Marvel VS Capcom: Infinite/X: Difference between revisions

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[[File:Mvci_logo.png|link=MvCI]]
[[File:Mvci_logo.png|link=MvCI]]


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{{MVC2 Character Intro|char=MVCI_Mega_Man_X|full=Mega Man X|short=MMX|content=
| __TOC__
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== 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''.


== X ==
== Gameplay ==
{{MvC3HyperGuideCharacterBox | Mvci_X.png }}
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 Mega 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
 
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''.


{{Nutshell|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 Mega 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.}}
<!-- '''TODO:''' Write an expanded gameplay description -->
|content2=
{{Content Box|content=
<center><youtube><v=zfOjytU3l5Y></youtube></center>
}}
}}


=== Introduction ===
{{ProConTable


<youtube>zfOjytU3l5Y</youtube>
|pros=
*'''Angles:''' X can cover a staggering array of angles, from the arcing curves of Boomerang Cutter, to the vertical column protected by Rising Fire, to the bouncing diagonal Sonic Blades, if there's a way an opponent can approach you, X can put projectiles in their path.
*'''Armor of Light:''' A superb install that makes X take less damage and greatly improves his X Buster and Full-Power Charge Shot. His projectile game becomes truly oppressive in this mode.
*'''Tag Options:''' Not only do X's projectile angles make him great for teaming up with another projectile partner and smothering the screen, but his Boomerang Cutter and Frost Shield also allow him to lock down and capture his opponents for a partner to get easy pressure or combo opportunities.
*'''Mobility:''' X has solid mobility options, making him hard to pin down at times. In particular, his X Buster Dash and Backstep options, combined with his airdash, and the potency of short hop charged X Buster shots, allow him uniquely flexible repositioning options as he fires down on his targets.
|cons=
*'''Slow to Start:''' It can be difficult to get X's projectiles out if he's getting rushed down intensely. His most potent ones have relatively high start-up, and he lacks any alternative ranged options that come out quickly.
*'''Lack of Defensive Options:''' X has no invulnerable special moves and no invulnerable level 1 Hypers, and his level 3 Hyper has fewer invuln frames than some others do, and covers a small area, making it inferior compared to many other characters when it comes to a contest of swinging wildly.
}}
}}


=== Players to Watch ===
=== Players to Watch ===

Revision as of 23:54, 19 August 2024

Mvci logo.png

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 Mega 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
  • Angles: X can cover a staggering array of angles, from the arcing curves of Boomerang Cutter, to the vertical column protected by Rising Fire, to the bouncing diagonal Sonic Blades, if there's a way an opponent can approach you, X can put projectiles in their path.
  • Armor of Light: A superb install that makes X take less damage and greatly improves his X Buster and Full-Power Charge Shot. His projectile game becomes truly oppressive in this mode.
  • Tag Options: Not only do X's projectile angles make him great for teaming up with another projectile partner and smothering the screen, but his Boomerang Cutter and Frost Shield also allow him to lock down and capture his opponents for a partner to get easy pressure or combo opportunities.
  • Mobility: X has solid mobility options, making him hard to pin down at times. In particular, his X Buster Dash and Backstep options, combined with his airdash, and the potency of short hop charged X Buster shots, allow him uniquely flexible repositioning options as he fires down on his targets.
  • Slow to Start: It can be difficult to get X's projectiles out if he's getting rushed down intensely. His most potent ones have relatively high start-up, and he lacks any alternative ranged options that come out quickly.
  • Lack of Defensive Options: X has no invulnerable special moves and no invulnerable level 1 Hypers, and his level 3 Hyper has fewer invuln frames than some others do, and covers a small area, making it inferior compared to many other characters when it comes to a contest of swinging wildly.
MVC2 MVCI Mega Man X art.png

Players to Watch

Beast- plays X/Zero (Soul)
SCMike- plays X/Captain America (Power)
JBDahIslandMan- playss X/Zero (Soul)

Character Vitals

CHARACTER DATA
Health:
9,000
Double Jump:
No
Air Dash:
2-Way
Air Dash/Jump count:
1
Misc Movement:
-

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

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 5 2 11 -2 -1
X's shortest-ranged grounded normal. Can chain into itself and crouching light punch.
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 9 5 26 -5 -10
X takes a small step forward when using this move.
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 8 4 19 1 -4
Has noticeably more reach than standing light punch and standing heavy punch. X takes a small step forward when using this move.
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 14 4 21 0 -5
Has noticeably more reach than standing heavy punch. X takes a large step forward when using this move.
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 6 3 9 0 -1
Can chain into itself and standing light punch. Has somewhat more reach than crouching light punch.
Crouching Heavy Punch
Mvci down.pngMvci hp.png
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.
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Low 7 3 26 -5 -10
X's fastest low. Has noticeably more reach than crouching light punch, but can't chain into itself like the light punches can.
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Low 14 4 21 43 -16 Hard Knockdown
X's sweep. X takes a large step forward when using this move. This is X's longest-reaching grounded normal, and an important part of his combo game, as the combo possibilities on airborne opponents are quite different from grounded ones, so for certain Maverick Weapon combos, you'll want to be juggling your opponent rather than hitting them on the ground.
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 High 5 8 7 - -
X's fastest air normal, but also the one with the poorest reach.
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 9 8 21 - -
Is somewhat faster than j.HK, and has very slightly more horizontal reach, but moderately worse vertical reach.
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 8 3 26 - -
This normal's combination of speed and angle makes it a suitable air-to-air attack. It's also able to hit the tallest characters in the game crouching when done instantly from a short hop, creating instant overhead mix-ups.
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 12 4 25 - - Ground Bounce & Hard Knockdown (Air Combo only)
This has the longest downward reach of any of X's air normals, making it perfect for using during air dash approaches vs. an opponent.

Command Normals

Buster Blow
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 8 4 28 -8 -13 Jump-Cancellable
This move is jump-cancellable, leading to normal jump loops and other combos near ground level.
Shoulder Tackle
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
750 Mid 19 3 27 -6 -11 Wall Bounce (vs. airborne)
A slow, solidly higher-damage normal to throw into grounded strings, as well as causing a wall bounce that can be used for certain corner combos.
Point Blank Buster
j.Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 14 8 17 - -
Halts your aerial trajectory.

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 -
Additional damage scales by 50%. Forward throw can be combo'd off of solo when your opponent is cornered by dashing up and using a light attack to OTG. Back throw can be combo'd off of solo when your back is in the corner, though the follow-ups are highly restrictive. Tagging makes comboing off of either of these easier, though the window off of back throw is still fairly tight.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 -
Additional damage scales by 50%. Neither can be combo'd off of solo, under any circumstances. Forward air throw can barely be combo'd off of with an immediate tag into a fast normal (the tag itself won't hit) in the corner. Back air throw, starting with your back to the corner, has a much more generous window to tag in and combo off of it, and this time the tag itself does connect.
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in

Specials

X Buster
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 700/500*2 (1000)/450*3 (1305) (level 1/2/3) Mid Chargeable
Airok.png
Hard Knockdown (level 2s and 3)
Wall Bounce (near corner only, level 3)
Mvci hp.png 700/500*2 (1000)/450*3 (1305) (level 1/2/3) Mid Chargeable
Airok.png
Hard Knockdown (level 2s and 3)
Wall Bounce (near corner only, level 3)
X's primary projectile special. The charged versions have multiple hits, and so cannot be reflected by advancing guard. The level 2 version knocks down, allowing a confirm into Full-Power Charged Shot, and the level 3 version sends them flying before knocking them down, allowing many follow-ups.
Buster Combo: Dash
(during ground X Buster)Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - - -
X dashes forward
Buster Combo: Buster Hammer
(during ground X Buster)Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
High Ground Bounce & Hard Knockdown
-
Buster Combo: Backstep
(during ground X Buster)Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - - -
-
Buster Combo: Slide
(during ground X Buster)Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Low Hard Knockdown
-
Sonic Slicer
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png
Mvci hp.png
-
Boomerang Cutter
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png
Mvci hk.png
-
Frost Shield
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png
Mvci hk.png
-
Rising Fire
Mvci down.pngMvci down.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png
Mvci hp.png
-

Hypers

Full-Power Charge Shot
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mid Wallbounce Hardknockdown
Becomes Double Charge Shots when Armor of Light is equipped
Special Weapons Rush
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mid
-
Armor of Light
Mvci down.pngMvci down.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - - - -
Adding on X's Armor of Light grants the following upgrades:

Forward H (Buster Blow) becomes cancellable into c.HP, s.HK, c.HK, and f.HK
Special attacks have less startup
10% damage increase on special attacks
Takes 10% less damage
Third level of buster charge Shot.png that has increased damage and durability
Buster charges faster
Grants a second Shot.png dubbed as Double Charge Shot (QCF+LP+HP)
Increased damage per hit of Special Weapon Rush (QCF+LK+HK)

Ultimate Strike
Level 3

Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
5686 (33 hits) Mid 7 9 54 +56 -44 Hard Knockdown
X temporarily transforms into his Ultimate Armor from Mega Man X4. This move generates a brief hitbox all around X's body that triggers a cutscene upon hitting an opponent. The armor change is purely cosmetic, X will return to whatever armor he had on before the hyper once it completes.

Hitboxes

Videos


Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight X

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