m (fix motion tags) |
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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Quick Shot <br> (Greyhound) | shot front | 50,000 per Arrow | proj | Gimlet | | Quick Shot <br> (Greyhound) | {{shot}} {{front}} | 50,000 per Arrow | {{proj}} | Gimlet | ||
| Ragtime Shot <br> (Kamikaze) | shot upward | 25,000 per Arrow <br> (up to 10) | otg <br> proj | Gimlet | | Ragtime Shot <br> (Kamikaze) | {{shot}} {{upward}} | 25,000 per Arrow <br> (up to 10) | {{otg}} <br> {{proj}} | Gimlet | ||
| Trick Shot (L) <br> (Violet Fizz) | shot tiltdown | 50,000 from Arrow <br> 90,000 from Poison | otg <br> proj | Gimlet | | Trick Shot (L) <br> (Violet Fizz) | {{shot}} {{tiltdown}} | 50,000 from Arrow <br> 90,000 from Poison | {{otg}} <br> {{proj}} | Gimlet | ||
}} | }} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 45,000 | }} | {{MoveListRow | Standing Light | {{l}} | 45,000 | }} | ||
{{MoveListRow | Crouching Light | d + l | 43,000 | low }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 43,000 | {{low}} }} | ||
{{MoveListRow | Standing Medium | m | 60,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 60,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 55,000 | low }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 55,000 | {{low}} }} | ||
{{MoveListRow | Standing Heavy | h | 50,000 per Arrow | chipdamage proj ; <br> Shoots up to 3 Arrows <br> depending on how long <br> h is held. While holding h , <br> you can aim arrows diagonally <br> upwards or slightly down. <br> Can cancel charge with s }} | {{MoveListRow | Standing Heavy | {{h}} | 50,000 per Arrow | {{chipdamage}} {{proj}} ; <br> Shoots up to 3 Arrows <br> depending on how long <br> {{h}} is held. While holding {{h}} , <br> you can aim arrows diagonally <br> upwards or slightly down. <br> Can {{cancel}} charge with {{s}} }} | ||
{{MoveListRow | Crouching Heavy | d + h | 70,000 | low softknockdown }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 70,000 | {{low}} {{softknockdown}} }} | ||
{{MoveListRow | Special | s | 80,000 | launch nocancel }} | {{MoveListRow | Special | {{s}} | 80,000 | {{launch}} {{nocancel}} }} | ||
{{MoveListRow | Shock Value | f + m | 25,000 x 3 | chipdamage <br> nocancel otg <br> proj }} | {{MoveListRow | Shock Value | {{f}} + {{m}} | 25,000 x 3 | {{chipdamage}} <br> {{nocancel}} {{otg}} <br> {{proj}} }} | ||
{{MoveListRow | Double Roundhouse | f + h | 35,000 + 40,000 | softknockdown ; <br> softknockdown caused only <br> by second hit. }} | {{MoveListRow | Double Roundhouse | {{f}} + {{h}} | 35,000 + 40,000 | {{softknockdown}} ; <br> {{softknockdown}} caused only <br> by second hit. }} | ||
{{MoveListRow | Slide | df + h | 70,000 | low softknockdown }} | {{MoveListRow | Slide | {{df}} + {{h}} | 70,000 | {{low}} {{softknockdown}} }} | ||
{{MoveListRow | Jumping Light | air l | 45,000 | high }} | {{MoveListRow | Jumping Light | air {{l}} | 45,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | air m | 55,000 | high }} | {{MoveListRow | Jumping Medium | air {{m}} | 55,000 | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 40,000 x 2 | high }} | {{MoveListRow | Jumping Heavy | air {{h}} | 40,000 x 2 | {{high}} }} | ||
{{MoveListRow | Jumping Special | air s | 75,000 | high nocancel <br> aircombofinisher }} | {{MoveListRow | Jumping Special | air {{s}} | 75,000 | {{high}} {{nocancel}} <br> {{aircombofinisher}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 40,000 + 40,000 | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 40,000 + 40,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 40,000 + 40,000 | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 40,000 + 40,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Quick Shot (Greyhound) | qcf + l | 50,000 per Arrow | airok proj }} | {{MoveListRow | Quick Shot (Greyhound) | {{qcf}} + {{l}} | 50,000 per Arrow | {{airok}} {{proj}} }} | ||
{{MoveListRow | Quick Shot (Hunter) | qcf + m | 50,000 | airok cptr (ground only) <br> forcedgroundbounce (air only) <br> proj ; <br> When struck out of the air by Hunter, <br> opponent drops a fixed distance before <br> breaking free. If opponent reaches ground <br> during that drop, they will go into a <br> groundbounce . This groundbounce , <br> however, does not count against the standard <br> groundbounce combo limiter (in other <br> words, you can perform a combo with first <br> a Hunter groundbounce followed up by <br> any other normal groundbounce ). }} | {{MoveListRow | Quick Shot (Hunter) | {{qcf}} + {{m}} | 50,000 | {{airok}} {{cptr}} (ground only) <br> {{forcedgroundbounce}} (air only) <br> {{proj}} ; <br> When struck out of the air by Hunter, <br> opponent drops a fixed distance before <br> breaking free. If opponent reaches ground <br> during that drop, they will go into a <br> {{groundbounce}} . This {{groundbounce}} , <br> however, does not count against the standard <br> {{groundbounce}} combo limiter (in other <br> words, you can perform a combo with first <br> a Hunter {{groundbounce}} followed up by <br> any other normal {{groundbounce}} ). }} | ||
{{MoveListRow | Quick Shot (Spritzer) | qcf + h | 55,000 x 3 | airok proj }} | {{MoveListRow | Quick Shot (Spritzer) | {{qcf}} + {{h}} | 55,000 x 3 | {{airok}} {{proj}} }} | ||
{{MoveListRow | Trick Maneuver: | qcb + atk | 0 | l causes Hawkeye to leap backwards. <br> m causes Hawkeye to roll forward along the <br> ground. h causes Hawkeye to leap forward. }} | {{MoveListRow | Trick Maneuver: | {{qcb}} + {{atk}} | 0 | {{l}} causes Hawkeye to leap backwards. <br> {{m}} causes Hawkeye to roll forward along the <br> ground. {{h}} causes Hawkeye to leap forward. }} | ||
{{MoveListRow | Trick Shot (Violet Fizz) <br> (from M Trick Maneuver) | l during m <br> Trick Maneuver | 50,000 | proj ; <br> Leaves opponent Poisoned. Poison <br> will drain 90,000 health total. Poison <br> cannot kill. }} | {{MoveListRow | Trick Shot (Violet Fizz) <br> (from M Trick Maneuver) | {{l}} during {{m}} <br> Trick Maneuver | 50,000 | {{proj}} ; <br> Leaves opponent Poisoned. Poison <br> will drain 90,000 health total. Poison <br> cannot kill. }} | ||
{{MoveListRow | Trick Shot (Ice Breaker) <br> (from M Trick Maneuver) | m during m <br> Trick Maneuver | 80,000 | cptr (ground only) <br> proj }} | {{MoveListRow | Trick Shot (Ice Breaker) <br> (from M Trick Maneuver) | {{m}} during {{m}} <br> Trick Maneuver | 80,000 | {{cptr}} (ground only) <br> {{proj}} }} | ||
{{MoveListRow | Trick Shot (Rusty Nail) <br> (from M Trick Maneuver) | h during m <br> Trick Maneuver | 40,000 x 3 | proj }} | {{MoveListRow | Trick Shot (Rusty Nail) <br> (from M Trick Maneuver) | {{h}} during {{m}} <br> Trick Maneuver | 40,000 x 3 | {{proj}} }} | ||
{{MoveListRow | Trick Shot (Violet Fizz) <br> (from L / H Trick Maneuver) | l during l / m <br> Trick Maneuver | 50,000 | otg proj ; <br> Leaves opponent Poisoned. Poison <br> will drain 90,000 health total. Poison <br> cannot kill. }} | {{MoveListRow | Trick Shot (Violet Fizz) <br> (from L / H Trick Maneuver) | {{l}} during {{l}} / {{m}} <br> Trick Maneuver | 50,000 | {{otg}} {{proj}} ; <br> Leaves opponent Poisoned. Poison <br> will drain 90,000 health total. Poison <br> cannot kill. }} | ||
{{MoveListRow | Trick Shot (Ice Breaker) <br> (from L / H Trick Maneuver) | m during l / m <br> Trick Maneuver | 80,000 | otg groundbounce (air only) <br> cptr (ground only) <br> proj }} | {{MoveListRow | Trick Shot (Ice Breaker) <br> (from L / H Trick Maneuver) | {{m}} during {{l}} / {{m}} <br> Trick Maneuver | 80,000 | {{otg}} {{groundbounce}} (air only) <br> {{cptr}} (ground only) <br> {{proj}} }} | ||
{{MoveListRow | Trick Shot (Rusty Nail) <br> (from L / H Trick Maneuver) | h during l / m <br> Trick Maneuver | 40,000 x 3 | otg proj }} | {{MoveListRow | Trick Shot (Rusty Nail) <br> (from L / H Trick Maneuver) | {{h}} during {{l}} / {{m}} <br> Trick Maneuver | 40,000 x 3 | {{otg}} {{proj}} }} | ||
{{MoveListRow | Ragtime Shot (Jack Rose) | dp + l | 30,000 for Arrow, <br> 80,000 for <br> Explosion | strk otg proj ; <br> strk and otg caused only <br> by Explosion. }} | {{MoveListRow | Ragtime Shot (Jack Rose) | {{dp}} + {{l}} | 30,000 for Arrow, <br> 80,000 for <br> Explosion | {{strk}} {{otg}} {{proj}} ; <br> {{strk}} and {{otg}} caused only <br> by Explosion. }} | ||
{{MoveListRow | Ragtime Shot (Kamikaze) | dp + m | 25,000 per Arrow <br> (up to 10) | otg proj }} | {{MoveListRow | Ragtime Shot (Kamikaze) | {{dp}} + {{m}} | 25,000 per Arrow <br> (up to 10) | {{otg}} {{proj}} }} | ||
{{MoveListRow | Ragtime Shot (Balalaika) | dp + h | 30,000 x 3 <br> per Arrow | proj }} | {{MoveListRow | Ragtime Shot (Balalaika) | {{dp}} + {{h}} | 30,000 x 3 <br> per Arrow | {{proj}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Gimlet | qcf + atk + atk | 250,000 | airok proj }} | {{MoveListRow | Gimlet | {{qcf}} + {{atk}} + {{atk}} | 250,000 | {{airok}} {{proj}} }} | ||
{{MoveListRow | Kiss of Fire | dp + atk + atk | 50,000 per Arrow <br> (up to 7) | strk otg <br> proj }} | {{MoveListRow | Kiss of Fire | {{dp}} + {{atk}} + {{atk}} | 50,000 per Arrow <br> (up to 7) | {{strk}} {{otg}} <br> {{proj}} }} | ||
{{MoveListRow | Tag Team Special | qcb + atk + atk | 430,000 | otg hardknockdown <br> proj ; Level 3 Hyper. | level3 }} | {{MoveListRow | Tag Team Special | {{qcb}} + {{atk}} + {{atk}} | 430,000 | {{otg}} {{hardknockdown}} <br> {{proj}} ; Level 3 Hyper. | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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== Strategy vs. Hawkeye == | == Strategy vs. Hawkeye == | ||
*Hawkeye's omnidirectional Gimlet hyper is powerful in part because it is instant on start-up after the cinematic, but you can take advantage of it being instant and avoid it completely with a few different few actions; provided you are not in block-stun. The first option is using a power up hyper like Berserker Charge during the cinematic of Gimlet. The invincibility and quick recovery time of these types of hypers will have you dodging Gimlet and leaving you in great position to punish, or at the very least with good frame advantage. The second option is to use the invincibility of "raw" tags to dodge the Gimlet. Though this option will not leave you in as good position afterwords, it can be used by the entire cast and can still be very useful to save a character from a chip death. | *Hawkeye's omnidirectional Gimlet hyper is powerful in part because it is instant on start-up after the cinematic, but you can take advantage of it being instant and avoid it completely with a few different few actions; provided you are not in block-stun. The first option is using a power up hyper like Berserker Charge during the cinematic of Gimlet. The invincibility and quick recovery time of these types of hypers will have you dodging Gimlet and leaving you in great position to punish, or at the very least with good frame advantage. The second option is to use the invincibility of "raw" tags to dodge the Gimlet. Though this option will not leave you in as good position afterwords, it can be used by the entire cast and can still be very useful to save a character from a chip death. | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:14, 8 December 2020


Hawkeye
Orphaned at a young age, Clint Barton and his brother Barney fled to a traveling circus. Clint was trained as a master archer, and eventually became known to the world as Hawkeye, the world's greatest marksman. Growing up, Hawkeye idolized Captain America, and sought to use his abilities for good, Although there were some minor altercations beforehand, including being framed, he eventually caught the eye of, and ended up joining the Avengers. Hawkeye can get a bit cocky and hot-headed at times, but he can definitely back up his words with a multitude of specially-crafted arrows at his leisure.
In a nutshell
A strong zoning character, Hawkeye can fill the screen with projectiles to keep out even the best of rushdown. He has all the tools a keepaway character could want, ranging from angled shots, projectile normal attacks, and a tracking arrow hyper, but even his melee normals are all very solid. At a range, hes a menace, but up close, he can combo with the best of them.
Alternate Colors
Players to Watch
EMP|Flocker, Yipes, ChrisG, Paulow3b, Darryn
Character Vitals
Video Walkthrough
Combos
Technology
Move List
Assist Types
Normal Moves











Shoots up to 3 Arrows
depending on how long


you can aim arrows diagonally
upwards or slightly down.
Can



















by second hit.














Throws
















Special Moves










When struck out of the air by Hunter,
opponent drops a fixed distance before
breaking free. If opponent reaches ground
during that drop, they will go into a


however, does not count against the standard

words, you can perform a combo with first
a Hunter

any other normal









ground.

(from M Trick Maneuver)


Trick Maneuver

Leaves opponent Poisoned. Poison
will drain 90,000 health total. Poison
cannot kill.
(from M Trick Maneuver)


Trick Maneuver


(from M Trick Maneuver)


Trick Maneuver

(from L / H Trick Maneuver)



Trick Maneuver


Leaves opponent Poisoned. Poison
will drain 90,000 health total. Poison
cannot kill.
(from L / H Trick Maneuver)



Trick Maneuver




(from L / H Trick Maneuver)



Trick Maneuver




80,000 for
Explosion





by Explosion.


(up to 10)




per Arrow

Hyper Moves








(up to 7)









Mission Mode
Strategy
Tips and Tricks
Combos
Basic Strategy
Advanced Strategy
Strategy vs. Hawkeye
- Hawkeye's omnidirectional Gimlet hyper is powerful in part because it is instant on start-up after the cinematic, but you can take advantage of it being instant and avoid it completely with a few different few actions; provided you are not in block-stun. The first option is using a power up hyper like Berserker Charge during the cinematic of Gimlet. The invincibility and quick recovery time of these types of hypers will have you dodging Gimlet and leaving you in great position to punish, or at the very least with good frame advantage. The second option is to use the invincibility of "raw" tags to dodge the Gimlet. Though this option will not leave you in as good position afterwords, it can be used by the entire cast and can still be very useful to save a character from a chip death.