UMVC3/Hawkeye: Difference between revisions

From SuperCombo Wiki
m (fix motion tags)
Line 47: Line 47:


{{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
}}
}}


Line 55: Line 55:


{{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}}


Line 74: Line 74:


{{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}}


Line 83: Line 83:


{{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}}


Line 101: Line 101:


{{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}}


Line 129: Line 129:
== 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

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Hawkeye

Umvc3 hawkeye face.jpg

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

Hawkeye colors.jpg

Players to Watch

EMP|Flocker, Yipes, ChrisG, Paulow3b, Darryn


Character Vitals

CHARACTER DATA
Health:
900k.jpg
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
40.0 %
60.0 %
X-Factor Speed Boost:
20.0 %
30.0 %
40.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
15 %
30 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
30 %

Video Walkthrough


Combos


BnB's by Paulow3b

Technology

THC with dante
anti-gimlet tech

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Quick Shot
(Greyhound)
Shot.png Front.png
50,000 per Arrow
Proj.png
Gimlet
Beta2.png Trick Shot (L)
(Violet Fizz)
Shot.png Tiltdown.png
50,000 from Arrow
90,000 from Poison
Otg.png
Proj.png
Gimlet
Gamma2.png Ragtime Shot
(Kamikaze)
Shot.png Upward.png
25,000 per Arrow
(up to 10)
Otg.png
Proj.png
Gimlet

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
45,000
Crouching Light
D.png + L.png
43,000
Low.png
Standing Medium
M.png
60,000
Crouching Medium
D.png + M.png
55,000
Low.png
Standing Heavy
H.png
50,000 per Arrow
Chipdamage.png Proj.png ;
Shoots up to 3 Arrows
depending on how long
H.png is held. While holding H.png ,
you can aim arrows diagonally
upwards or slightly down.
Can Cancel.png charge with S.png
Crouching Heavy
D.png + H.png
70,000
Low.png Softknockdown.png
Special
S.png
80,000
Launch.png Nocancel.png
Shock Value
F.png + M.png
25,000 x 3
Chipdamage.png
Nocancel.png Otg.png
Proj.png
Double Roundhouse
F.png + H.png
35,000 + 40,000
Softknockdown.png ;
Softknockdown.png caused only
by second hit.
Slide
Df.png + H.png
70,000
Low.png Softknockdown.png
Jumping Light
air L.png
45,000
High.png
Jumping Medium
air M.png
55,000
High.png
Jumping Heavy
air H.png
40,000 x 2
High.png
Jumping Special
air S.png
75,000
High.png Nocancel.png
Aircombofinisher.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
40,000 + 40,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
40,000 + 40,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Quick Shot (Greyhound)
Qcf.png + L.png
50,000 per Arrow
Airok.png Proj.png
Quick Shot (Hunter)
Qcf.png + M.png
50,000
Airok.png Cptr.png (ground only)
Forcedgroundbounce.png (air only)
Proj.png ;
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
Groundbounce.png . This Groundbounce.png ,
however, does not count against the standard
Groundbounce.png combo limiter (in other
words, you can perform a combo with first
a Hunter Groundbounce.png followed up by
any other normal Groundbounce.png ).
Quick Shot (Spritzer)
Qcf.png + H.png
55,000 x 3
Airok.png Proj.png
Trick Maneuver:
Qcb.png + Atk.png
0
L.png causes Hawkeye to leap backwards.
M.png causes Hawkeye to roll forward along the
ground. H.png causes Hawkeye to leap forward.
Trick Shot (Violet Fizz)
(from M Trick Maneuver)
L.png during M.png
Trick Maneuver
50,000
Proj.png ;
Leaves opponent Poisoned. Poison
will drain 90,000 health total. Poison
cannot kill.
Trick Shot (Ice Breaker)
(from M Trick Maneuver)
M.png during M.png
Trick Maneuver
80,000
Cptr.png (ground only)
Proj.png
Trick Shot (Rusty Nail)
(from M Trick Maneuver)
H.png during M.png
Trick Maneuver
40,000 x 3
Proj.png
Trick Shot (Violet Fizz)
(from L / H Trick Maneuver)
L.png during L.png / M.png
Trick Maneuver
50,000
Otg.png Proj.png ;
Leaves opponent Poisoned. Poison
will drain 90,000 health total. Poison
cannot kill.
Trick Shot (Ice Breaker)
(from L / H Trick Maneuver)
M.png during L.png / M.png
Trick Maneuver
80,000
Otg.png Groundbounce.png (air only)
Cptr.png (ground only)
Proj.png
Trick Shot (Rusty Nail)
(from L / H Trick Maneuver)
H.png during L.png / M.png
Trick Maneuver
40,000 x 3
Otg.png Proj.png
Ragtime Shot (Jack Rose)
Dp.png + L.png
30,000 for Arrow,
80,000 for
Explosion
Strk.png Otg.png Proj.png ;
Strk.png and Otg.png caused only
by Explosion.
Ragtime Shot (Kamikaze)
Dp.png + M.png
25,000 per Arrow
(up to 10)
Otg.png Proj.png
Ragtime Shot (Balalaika)
Dp.png + H.png
30,000 x 3
per Arrow
Proj.png

Hyper Moves

Name
Command
Damage
Notes (glossary)
Gimlet
Qcf.png + Atk.png + Atk.png
250,000
Airok.png Proj.png
Kiss of Fire
Dp.png + Atk.png + Atk.png
50,000 per Arrow
(up to 7)
Strk.png Otg.png
Proj.png
Tag Team Special
Qcb.png + Atk.png + Atk.png
430,000
Otg.png Hardknockdown.png
Proj.png ; Level 3 Hyper.

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.