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|notes= | |notes=A midrange normal that hits both grounded and airborne opponents with an arcing swipe, filling a useful role in Hawkeye's juggle combos as well as being a decent starter for attempting abare when you're not sure if your opponent will be on the ground or in front of you (seeing as 3LK will only hit opponents on or extremely close to the ground). | ||
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|notes=A somewhat fast sliding low kick with good reach. Doesn't travel quite as far or as fast as it did in Marvel vs. Capcom 3, but can still catch people off guard. Great way to start and extend combos. | |notes=A somewhat fast sliding low kick with good reach that knocks down. Doesn't travel quite as far or as fast as it did in Marvel vs. Capcom 3, but can still catch people off guard. Great way to start and extend combos. | ||
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|notes=- | |notes=An interesting mid-ranged projectile command normal that can be cancelled into specials. Not Hawkeye's most damaging command normal, but strangely builds disproportionately high amounts of meter for the damage it deals. Also inflicts a high amount of hitstun with its multiple hits, allowing you to combo into 214HK specials at midrange. | ||
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|name=Quick Shot ( | |name=Quick Shot (Spritzer) | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | ||
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|notes=- | |notes=Hawkeye deftly manuevers away from the opponent and prepares to fire one of four unique arrows only available as follow-ups to this move. The LK version is a backwards grounded roll, and causes the punch arrows to fire straight across the screen, and the kick arrows to fire at about midrange. The HK version is a backwards leap into the sky that fires the punch arrows to fire downwards from the sky at midrange, and the kick arrows at about 90% of the screen. You can do a falling j.236LP or j.236HP after you fire an arrow from this, or a j.HP if you're doing corner juggles instead. j.236LP is generally preferred as it provides more coverage. | ||
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|notes= | |notes=Hawkeye shoots an arrow laced with poison at its tip. This causes damage over time to your opponent, though only in the form of red health, and therefore it can never kill. It is, however, unaffected by damage scaling in a combo, so as a combo goes on, its damage value increases disproportionate to the arrow itself. | ||
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|notes=- | |notes=Hawkeye shoots an icy arrow. This will freeze an opponent, allowing plenty of time for additional combo follow-ups. | ||
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|notes= | |notes=An arrow with an explosive payload attached to it. This sits on screen for a few seconds, or until an opponent collides with it, at which point it explodes, causing a knockdown if it's the first or a very early hit in a combo. | ||
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|notes= | |notes=This super fires a stream of arrows up which rain down from the sky in successively further and further reaches from you. These pull an opponent away from you and allow for an easy confirm into Gimlet on hit. | ||
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|notes= | |notes=This move's awkward trajectory leaves a rather large deadzone right in front of Hawkeye. | ||
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Revision as of 21:31, 25 August 2024
Hawkeye
In a nutshell
{{{1}}}
From Mango4Tango, one of the best Hawkeyes:
- fLP is amazing
- slide can go under a ton of stuff, like even ice arrow and dante million stabs, so use it to punish a bunch of stuff
- basic neutral pattern for space stone is stHP(or fwdHP) back flip exploding arrow, then either do a falling triple arrow or space surge.
- the other player cant reflect your arrows if they hit super low to the ground (like back HP or exploding arrow when spaced correctly)
- when you counter switch and they cant tag to continue pressure, your best options are to back off, jHP, or either of the down down arrows (scatter shot and triple piercing)
- gimlet sucks because its mad slow, can be jumped, tagged, or double jumped post flash in most situations, but dont be afraid to gimlet punish because most players dont know how bad it is
- never ever ever ever ever triple arrow while on the ground, your main tools are exploding arrow, HP arrow, and laser arrow
- piercing bolt isnt nearly as good now because of the projectile change where it doesnt caust hitstun when it goes through stuff
- basic ground string that i do is fLP into stHK, if it hits i confirm, if it doesnt ill roll back into exploding arrow/laser arrow
- im 90% sure air dash characters can blow this up ^^^^ by pushblocking the first hit of stHK then jumping and dashing at you, but you can stuff them by reacting to it with a launcher
- if you're facing someone who doesnt really know how to deal with the string, after you do exploding arrow/laser arrow, 99% of the time you can dash fLP and do it again lol
- find out optimal combos that end with poison tip and/or use poison tip in the middle of it, never end combos with super. gimlet, super scatter shot, and counter switch are way too important
- his lvl 3 can hit hella high, so combo into it after launch
BNBs: https://streamable.com/zql8v
Introduction
Players to Watch
Dual Kevin, Mango4Tango
Character Vitals
Move List
Unique Trait
Trick Shot: Hawkeye can flip and roll around the screen and cancel into a variety of arrows. Canceling Trick Shot into any of the attack buttons will give you a unique arrow that can make it difficult for the opponent to assault you.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 3 | 10 | -2 | -1 | ||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | 5 | 18 | -5 | -8 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350x2 | Mid | 9 | 3(14)3 | 26 | -5 | -10 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 3 | 12 | -4 | -3 | ||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 9 | 3 | 29 | +22 | -10 | Launch | |
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 7 | 4 | 16 | -2 | -5 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 11 | 4 | 26 | +48 | -11 | ||
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | - | - | ||||||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | - | - | ||||||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | - | - | ||||||
- |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | - | - | Groundbounce Hardknockdown | |||||
- |
Bow Sweep![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Low | ||||||||
- |
Thrust Shot j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Throw | 3 | 1 | - | - | - | |||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Throw | 3 | 1 | - | - | - | |||
Additional damage scales by 50%. |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 6 | 8 | 44 | +33 | +28 | |||
Hit/Block adv is dependent on when you ![]() |
Specials
Quick Shot (Greyhound)![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ![]() | |||||||
- |
Quick Shot (Spritzer)![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ![]() | |||||||
- |
Trick Shot (Scorpion)![]() During Trick Maneuver |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
- |
Ragtime Shot (Kamikaze)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
- |
Ragtime Shot (Balalaika)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
- |
Hypers
Gimlet![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ![]() | |||||||
- |
Circus Act | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | ||||||||
This move's awkward trajectory leaves a rather large deadzone right in front of Hawkeye. |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power Nice get off me tool.
Time Lets him do solo mixups off of arrows. Kinda bad though, much too slow.
Reality A slow moving projectile for a character whose whole arsenal is fast ones is cool.
Soul One of his best. Revival is a very good tool, his toolkit is very good to create mixups with Soul Storm negative edge stuff, and he appreciates the surge's armor breaking properties more than most due to HP arrows not breaking armor and his heavy normals being eh.
Space His other best. Drawing them into Exploding Arrows and other projectiles is nice, and them not being able to move much or tag in the box lets him create wild mixups or chip like mad if he's solo.
Mind Really bad but the storm letting you use more Gimlet is cool.
Match ups
How to fight Hawkeye
Be mindful of when to reflect arrows and respect f.lp.