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|active=1 | |active=1 | ||
|recovery=- | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=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. | |notes=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. | ||
}} | }} | ||
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|active=1 | |active=1 | ||
|recovery=- | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=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. | |notes=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. | ||
}} | }} | ||
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|command=[[File:Mvci_tag.png]] | |command=[[File:Mvci_tag.png]] | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup=6 | |startup=6 | ||
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|hit=+33 | |hit=+33 | ||
|block=+28 | |block=+28 | ||
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in | |notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in. | ||
}} | }} | ||
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|hblock= | |hblock= | ||
|hproperties=Chargeable <br> {{airok}} <br>Hard Knockdown (level 2s and 3) <br>Wall Bounce (near corner only, level 3) | |hproperties=Chargeable <br> {{airok}} <br>Hard Knockdown (level 2s and 3) <br>Wall Bounce (near corner only, level 3) | ||
|notes=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. | |notes=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 (only available in Armor of Light) sends them flying before knocking them down, allowing many follow-ups. Each level of the shot also makes the hitbox progressively larger. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=X dashes forward | |notes=X dashes forward after firing. Repeated X Busters followed by Buster Combo: Dashes can severely restrict your opponent's ability to move and allow you to easily approach behind a wall of projectiles to commence your offense. It also allows X to reposition, in case he misses his shot and is in danger of the opponent manuevering around the shot and trying to hit him where he fired from. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Buster Combo: Buster Hammer | |name=Buster Combo: Buster Hammer | ||
|command=(during ground X Buster)[[File:Mvci_hp.png]] | |command=(during ground X Buster)[[File:Mvci_hp.png]] | ||
|damage= | |damage=1200 | ||
|guard=High | |guard=High | ||
|properties=Ground Bounce & Hard Knockdown | |properties=Ground Bounce & Hard Knockdown | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=- | |notes=The overhead option from X Buster. You can tag into your partner to do a low around the same time as when it connects to create hard-to-blockable situations. The ground bounce allows for easy conversions, and the hitbox is fairly large. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=- | |notes=X hops backwards after firing the X Buster. In combination with Buster Combo: Dash, this helps make it harder to predict where X will be after firing an X Buster. In addition, if you see your opponent is open when you commence this, you can cancel into Full-Power Charge Shot, causing you to perform it inches off the ground, making you recover quickly upon landing. This allows you to follow up with a second Full-Power Charge Shot solo, causing serious damage from range with no difficulty. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Buster Combo: Slide | |name=Buster Combo: Slide | ||
|command=(during ground X Buster)[[File:Mvci_hk.png]] | |command=(during ground X Buster)[[File:Mvci_hk.png]] | ||
|damage= | |damage=900 | ||
|guard=Low | |guard=Low | ||
|properties=Hard Knockdown | |properties=Hard Knockdown | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=The low option from X Buster. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 |
Revision as of 00:15, 20 August 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 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 |
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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
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 2 | 11 | -2 | -1 | ||
X's shortest-ranged and fastest grounded normal. Can chain into itself and 2LP. |
Standing Heavy Punch![]() |
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 Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 14 | 4 | 21 | 0 | -5 | ||
Has noticeably more reach than 5HP. X takes a large step forward when using this move. |
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. |
Jumping Light Punch j. ![]() |
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. |
Command Normals
Point Blank Buster j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 14 | 8 | 17 | - | - | ||
Halts your aerial trajectory. |
Misc
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
Buster Combo: Slide (during ground X Buster) ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
900 | Low | Hard Knockdown | ||||||
The low option from X Buster. |
Sonic Slicer![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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Boomerang Cutter![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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Frost Shield![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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- |
Rising Fire![]() ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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- |
Hypers
Full-Power Charge Shot![]() ![]() ![]() |
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![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
- |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind