I had made a theoretical movelist for X
a while back. I read it over again and wanted to make some changes. So I did. Tell me what you think.
::edit 11/7:: went more in depth with a bunch of moves, tweaked a tiny bit, and added two more colors.
[spoiler=MvC3 Mega Man X movelist (ver. UMvC3)]The Simple Stuff:
-X is no slouch up close, but he definitely excels as a zoning character with many various ranged moves.
-X's health and strength are identical to Ryu. One of those rare 1 million health characters nowadays.
-He cannot double jump, but he can air dash forward and backward.
-Walking speed and regular air speed are a tiny bit below average.
-His dashes take a little longer than other characters to accelerate to full speed (a handful of frames. It's noticable but not drastic. All this really means is that his wavedash sucks), but they are fairly quick and travel a generous distance overall. Better than Zero's, but not as good as Hienkyaku of course.
-He preserves his momentum from an air dash for a while after the air dash ends (just like the SNES X physics). This would be his best way to approach.
-When blocking, the blue aura sphere from X3's armor upgrade appears around him. If X is blocking for longer than three realtime seconds, the aura turns red. No change in the damage he takes, it's all cosmetic.
-X's intro mimics his intro from the PlayStation X games. His outro starts out with his outro from X8 (a victorious arm pump), then transitions to his SNES/Playstation outro (raising his arm victoriously to the sky), then warps away.
-His death animation is exploding into many circles.
-Alternate color #1: Proto Man colors (red and gray), complete with black visor. In place of the scarf, his helmet gem is yellow.
Alternate color #2: X4 Ultimate Armor colors (purple and blue)
Alternate color #3: Gold Armor
Alternate color #4: Alia (pink and white)
Alternate color #5: green chest, blue arms, brown legs (X1 Sigma)
DLC costume: Command Mission armor
Regular Moves:
standing L --- X jabs forward with his left hand (all attacks assuming X is facing right). Nothing special, just a regular ole 5A.
standing M --- X kicks in an upward arc, much like the Mega Ball kick from MM8. Floats a little on hit, especially so in the air.
standing H --- Double Cyclone; X thrusts both hands to the sides, then releases green orbs from each hand. Unlike the regular move, they don't travel anywhere. Both orbs and X's hands can deal damage. The orbs count as projectiles. All hits cause float.
forward+H --- Strike Chain; X fires a grappling hook forward that retracts once it reaches its maximum length (about 1/3 max screen size, nowhere near as long as Spencer's arm) or hits the opponent or a wall. If it hits the opponent or wall, X is reeled in towards them/it. Cannot be cancelled without X Factor. Only the claw at the end of the chain has a hitbox. Damage is minimal. Combos after are possible but with very strict timing.
backward+H --- Fire Wave; X fires a stream of flames forward. This is functionally identical to Chris' flamethrower. However, it's horizontal hitbox is shorter and vertical hitbox is larger.
S --- Tornado Fang; X produces a drill at the end of his buster and performs an uppercut. It's basically Volnutt's Drill Upper from TvC, but this is X's launcher.
crouching L --- X jabs forward with his left hand just like his 5A, but hits low this time.
crouching M -- X kicks low with his left leg. Run of the mill combo filler and probably X's best poke.
diagonal down/forward M --- Acid Burst; X fires a bubble of acid on the ground in front of him. On contact with the ground, it splashes a little to the left and right. All parts of the projectile hit once each, cause soft knockdown, and hit OTG. Its cooldown is not generous, so comboing after the initial hit can be tricky without assists or X Factor. Comboing after the splash would be easier. This is X's Beta assist, appearing in front of the lead.
crouching H --- X spins 360 degrees around with his right leg out. Causes hard knockdown and hits low.
j.L --- X jabs quickly with his left hand again, but this time diagonally downward. Hits high.
j.M --- X kicks forward with his right foot. Hits high. Probably his best jump in.
j.H --- Drift Diamond; X spins around once while a group of 6 ice clumps circle close around his body in a double helix. Three start in front of X, 3 behind. When positioned correctly, all 6 hits can connect. The ice count as projectiles and are not very durable at all. X's body has no hitbox.
j.forward H --- Strike Chain; same as ground version, but also resets vertical velocity even on whiff. Can only be used once during a jump.
j.S --- X slashes in front of and slightly below him with the Blade Armor's sword. Hits high. At point blank, hits twice. The second hit in that case would knock down in an air combo. Also a good jump in option.
Forward and backward grab --- X judo flips his opponent over his shoulder onto the ground, steps on their stomach, and fires a weak charge shot at their belly. Can be followed up with Acid Burst and maybe select assists.
Air grab --- X tosses his opponent around him down to the ground a good distance away from him and fires 3 uncharged shots at them while falling. Very difficult to follow up.
Special Moves:
hold any button and release --- X Buster; X charges his buster, then fires a blast full screen forward both on the ground and in the air. He can charge his buster to up to four levels. The first three function identically to Zero's in that there's no difference if you use one button or the other. Level 3 charge shots do cause hard knockdown. The fourth level, however, does differ depending on the button released to fire the shot, costs 1 hyper bar to use and is considered a Hyper Cancel:
--- L releases the Hermes Armor spread shot. One blast fires forward, one diagonally upward, one diagonally downward. Each blast by itself is not terribly strong, and they move slowly, but they cover a lot of ground, and do quite a bit altogether at point blank. The downward shot can OTG. Low-medium durability.
--- M releases the pink helix shot from X1. The blast is taller than a lvl3 charge shot and hits multiple times. Only causes a soft knockdown. Medium durability.
--- H releases the Plasma Shot from X4. The size of the blast is identical to a lvl3. The initial hit is about the same strength as a lvl3, but the blast creates a wave of energy when it makes contact, adding a bunch more hits afterwards. If the initial blast is blocked, the shot continues past the opponent and the extra wave is still produced. If the blast hits an opponent's assists, a wave will be created for each. The waves linger on screen for 1 Marvel second (about 3 real time?). High-medium durability.
--- If S is released, X swings the Z Saber overhead downward much like in X3. The length of the saber is slightly shorter than Zero's, but the damage is remarkable. Cooldown is very long. If performed in the air, X cannot do anything until he lands. Hits high and causes a ground bounce.
The level 3 is X's Alpha assist, where X appears behind the lead. X comes in fully charged, but the shot is a bit weaker and only causes a soft knockdown.
quarter circle forward + attack (air OK) --- Ray Arrow; X fires a yellow beam of light forward. Its y position changes with the y position of X's chest, so if X crouches or jumps after performing the move, the Ray Arrow will move up with him. It always hits mid, even if X crouches. The L version is weak but comes out quickly. The M version is stronger, but has a bit more startup. The H version fires two Ray Arrows stacked vertically. 3 paces away from X, the Ray Arrows will change directions; the top shot will shoot straight up and the bottom will travel to the ground. Strength and speed are identical to the M version. All versions have medium durability. The M version is X's Gamma assist, appearing behind the opponent. If called on the ground, the beam will follow the lead character instead of X. If called in the air, the shot will first move to try and match the player's position before it follows their movement.
dragon punch + attack --- Wing Spiral; X performs a Shoryuken-style uppercut and leaps into the air, with trails of wind circling around him. At the end of the attack, the wind rises upward and deals two extra hits. The stronger the button used, the higher the wind rises and the more the opponent floats. Just like a Shoryuken it is invulnerable on the first few frames.
reverse dragon punch + attack --- Crystal Wall; X raises his hands from the ground to above his head, summoning an orange crystal stalagmite out of the ground. The button used determines where it appears. L is right in front of X, M 2 paces ahead of X, and H 5 paces. It stays standing up for 2 Marvel seconds, then falls and crumbles. It will fall earlier if any character (including X) or an attack comes in contact with it. It takes a handful of frames for the stalagmite to appear; X is completely vulnerable during this. It has very high projectile durability, able to nullify EM Distruptor. It does damage on the way up and when it falls. On the way up can OTG. The move is jump cancellable the first frame the Crystal Wall appears.
half circle backward + attack (air OK) --- Speed Burner; X dashes forward a generous distance while enveloped in fire. It hits multiple times, and the amount of hits increase with the strength of the button used. It has no invincibility, but because it's so quick most physical moves will trade with it at best. Can only be cancelled with Hyper Combos. Untechable time is very short, so followups are limited to assists and Hyper Cancels.
half circle backward + S (air OK) --- Nova Strike; X leaps into the air then flies forward while enveloped in a golden aura. The startup is long, but the move hits more, hits harder, travels faster, and has a larger hitbox than Speed Burner. The last hit causes a wall bounce. X has a few frames of invincibility when the aura appears. After this move is activated, X cannot call assists until the aura disappears. When used on the ground, most characters can simply duck under it.
Hyper Combos:
quarter circle forward + two attacks (1 meter) --- Double Charge; X quickly charges both busters. He releases the charge on his right hand, then his left. The first charge shot is bigger than a level 3 charge shot, hits five times, has high-medium projectile durability, and causes crumple on ground hit and spin on air hit. The second charge is even larger, hits 8 times, causes a wall bounce, and is incredibly durable (rivaling that of Dormammu's Stalker Flare). X is fully invincible from activation to when the first charge shot is released. If you hold S during the move, you can cancel the second charge shot and keep it in reserve. You can move around and attack as you want, just with the limitation of not being able to use S or regular charge shots. When you release S, you'll fire the second charge. If you switch partners while holding the second charge, you will lose the charge when X returns to the field. This Hyper Combo will be used in a Cross Over Combination if X is using either Alpha or Gamma assist.
quarter circle back + two attacks (1 meter) (air OK) --- Electric Spark; X crosses his arms in front of him, then spreads his arms out to face each end of the screen, creating two pillars of electricity 1.5 times X's height. One goes forward, the other backward. They travel full screen rather quickly, hit multiple times, and have a kind of trapping effect seen in similar HC's, like Magnetic Shockwave. This HC will be used in a Cross Over Combination if X is using Beta assist.
dragon punch + two attacks (3 meters) --- Shining Finger; X's fist shakes angrily while the gem on his helmet shines brightly. He then dashes forward low to the ground with that fist out in front. This dash is shorter and slower than his regular dashes, but X is upper body invincible during. It can be beaten with a quick low attack. Has a long cooldown on whiff. If the hit connects, the opponent is sent flying backward in a cinematic. X then gets into stance as his hand begins to glow a bright blue. As the opponent staggers to their feet, X leaps forward and grabs his opponent's face with his glowing hand. A beat later, X screams and fires a large Shinkuu Hadoken-type energy blast from his glowing hand. The opponent is blasted into a wall. When the blast ends, they fall from the wall onto their face. If you land the initial hit close to the wall, it is possible to follow up once the move is done with an OTG, but the move causes massive hitstun so you're not going to get much after. You can mash buttons during the cinematic to increase the number of hits.
[/spoiler]