Marvel VS Capcom: Infinite/Monster Hunter

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Mvci logo.png

Monster Hunter

Monster hunter.png

In a nutshell
WIP

Introduction

Players to Watch

Character Vitals

CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
Dodge/Demon Dodge

Move List

Unique Trait

Dodge: Monster Hunter has access to a roll that can be canceled out of normals on hit, block or even whiff! She can also cancel the recovery frames of her specials into dodge. Ending combos into Demolisher Demon Dance will power her up into Demon mode and make her Dodges even faster with more invincibility.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300x2 (570)
A multi-hitting sword attack with decent range.
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Armored
Armor start up is extremely fast however it does not go through hypers, can reaction armor with this button. Can whiff Cancel.png to other Armored.png attacks when armor activates.
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
4 hits (800) Knockdown
A multi-hitting sword attack that knocks the opponent up a bit
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300x2 (570)
A long range multi-hitting poke
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
850 Armored Launch
Armor start up is extremely fast however it does not go through hypers, can reaction armor with this button. Can be whiff canceled from another heavy attack when armor activates.
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
550 Low
A long reaching spear that hits low
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
850 Low Armored Hardknockdown
A slow wind up attack that hits Low.png with armor, can be whiff canceled into Overhead Slash or Mvci down.pngMvci hp.png if armor activates.
Jumping Light Punch
Mvci up.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
250x2 (475) High
A multi-hitting attack where both of her hits are an overhead
Jumping Heavy Punch
Mvci up.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
850 High Armored
Jumping Light Kick
Mvci up.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High
Jumping Heavy Kick
Mvci up.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High During Air Combo: Groundbounce Hardknockdown Aircombofinisher
A long reaching spear attack that hits below her, ends air combos
Circle Slash
Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300+360 (660) High (first hit)
Monster Hunter vaults herself forwards with a multi-hitting dagger attack. Can be chained from Mvci lp.png or Mvci down.pngMvci lp.png but it cannot be canceled into any other attack or special.
Overhead Slash
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
900 Armored
Despite it's name, it's not an overhead, can be chained from Mvci hp.png or Mvci down.pngMvci hk.png and chains into Mvci down.pngMvci hp.png. Can be whiff canceled from any heavy armor attack into Mvci down.pngMvci hp.png when armor activates.
Lunging Strike
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300+400 (700) Hardknockdown
Monster Hunter flings forward with a multi-hitting attack that knocks down, chains from any of her basic normal attacks and chains into Mvci down.pngMvci hp.png
Jumping Shot (during jump)
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Proj
A Downward.png arrow attack that is strong for zoning in the air, can be reflected.

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 3 1 Hardknockdown
Additional damage scales by 50%. Flings her opponent full screen, may be too difficult to combo afterwords.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
3 hits (985) 3 1 Hardknockdown
Additional damage scales by 50%. Assaults her opponent mid air then puts them into a knockdown, may be too difficult to combo afterwords.
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

Draw Slash
Mvci qcf.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1500 34 5 75 26 -59 Armored Hardknockdown
A heavy hitting attack with armor.
Can chain Mvci lp.png or Mvci hp.png to activate a series of never ending Armored.png strikes, the first follow up attack will hit Low
Draw Slash (can be charged)
Mvci qcf.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1600 or 3000 (perfect charge) 57 (90)<- Charged (62)<-crtical charge 4 91 19 (76)<-Critical Charge -74 (-66)<-Critical Charge Armored Hardknockdown
A heavy hitting attack with armor that even goes through hypers. Can let go of charge during the flash to get Extra.png damage. Video reference showing the timing.
Can chain Mvci lp.png or Mvci hp.png to activate a series of never ending Armored.png strikes, the first follow up attack will hit Low
Dodge (can be directed)
Mvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
40 (43)<- if canceled whit light punch 0 (4)<- if canceled whit light punch 0 (35)<- if canceled whit light punch 0 (-13)<- if canceled whit light punch 0 (-18)<- if canceled whit light punch
A type of roll that Monster Hunter can use to Cancel.png out of normals on hit/block/whiff as well as Cancel.png out of the recovery frames of specials. Note: Like all direction-agnostic specials, this move auto-corrects by rolling towards your opponent unless directed.
Demon Dodge (during Demon Mode)
Mvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1 (30)<- if canceled whit light punch 21 (4)<- if canceled whit light punch 16 (35)<- if canceled whit light punch 0 (-13)<- if canceled whit light punch 0 (-18)<-while cancel whit light punch
After powering up into Demon Mode from Demolisher Demon Dance, her Dodge becomes Demon Dodge, which has increased invincibility and faster recovery. It also will pass through opponents even in the corner. The recovery frames of Demon Dodge can be canceled into a normal or special move. Each activation of Demon Dodge will drain a bit of her Demon meter.
Demon Flurry (Air OK)
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 5 hits (870) {15 (22) <-in the air low to the ground (18)<- in the air} 3(2)3(11)6(11)4 [2(5)2(9)2]<- low to the ground 59 (23)<_in the air low to the ground 25 (-1)<-Low to the ground -42(-6) <-low to the ground Hardknockdown
Mvci hp.png 5 hits (960) {23 (26)<-in the air low to the ground (22)<- in the air} 3(2)3(15)3(1)3(14)4 [3(6)3(8)3(11)3]<-low to the ground 64 (24)<-low to the ground 24 (17)<-low to the ground -47 (-8)<-low to the Ground Hardknockdown
A multi-hitting sword attack, if you use Dodge at the end you have better recovery and potentially can Otg.png into a combo.
Air Demon Flurry
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 3 hits (870) High (first hit only) 18 2(5)2(9)2 0 0 0
Mvci hp.png 4 hits (960) High (first hit only) 22 3(6)3(8)3(11)3 0 0 0 Hardknockdown
Mvci lp.png version is a Downward.png flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only.
Mvci hp.png version is a forward flurry of attacks with an overhead.
Demon Dance (Air OK) (during Demon Mode)
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 7 hits (1196) 15 (20)<-low to the ground 3(2)3(12)3(1)3(11)4(1)4(16)4 [4(11)2(2)2(6)2]<-low to the ground 49 (24)<-low to the ground 40 (0)<-low to the Ground -31 (-5)<-low to the Ground Hardknockdown
Mvci hp.png 7 hits (1291) 22 (24)<-low to the ground 3(2)3(14)3(1)3(15)4(1)4(19)4 [4(10)2(6)2(8)2(10)2]<-low to the ground 60 (24)<-low to the ground 40 (16)<-low to the ground -42 (-7)<-low to the ground Wallbounce Hardknockdown
A stronger version of Demon Flurry, if you use Demon Dodge at the end you have better recovery and potentially can Otg.png into a combo.
Air Demon Dance (during Demon Mode)
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 5 hits (1017) High (first hit only) 16 4(11)2(2)2(6)2 0 0 0
Mvci hp.png 6 hits (1206) High (first hit only) 20 4(10)2(6)2(8)2(10)2 0 0 0 Wallbounce
Mvci lp.png version is a Downward.png flurry of attacks with an overhead, grants enough frame advantage to follow up with a combo on the ground, airborne opponents will enter a Force Tech state where they can either neutral tech or up tech only.
Mvci hp.png version is a forward flurry of attacks with an overhead that ends in a wall bounce.
Arrow Strike (can be charged)
Mvci qcf.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 or 3 hits (1450) 21 (61)<-if charged 54 (47)<-if charged 2 (9)<-if charged -3 (52)<-if charged 30 (-31)<-if charged Proj Knockdown
Holding Mvci lk.png will charge her arrows that spread out above and below the original arrow. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time.
Arc Shot (can be charged)
Mvci qcf.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 on the way up, 5 hits (960) or 9 hits (1640) on the way down 16 (56)<-if charged 47 0 64-69 59-65 Proj Hardknockdown (airborne opponents)
Monster Hunter shoots an arrow in the sky that comes back to the ground, the initial up arrow has a hitbox that can deal damage and possibly be worked into combos. Holding Mvci hk.png will charge her arrows which creates more projectiles that full screen. You only need to hold charge until the flash, however you can hold down longer and it will activate itself after a time. Uncharged arrows will travel about mid screen where as the full charge will travel full screen. Projectiles cannot be reflected.

Hypers

Tartarus Stampede
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
4 hits (3290) 19 5 105 32 -91 Hardknockdown
A cinematic hyper, can tag in a partner on start up and Otg.png into a combo. Has invincibility on start up.
Demolisher Demon Dance (Air OK)
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
20 hits (2863) 16 (20)<-lower to the ground 115 (170)<-in the ground 17 (71)<-in the ground 55 (28)<-in the ground 0+1f land (-54)<-in the ground Hardknockdown
Tied to her Easy Hyper Combo input, after activating this attack she gains Demon Mode which powers up some of her moves. Good to know that even if this move is interrupted after the hyper flash, she will still gain Demon Mode. Demon Mode does not go away when she tags out, however after a tag-in she loses a tiny bit of meter but it does not drain idly while she is off the field. Can refresh Demon Mode timer by inputting another one of these supers. A nice super to tag into a partner to follow up with. When in Demon Mode, Monster Hunter gains:
  • A 5% damage bonus
  • Faster charge for H Draw Slash sweet spot
  • Improved Flurry and Dodge moves
Meteor Fall
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 on the way up, 200 per arrow on the way down 17 73 0 136-139 130-135 Proj Hardknockdown air borne opponents only
A strong lock down super, hits full screen and puts the opponent into block stun for quite awhile making tag-in mix ups ideal.
Hunter's Pride (Level 3)
Mvci qcb.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
7 hits (5475) 18 5 150 12 -136
Invincibility on start up, cannot follow up with a combo afterwards and will always place the opponent mid screen. Tagging in a partner on the same input will grant strong Oki advantage.

Hitboxes


Videos


Technology

full charge Draw Slash confirm using dodge

Combos

Solo 7.2k double super combo

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Monster Hunter

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