|notes=Sigma slices his sword that leaves a digital trail and creates a projectile with long active frames.<br> [[File:Mvci_lp.png]] version is a ground slice that leaves a stationary projectile on the field in front of Sigma.<br> [[File:Mvci_hp.png]] version is an anti-air slice that leaves a stationary projectile in the air above Sigma, sword attack does not hit crouching opponents.
|notes=Sigma slices his sword that leaves a digital trail and creates a projectile with long active frames.<br> [[File:Mvci_lp.png]] version is a ground slice that leaves a stationary projectile on the field in front of Sigma. These projectiles are a major threat as they can't be reflected and can help negate your opponents options in neutral.<br> [[File:Mvci_hp.png]] version is an anti-air slice that leaves a stationary projectile in the air above Sigma, sword attack does not hit crouching opponents.
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{{MvCIMoveListRow2.2
{{MvCIMoveListRow2.2
Revision as of 04:07, 3 December 2017
Sigma
In a nutshell
WIP
Introduction
Players to Watch
Character Vitals
CHARACTER DATA
Health:
11,000
Double Jump:
No
Air Dash:
2-Way
Air Dash/Jump count:
1
Misc Movement:
N/A
Move List
Unique Trait
Arc Divide: Sigma's Arc Divide is a sword attack that leaves a long lasting projectile on the field depending on the version used. Sigma can also cancel Arc Divide into a secondary version which allows him to chain multiple swords together that leave multiple projectiles on the field. These projectiles are a major threat as they can't be reflected and can help negate your opponents options in neutral.
Normals
Standing Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
800
Can be used as an anti-air
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
800
Knockdown
Knocks opponents back into a spinning state
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
800
Launch
An excellent anti-air, can blow up an opponents box dash
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
Low
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
800
Low
Hardknockdown
doesn't seem to be too useful, can't follow up
Jumping Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
High
Jumping Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
800
High
A long reaching sword attack that hits below him and can potentially enable fuzzy guards, can air dash cancel this into another j.HP and follow up with a combo on the ground.
Jumping Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
High
Jumping Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
800
High
During Air Combo: Groundbounce Hardknockdown Aircombofinisher
A strong overhead when used with short hops
Overload Laser
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
600
Proj Hardknockdown
A far reaching eye laser that hits the opponents feet and sweeps them, can be followed up with most of his special attacks even at long distance. If used later on in a combo after a ground bounce has already been used, it will put opponent into a Force Tech where they can only neutral tech or air tech. A strong neutral tool that can cancel into any special and allows combo follow up.
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
1000
3
1
Hardknockdown
Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
1000
3
1
Hardknockdown
Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
6
8
44
+33
+28
Hit/Block adv is dependent on when you cancel your tag-in
Specials
Arc Divide or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
700 + 200x3 (1132)
Knockdown Proj
700 + 200x3 (1132)
Knockdown Proj
Sigma slices his sword that leaves a digital trail and creates a projectile with long active frames. version is a ground slice that leaves a stationary projectile on the field in front of Sigma. These projectiles are a major threat as they can't be reflected and can help negate your opponents options in neutral. version is an anti-air slice that leaves a stationary projectile in the air above Sigma, sword attack does not hit crouching opponents.
Arc Divide or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
800 + 200x3 (1232)
Knockdown Proj
800 + 200x3 (1232)
Knockdown Proj
An alternate version that has the longest reaching attacks. version is a ground slice that leaves a long range stationary projectile in the air. version is ground slice that leaves a long range stationary projectile on the ground.
Second Divide (during Arc Divide) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
800 + 200x3 (1232)
Knockdown Proj
800 + 200x3 (1232)
Knockdown Proj
Canceling Arc Divide into this move allows Sigma to chain these together and create combinations of projectiles on the field. version is a ground slice that leaves a long range stationary projectile in the air. version is ground slice that leaves a long range stationary projectile on the ground. If or is then canceled into or Sigma will always place a long range Arc projectile on top or below the other no matter which order you choose or which button you chain with.
Straight Divide (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
500 + 800 (1300)
Knockdown Armored Absorbs Proj
500 + 800 (1300)
Hardknockdown Wallbounce Armored Absorbs Proj
Sigma charges his foe which can extend his combos. version knocks opponents into the air, can usually follow up with an air attack into an air Straight Divide, does not hit crouching opponents. version is a shoulder tackle that causes a wall bounce and can be followed up.
Air Straight Divide or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
500 + 800 (1300)
Hardknockdown Armored Absorbs Proj
500 + 800 (1300)
Wallbounce Hardknockdown Armored Absorbs Proj
The air version covers new angles of attacks. version is a dive attack that knocks opponents down on the ground, good for ending combos or extending them. version is an air shoulder tackle that causes a wall bounce and can be followed up.
Reflector Magnum or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
400x2 (800)
Knockdown Proj
400x2 (800)
Knockdown Proj
Sigma shoots two rockets from his hands that bounce around the field. version is a double rocket attack that strikes the ground and reflects off all surfaces, can be reflected. version is an anti-air double rocket attack that strikes the walls and reflects off them, can be reflected.
Mirage Claw or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
1500
Throw
Hardknockdown
2000
Throw
Groundbounce
Sigmas command grab can only hit grounded opponents. version throws his opponent full screen. version throws his opponent into a confirmable ground bounce.
Counter Teleport or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
1000
Counter Hardknockdown
1000
Counter Hardknockdown
Sigmas counter can stop physical attacks and projectiles, if the projectile can be normally reflected he will simply reflect it back, if he counters a projectile that cannot be reflected, such as a beam, he will treat the counter like a physical and teleport. version teleports above and in front of his enemy and strikes them. version teleports above and behind the enemy and strikes them.
Hypers
Doom Buster (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500x5 (2200)
Proj Hardknockdown
A full screen multi-hitting projectile, can confirm with an OTG in the corner
Blazing Line
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500x2 + 600x4 (2800)
Proj Knockdown
A full screen eye beam that strikes the ground starting from Sigma's left that travels to the other side, a secondary wave of explosions follows.
Rave Divide
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
800x6 (3530)
Hardknockdown
A series of sword attacks that allows combo follow up from a partner.