Marvel VS Capcom: Infinite/Black Panther: Difference between revisions

From SuperCombo Wiki
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{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Chain of Hunting (Brandishing Claw)
|name=Chain of Hunting  
(Brandishing Claw)
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]]
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]]
|damage=500
|damage=500
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|hit=+2
|hit=+2
|block=-3
|block=-3
|notes=Can chain into Advance Claw or Curved Claw which can then chain into Dual Claw or Divine Claw.<br> [[File:Mvci_qcf.png]][[File:Mvci_lp.png]]->[[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] -> [[File:Mvci_lp.png]] will end in Dual Claw.<br> [[File:Mvci_qcf.png]][[File:Mvci_lp.png]]->[[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] -> [[File:Mvci_hp.png]] will end in Divine Claw, an overhead.<br>   
|notes=Can chain into Advance Claw or Curved Claw which can then chain into Dual Claw or Divine Claw.<br> [[File:Mvci_qcf.png]][[File:Mvci_lp.png]] > [[File:Mvci_lp.png]]/[[File:Mvci_hp.png]] > [[File:Mvci_lp.png]] will end in Dual Claw.<br> [[File:Mvci_qcf.png]][[File:Mvci_lp.png]] > [[File:Mvci_lp.png]]/[[File:Mvci_hp.png]] > [[File:Mvci_hp.png]] will end in Divine Claw, an overhead.<br>   
Can link into st.lk on airborne opponents eg. cr.hk->Brandishing Claw->st.lk<br>
Can link into st.lk on airborne opponents eg. cr.hk > Brandishing Claw > st.lk<br>
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Chain of Hunting (Vertical Claw)
|name=Chain of Hunting  
(Vertical Claw)
|command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]]
|damage=600
|damage=600
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|hit=+3
|hit=+3
|block=-2
|block=-2
|notes=Can chain into Advance Claw or Curved Claw which can then chain into Dual Claw or Divine Claw.<br> [[File:Mvci_qcf.png]][[File:Mvci_hp.png]]->[[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] -> [[File:Mvci_lp.png]] will end in Dual Claw.<br> [[File:Mvci_qcf.png]][[File:Mvci_hp.png]]->[[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] -> [[File:Mvci_hp.png]] will end in Divine Claw, an overhead.<br>
|notes=Can chain into Advance Claw or Curved Claw which can then chain into Dual Claw or Divine Claw.<br> [[File:Mvci_qcf.png]][[File:Mvci_hp.png]] > [[File:Mvci_lp.png]]/[[File:Mvci_hp.png]] > [[File:Mvci_lp.png]] will end in Dual Claw.<br> [[File:Mvci_qcf.png]][[File:Mvci_hp.png]] > [[File:Mvci_lp.png]]/[[File:Mvci_hp.png]] > [[File:Mvci_hp.png]] will end in Divine Claw, an overhead.<br>
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Advance Claw (during first stage of Chain Hunting)
|name=Advance Claw
|command=[[File:Mvci_lp.png]]
|command=During first stage of Chain of Hunting
[[File:Mvci_lp.png]]
|damage=550
|damage=550
|guard=Mid
|guard=Mid
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{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Dual Claw (during second stage of Chain Hunting)
|name=Dual Claw
|command=[[File:Mvci_lp.png]]
|command=During second stage of Chain of Hunting
[[File:Mvci_lp.png]]
|damage=600
|damage=600
|guard=Mid
|guard=Mid
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{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Curved Claw (during first stage of Chain Hunting)
|name=Curved Claw
|command=[[File:Mvci_hp.png]]
|command=During first stage of Chain of Hunting
[[File:Mvci_hp.png]]
|damage=650
|damage=650
|guard=Mid
|guard=Mid
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{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Divine Claw (during second stage of Chain Hunting)
|name=Divine Claw
|command=[[File:Mvci_hp.png]]
|command=During second stage of Chain of Hunting
[[File:Mvci_hp.png]]
|damage=700
|damage=700
|guard=High
|guard=High
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{{MvCIMoveListRow2.2
{{MvCIMoveListRow2.2
|photo=
|photo=
|name=Predator Arts (Air OK)
|name=Predator Arts
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=2 hits (1100)
|ldamage=2 hits (1100)
Line 382: Line 388:
|lhit=
|lhit=
|lblock=-11
|lblock=-11
|lproperties= Hardknockdown
|lproperties={{airok}} <br> Hardknockdown
|hdamage=2 hits (1100)
|hdamage=2 hits (1100)
|hguard=
|hguard=
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|hhit=
|hhit=
|hblock=
|hblock=
|hproperties=Knockdown
|hproperties={{airok}} <br> Knockdown
|notes=Can chain into Dual Claw or Divine Claw. Can {{cancel}} into Wall Cling on hit only.<br> [[File:Mvci_lk.png]] version strikes his foe into the air that ends in a hard knockdown, can follow up with an {{otg}}, will remove follow up ground bounces.<br> [[File:Mvci_hk.png]] version strikes his foe into the air, however the opponent will recover from their {{knockdown}} in the air, follow up Dual Claw will connect depending on opponents height.
|notes=Can chain into Dual Claw or Divine Claw. Can {{cancel}} into Wall Cling on hit only.<br> [[File:Mvci_lk.png]] version strikes his foe into the air that ends in a hard knockdown, can follow up with an {{otg}}, will remove follow up ground bounces.<br> [[File:Mvci_hk.png]] version strikes his foe into the air, however the opponent will recover from their {{knockdown}} in the air, follow up Dual Claw will connect depending on opponents height.
}}
{{MvCIMoveListRow2.2
|photo=
|name=Air Predator Arts
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=2 hits (1100)
|lguard=
|lstartup=15
|lactive=
|lrecovery=
|lhit=
|lblock=
|lproperties=Groundbounce Hardknockdown
|hdamage=2 hits (1100)
|hguard=
|hstartup=17
|hactive=
|hrecovery=
|hhit=
|hblock=
|hproperties=Knockdown
|notes=Can chain into Dual Claw or Divine Claw. Can {{cancel}} into Wall Cling on hit only.<br> [[File:Mvci_lk.png]] version is a forward attack that puts the foe into a hard knockdown, can follow up with an {{otg}}, will remove follow up ground bounces.<br> [[File:Mvci_hk.png]] version is a forward attack that knocks up the opponent, however the opponent will recover from their {{knockdown}} in the air, can't combo into Dual Claw at super jump height, use Divine Claw instead.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Dual Claw (during Predator Arts)
|name=Dual Claw
|command=[[File:Mvci_lp.png]]
|command=During Predator Arts
[[File:Mvci_lp.png]]
|damage=600
|damage=600
|guard=Mid
|guard=Mid
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{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Divine Claw (during Predator Arts)
|name=Divine Claw
|command=[[File:Mvci_hp.png]]
|command=During Predator Arts
[[File:Mvci_hp.png]]
|damage=700
|damage=700
|guard=High
|guard=High
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{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Wall Cling (during jump, in screen corner)
|name=Wall Cling
|command=[[File:Mvci_back.png]][[File:Mvci_back.png]]
|command=j.[[File:Mvci_back.png]][[File:Mvci_back.png]]
(while near a wall)
|damage=
|damage=
|guard=
|guard=
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{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Wall Cling (Air OK)
|name=Wall Cling
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|damage=
|damage=
|guard=
|guard=
|properties=
|properties={{airok}}
|startup=
|startup=
|active=
|active=
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{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Air Wall Cling
|name=Wall Jump
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|command=During Wall Cling
|damage=
[[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] or [[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|guard=
|properties=
|startup=
|active=
|recovery=
|hit=
|block=
|notes=Panther will jump back and cling to the wall behind him, a better alternative input for Wall Cling since it will get him to the wall from anywhere on the screen. After clinging to the wall, Panther can follow up with Wall Jump and attack at different angles. Additionally you can input [[File:Mvci_down.png]] or [[File:Mvci_fwd.png]] to exit off the wall or press [[File:Mvci_up.png]] to bounce off the wall into the air.<br> [[File:Mvci_lk.png]] version has Panther air dash down to the ground before bouncing to the closest wall.<br> [[File:Mvci_hk.png]] version has Panther air dash backwards to the closest wall.<br> '''Important to know that any time Panther touches the ground during his movement, you can hold [[File:Mvci_down.png]] to {{cancel}} his movement on the ground.'''
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Wall Jump (during Wall Cling)
|command=[[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] or [[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|damage=
|damage=
|guard=
|guard=

Revision as of 21:00, 19 August 2024

Mvci logo.png

Black Panther

Black panther.png

In a nutshell
WIP

Introduction

Players to Watch

Pun and Done
BaneHollow3789 (secondaries BP very well)
SpiderYouth (secondaries BP very well)
Airborne

Character Vitals

CHARACTER DATA
Health:
9,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
Wall Cling

Move List

Unique Trait

Wild Arch: One of Black Panther's main mobility options that may allow him to cancel either his unique air dash-like Wall Cling or air version of the special move Predator Arts. The cancellation speed from Wild Arc to Wall Cling is far much greater for Panther to evade incoming attacks and utilizes combo extensions.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200 Mid 5 -1 0
Can be rapid fired
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 10 -2 -7
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 Mid 8 -3 -6
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 11 -1 -6
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200 Mid 5 -1 0
Can be rapid fired
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 10 -6 Launch
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 Low 8 -3 -6
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Low 11 -11 Hardknockdown
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200 High 5
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300x2 (600) High (first hit only) 10
A nice multi-hitting attack that his below and behind him.
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 High 7
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 13 During Air Combo: Groundbounce Hardknockdown Aircombofinisher

Command Normals

Slash Claw
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300x2 (600) High (first hit only) 25 -13 -16
Panther moves forward with a decently ranged overhead, can be chained from any basic normal, can only Cancel.png into hypers to confirm.
Wild Arch
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400x2 (800) 10 -7 Knockdown
Can be chained from any basic normal, knocks opponent into the sky and can be followed up with air specials.
Sliding Hook
Mvci df.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Low 13 -28 Hardknockdown
A long reaching Low.png attack that vaults Panther forward, can be chained from any basic normal, chains into Mvci down.pngMvci hp.png

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
2 hit (950) 3 1 Hardknockdown
Additional damage scales by 50%. Grabs his foe and strikes them twice before throwing them away, may be too difficult to confirm.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
2 hits (950) 3 1 Wallbounce Hardknockdown
Additional damage scales by 50%. Strikes his opponent twice before throwing them against the wall, can confirm with Otg.png by tagging immediately after recovering.
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in

Specials

Chain of Hunting

(Brandishing Claw)
Mvci qcf.pngMvci lp.png

Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 13 +2 -3
Can chain into Advance Claw or Curved Claw which can then chain into Dual Claw or Divine Claw.
Mvci qcf.pngMvci lp.png > Mvci lp.png/Mvci hp.png > Mvci lp.png will end in Dual Claw.
Mvci qcf.pngMvci lp.png > Mvci lp.png/Mvci hp.png > Mvci hp.png will end in Divine Claw, an overhead.

Can link into st.lk on airborne opponents eg. cr.hk > Brandishing Claw > st.lk

Chain of Hunting

(Vertical Claw)
Mvci qcf.pngMvci hp.png

Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 15 +3 -2
Can chain into Advance Claw or Curved Claw which can then chain into Dual Claw or Divine Claw.
Mvci qcf.pngMvci hp.png > Mvci lp.png/Mvci hp.png > Mvci lp.png will end in Dual Claw.
Mvci qcf.pngMvci hp.png > Mvci lp.png/Mvci hp.png > Mvci hp.png will end in Divine Claw, an overhead.
Advance Claw
During first stage of Chain of Hunting

Mvci lp.png

Damage Guard Startup Active Recovery On Hit On Block Properties
550 Mid -4
Second part of Chain of Hunting, can chain into Dual Claw or Divine Claw
Dual Claw
During second stage of Chain of Hunting

Mvci lp.png

Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid -22 SlidingKnockdown Hardknockdown (Wallbounce*)
Third and final part of Chain of Hunting, chained from Advance Claw or Curved Claw.

(*)Will wallbounce when doing a second time in a combo when the sliding knockdown resource for Black Panther has already been used.

Curved Claw
During first stage of Chain of Hunting

Mvci hp.png

Damage Guard Startup Active Recovery On Hit On Block Properties
650 Mid -11 -16
Second part of Chain of Hunting, can chain into Dual Claw or Divine Claw. Puts Panther into the air.
Divine Claw
During second stage of Chain of Hunting

Mvci hp.png

Damage Guard Startup Active Recovery On Hit On Block Properties
700 High -10 Groundbounce Hardknockdown
Third and final part of Chain of Hunting, chained from Advance Claw or Curved Claw
Predator Arts
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 2 hits (1100) Mid 13 -11 Airok.png
Hardknockdown
Mvci hk.png 2 hits (1100) 15 Airok.png
Knockdown
Can chain into Dual Claw or Divine Claw. Can Cancel.png into Wall Cling on hit only.
Mvci lk.png version strikes his foe into the air that ends in a hard knockdown, can follow up with an Otg.png, will remove follow up ground bounces.
Mvci hk.png version strikes his foe into the air, however the opponent will recover from their Knockdown.png in the air, follow up Dual Claw will connect depending on opponents height.
Dual Claw
During Predator Arts

Mvci lp.png

Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid SlidingKnockdown Hardknockdown
This move will make Panther land on the ground before executing this attack, can Otg.png after for a follow up.
Divine Claw
During Predator Arts

Mvci hp.png

Damage Guard Startup Active Recovery On Hit On Block Properties
700 High Groundbounce Hardknockdown
An overhead attack at the end of Predator Arts will also cause a ground bounce making it ideal for combos.
Panther Bite
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 600x2 (1140) Mid 8 -24 Knockdown
Mvci hp.png 500x3 (1450) Mid 11 -39 Knockdown
Panthers DP, can reliably combo into his hyper Air Interceptor. Can Cancel.png into Wall Cling on hit only.
Mvci lp.png version strikes High.png into the air covering jump height.
Mvci hp.png version strikes very High.png into the air, close to super jump height.
Wall Cling
j.Mvci back.pngMvci back.png

(while near a wall)

Damage Guard Startup Active Recovery On Hit On Block Properties
After clinging to the wall, Panther can follow up with Wall Jump and attack at different angles. Additionally you can input Mvci down.png or Mvci fwd.png to exit off the wall or press Mvci up.png to bounce off the wall into the air. Important to know that any time Panther touches the ground during his movement, you can hold Mvci down.png to Cancel.png his movement on the ground.
Wall Cling
Mvci qcb.pngMvci lk.png or Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Airok.png
Panther will jump back and cling to the wall behind him, a better alternative input for Wall Cling since it will get him to the wall from anywhere on the screen. After clinging to the wall, Panther can follow up with Wall Jump and attack at different angles. Additionally you can input Mvci down.png or Mvci fwd.png to exit off the wall or press Mvci up.png to bounce off the wall into the air.
Mvci lk.png version will place Panther at a Low.png altitude.
Mvci hk.png version will place Panther at a higher altitude depending on how far away from the wall he is.
Important to know that any time Panther touches the ground during his movement, you can hold Mvci down.png to Cancel.png his movement on the ground.
Wall Jump
During Wall Cling

Mvci lp.png or Mvci hp.png or Mvci lk.png or Mvci hk.png

Damage Guard Startup Active Recovery On Hit On Block Properties
A fast type of air dash that gets Panther around the screen quickly, if he touches the ground he will bounce back into the air towards the opposite wall. Can Cancel.png out of Wall Jump into any air attack to create fast attacking patterns. Can Cancel.png out of Wall Jump into Air Wall Cling a maximum of two times per jump and will disable any additional air actions such as Predator Arts or Air Interceptor.
Mvci lp.png version has Panther dash towards the ground at a steep angle.
Mvci hp.png version has Panther dash towards the ground however he is most likely to jump towards the opposite wall at High.png altitudes.
Mvci lk.png version has Panther air dash towards the ground at less of a decline from Mvci lp.png and can potentially cling to the opposite wall if opponent is crouched.
Mvci hk.png version is a slightly steeper dash angle from Mvci hp.png and is likely to cling to the opposite wall at High.png altitude.
Important to know that any time Panther touches the ground during his movement, you can hold Mvci down.png to Cancel.png his movement on the ground.

Hypers

Hazard Zone
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
11 hits (3005) Mid 14 -31 Knockdown
A multi-hitting claw attack that puts opponent into a long spinning air knockdown, ideal super to use to confirm the Slash Claw overhead, can super jump to confirm. Has Invincibility on start up.
Sudden Death
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
4 hits (3400) or more depending on height of opponent. Groundbounce Hardknockdown
Panther jumps into the sky before coming down with a large claw attack, tracks opponents last known location. Can be followed up with a confirm after. Panther can be hit out of the air.
Air Interceptor
Mvci qcb.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
7 hits (2850) Wallbounce Hardknockdown
Panther jumps to the nearest wall before attacking forwards with a multi-hitting attack. Can tag in a partner to confirm. If Panther can activate his hyper flash he will always cling to the nearest wall however he has no invincibility.
Law of the Jungle (Level 3)
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
8 hits (5150) Mid 16 -70 Hardknockdown
Panther strikes once before entering a cinematic if the opponent is hit. Has invincibility on start up.

Hitboxes

Videos



Technology

using wall clings to create empty low set ups
showing off mobility concepts into a combo

Combos

6.3k coast to coast solo combo
6.2k bnb
overhead confirm concept
concept combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Black Panther

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