Raccoon dig into the
ground where he is and, if

can be moved back and forth
underground for a limited amount
of time until

the time runs out and he pops up
where you moved to.
Hyper Moves
Rock 'n' Roll



12,000 x 34 + 100,000



Mashable.

caused by second to last hit.

Mad Hopper



220,000

Plants a large trap. When opponent
is over it while on the ground, the
spring trap is triggered.
Rocky Raccoon



370,000


Level 3
Strategy
Tips and Tricks
- Oil Bomb can be detonated with standing
, crouching
, or even Spitfire.
- By using his float command (
in the air), you can nullify all momentum he currently has. Use this at the start of a jump to perform an insanely tiny short hop that can be used to land an instant overhead attack on any character in the cast! This can also be used to "spam" his jumping
attack, his grenade toss, for mixups and chip damage.
- Raccoon's jumping
also nullifies existing momentum and takes it over in his own sort of air dash. Combining these two techniques can make Rocket Raccoon virtually unblockable at close range.
- Abuse Tunnel Rat
in short durations as a dodge technique.
- Tunnel Rat
is Hyper cancelable. There are many situations where you can use Tunnel Rat
to dodge an attack, then immediately Hyper Cancel into his Level 3 Rocky Raccoon Hyper for a big punish.
- Rocket Skates are another mobility option that functions as a special command dash. This move cannot be canceled by normals, but when used with assists, can be used to set up vicious mixups.
- Rocky Raccoon, Rocket's level 3 Hyper, is extremely fast and hits the range NEAR the ground, not just when touching it. This can be used to catch falling opponents, or can easily DHC from hypers that cause the opponent to soft knockdown, before actually landing.
- Due to Raccoon's speed and recovery time, you can combo out of Rocky Raccoon rather easily with his Rock 'n' Roll Hyper, or even some melee attacks, especially if you use Rocket Skates to give chase. Spend the time to see when he recovers, and what all you can use to make any combo a game ender.