Stygimoloch (talk | contribs) m (→Normals) |
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|photo= | |photo= | ||
|name=Second Divide | |name=Second Divide | ||
|command= | |command=During Arc Divide | ||
[[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |||
|ldamage=800 + 200x3 (1232) | |ldamage=800 + 200x3 (1232) | ||
|lguard= | |lguard= | ||
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{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
|photo= | |photo= | ||
|name=Straight Divide | |name=Straight Divide | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage=500 + 800 (1300) | |ldamage=500 + 800 (1300) | ||
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|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties=Knockdown Armored <br> Absorbs Proj | |lproperties={{airok}} <br> Knockdown Armored <br> Absorbs Proj | ||
|hdamage=500 + 800 (1300) | |hdamage=500 + 800 (1300) | ||
|hguard= | |hguard= | ||
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|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties=Hardknockdown Wallbounce Armored <br> Absorbs Proj | |hproperties={{airok}} <br> Hardknockdown Wallbounce Armored <br> Absorbs Proj | ||
|notes=Sigma charges his foe which can extend his combos.<br> [[File:Mvci_lp.png]] version knocks opponents into the air, can usually follow up with an air attack into an air Straight Divide, does not hit crouching opponents.<br> [[File:Mvci_hp.png]] version is a shoulder tackle that causes a wall bounce and can be followed up. | |notes=Sigma charges his foe which can extend his combos.<br> [[File:Mvci_lp.png]] version knocks opponents into the air, can usually follow up with an air attack into an air Straight Divide, does not hit crouching opponents.<br> [[File:Mvci_hp.png]] version is a shoulder tackle that causes a wall bounce and can be followed up. | ||
}} | }} | ||
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|photo= | |photo= | ||
|name=Air Straight Divide | |name=Air Straight Divide | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=j.[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage=500 + 800 (1300) | |ldamage=500 + 800 (1300) | ||
|lguard= | |lguard= | ||
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|hblock= | |hblock= | ||
|hproperties=Groundbounce | |hproperties=Groundbounce | ||
|notes= | |notes=Sigma's command grab can only hit grounded opponents.<br> [[File:Mvci_lp.png]] version throws his opponent full screen.<br> [[File:Mvci_hp.png]] version throws his opponent into a confirmable ground bounce. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|hblock= | |hblock= | ||
|hproperties=Counter Hardknockdown | |hproperties=Counter Hardknockdown | ||
|notes= | |notes=Sigma's {{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.<br> [[File:Mvci_lk.png]] version teleports above and in {{front}} of his enemy and strikes them.<br> [[File:Mvci_hk.png]] version teleports above and behind the enemy and strikes them. | ||
}} | }} | ||
Revision as of 20:07, 19 August 2024
Story
Hailing from the universe of Mega Man X,Sigma was originally created as the pinnacle of all Maverick Hunters. Eventually infected with a deadly virus, his thoughts slowly became more corrupted over time until he became a Maverick himself. Using his experience as the former commander of Maverick Hunters, he leads the rest of the Mavericks into a war on the human race and seeks to rid the world of all organic life.
Gameplay
Sigma is the absolute best in one important area: screen coverage. Although his giant body can be a hindrance on defense, he puts it to great use on offense with his laser sword, taking up a large portion of the screen with every attack. He has great tools in other areas, but playing neutral with Sigma especially can be incredibly challenging.
Strengths | Weaknesses |
---|---|
|
|
Move List
Unique Trait
Overlord Laser: Sigma's Overlord Laser is an eye beam projectile that is extremely versatile to screen away his opponents. It can cover many options and easily be followed up with heavy screen-based moves.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 8 | 3 | 16 | -1 | -4 | ||
- |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 13 | 4 | 30 | -9 | -14 | ||
Can be used as an anti-air. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 10 | 7 | 25 | -12 | -15 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 12 | 4 | 45 | -6 | -28 | Knockdown | |
Knocks opponents back into a spinning state. |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 7 | 6 | 20 | -8 | -11 | ||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 14 | 4 | 48 | -1 | -32 | Launch | |
An excellent anti-air, can blow up an opponent's box dash. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Low | 9 | 6 | 29 | -16 | -19 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Low | 13 | 6 | 34 | 38 | -17 | Hard Knockdown | |
Doesn't seem to be too useful, can't follow up. |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 5 | 6 | 26 | - | - | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 7 | 4 | 44 | - | - | ||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | Hardknockdown | ||||
Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 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 |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Hypers
Doom Buster (Air OK)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500x5 (2200) | Proj Hardknockdown | |||||||
A full screen multi-hitting projectile, can confirm with an ![]() |
Rave Divide![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800x6 (3530) | Hardknockdown | |||||||
A series of sword attacks that allows combo follow up from a partner. |
Final Sigma (Level 3)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
9 hits (5635) | ||||||||
Invincible on start up |
Hitboxes
Videos
Technology
HSDR concept
overload laser reset concept on neutral tech
overload laser reset concept where opponent air techs
Combos
Desks Sigma Video
showing off combo potential with Zero's starters
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind