Template:AttackData-UMVC3/M&H

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Placeholder examples.

Stand Light
5LP
UMvC3Zero5L.jpg
Damage Startup Active Recovery
35,000 5 3 12
On Hit On Block Guard Properties
-1 -3 M -

Zero does a quick swipe with his saber.


Sentsuizan
Air 236L/M/H
UMvC3Zeroj236X.jpg
L Damage Startup Active Recovery
- 1 - 15
On Hit On Block Guard Properties
- - - -

Fake out, does no damage.

M Damage Startup Active Recovery
60,000 13 Until grounded 10
On Hit On Block Guard Properties
+9 +8 - Otg.pngAircombofinisher.png
H Damage Startup Active Recovery
80,000 18 Until grounded 10
On Hit On Block Guard Properties
+9 +8 - Otg.pngAircombofinisher.png

Zero's divekick. The M and H versions make for fairly standard divekicks, with M going at a steeper angle while H has a wider angle and a bit more delay. An important part of this move is its OTG property.

Legion Arrow
You can't run away! You're in for a world of hurt!
236XX (1 bar)
UMVC3 Taskmaster 236LM.png
L+M - Directly Forward
UMVC3 Taskmaster 236LH.png
L+H - Angled Upward
UMVC3 Taskmaster 236MH.png
M+H - Directly Upward
UMVC3 Taskmaster j236LH.png
Air L+H Angled Downward
UMVC3 Taskmaster j236MH.png
Air M+H Directly Downward
Horizontal
Qcf.png + L.png M.png
Damage Startup Active Recovery
20,000 per arrow 10+1 77 44 (Grounded Version)
Until Grounded (Air Version)
On Hit On Block Guard Properties
- -22 Mid.png Proj.png, Chipdamage.png, Airok.png, Hardknockdown.png, mashable, Priority: High, Durability: 1 per shot
Diagonal
Qcf.png + L.png H.png
Damage Startup Active Recovery
20,000 x25 ~ x50 10+1 77 44 (Grounded Version)
Until Grounded (Air Version)
On Hit On Block Guard Properties
- -22 Mid.png Proj.png, Chipdamage.png, Airok.png, Hardknockdown.png, Otg.png, mashable, Priority: High, Durability: 1 per shot
Vertical
Qcf.png + M.png H.png
Damage Startup Active Recovery
20,000 x25 ~ x50 10+1 77 44 (Grounded Version)
Until Grounded (Air Version)
On Hit On Block Guard Properties
- -22 Mid.png Proj.png , Chipdamage.png , Airok.png, Hardknockdown.png, Otg.png, mashable, Priority: High, Durability: 1 per shot

Taskmaster draws his bow and fires a barrage of up to 50 arrows, dealing heavy damage. This hyper is unique in that Taskmaster can aim the arrows by using different two-button combinations to activate the hyper:

  • 236L+M: On both the ground and in the air, the arrows are shot directly forward.
  • 236L+H: On the ground, the arrows are fired at a slight upward angle, hitting opponents at jump height. In the air, this version is fired at a down-forward angle instead, and can hit OTG.
  • 236M+H: On the ground, the arrows are fired straight up. Upon reaching superjump height, they suddenly arc back down to the ground, landing in the area immediately in front of Taskmaster. In the air, Taskmaster fires straight down, attacking the ground below him. Both the grounded and air versions of this variant can hit OTG.

Due to the amount of arrows, Legion Arrow can over-power other multi hitting projectile hypers like Doctor Doom's Photon Array and Sentinel's Hyper Sentinel Force.

This hyper is Taskmaster's standard combo ender, and is also an important zoning threat as Taskmaster can use it to tag extra damage on to a regular arrow hit, or to punish an assist call.

Like other supers Legion Arrow can trade with Snapbacks due to 1 frame startup after cinematic.