Ultimate Marvel vs Capcom 3/Rocket Raccoon

From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!

Jump to: navigation, search
Ultimate Marvel vs Capcom 3
Ultimate Marvel vs Capcom 3#Getting StartedUltimate Marvel vs Capcom 3#CharactersUltimate Marvel vs Capcom 3/GlossaryUltimate Marvel vs Capcom 3/Game MechanicsUltimate Marvel vs Capcom 3/Game ModesUltimate Marvel vs Capcom 3/Strategy

Contents

Rocket Raccoon

Image:umvc3_rocketraccoon_face.jpg

TBW


In a nutshell At first glance, this fuzzy little mammal may seem like strictly a keep-away character. However, his speed, mobility, size, and arsenal of tricks lead to a very complicated, yet versatile character who uses not only trap specials but also has the ability to use his unique array of normals to cause frame traps and mixups to those caught unaware. By abusing his size, mobility, speed, and trickery, Raccoon can be a menace to anyone, not just your trash can.


Character Specific Information

CHARACTER DATA
Health:
750,000
Double Jump:
No
Air Dash:
No
Air Action Count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
40.0 %
60.0 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
11.0 s
16.0 s
21.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
15 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %


Video Walkthrough


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
File:Alpha.png Spitfire (M) +
Spitfire Twice (M)
File:direct.png File:front.png
40,000 +
40,000
File:proj.png
Rock 'n' Roll
File:Beta.png Claymore
File:direct.png File:front.png
15,000 x 10
File:proj.png
Rock 'n' Roll
File:Gamma.png Pendulum
File:direct.png File:front.png
90,000
File:softknockdown.png
File:wallbounce.png
Rock 'n' Roll

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
31,000
File:rpdfire.png
Crouching Light
File:d.png + File:l.png
30,000
File:low.png File:rpdfire.png
Standing Medium
File:m.png
42,000
Crouching Medium
File:d.png + File:m.png
45,000
File:low.png
Standing Heavy
File:h.png
60,000
File:chipdamage.png
File:proj.png
Crouching Heavy
File:d.png + File:h.png
60,000
File:chipdamage.png
File:proj.png
Special
File:s.png
60,000
File:launch.png File:nocancel.png
Wild Ripper
File:f.png + File:h.png
65,000
Jumping Light
air File:l.png
33,000
File:high.png
Jumping Medium
air File:m.png
45,000
Jumping Heavy
air File:h.png
60,000
File:high.png
Jumping Special
air File:s.png
70,000
File:high.png File:chipdamage.png
File:aircombofinisher.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
File:f.png + File:h.png
10,000 x 3 + 50,000
File:throw.png File:hardknockdown.png
Back Throw
File:b.png + File:h.png
10,000 x 3 + 50,000
File:throw.png File:hardknockdown.png
Forward Air Throw
air File:f.png + File:h.png
10,000 x 3 + 50,000
File:airthrow.png File:hardknockdown.png
Back Air Throw
air File:b.png + File:h.png
10,000 x 3 + 50,000
File:airthrow.png File:hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Spitfire
File:qcf.png + File:atk.png
40,000
File:otg.png File:proj.png ;
File:l.png version shoots at a downwards angle.
File:m.png version shoots straight forward.
File:h.png version shoots at an upwards angle.
File:otg.png caused only by File:l.png version.
Spitfire Twice
File:atk.png after initial
Spitfire blast
40,000
File:otg.png File:proj.png ;
File:l.png version shoots at a downwards angle.
File:m.png version shoots straight forward.
File:h.png version shoots at an upwards angle.
File:otg.png caused only by File:l.png version.
Oil Bomb
File:dp.png + File:l.png
0
Oil Bomb (Explosion)
Use File:d.png + File:h.png
to shoot Oil Bomb
out of the air
70,000
File:otg.png File:proj.png
Oil Bomb (Flames)
Use File:h.png to shoot
Oil Bomb residue
off the ground
10,000 per Hit
File:otg.png File:proj.png
Mr. Flapper
File:dp.png + File:m.png
70,000
File:otg.png
File:softknockdown.png (air only)
File:groundbounce.png (air only)
File:proj.png
Pendulum
File:dp.png + File:h.png
90,000
File:softknockdown.png
File:wallbounce.png
Angel Gift
File:qcb.png + File:l.png
80,000
File:otg.png File:proj.png ;
Plants a trap. When opponent is
over it while on the ground, it
triggers rocks that drop from the sky.
The rocks cause the File:otg.png
and count as the File:proj.png .
Claymore
File:qcb.png + File:m.png
15,000 x 10
File:proj.png ;
Plants a trap. When opponent is
near it on the ground, shots
fire from it radpily. The shots count
as the File:proj.png .
Grab Bag
File:qcb.png + File:h.png
56,000
File:hardknockdown.png
File:cptr.png File:proj.png ;
Plants a trap. When opponent walks
over it, opponent gets caught in a net
in the air. The laser trigger before
the net counts as the File:proj.png .
Hover
in air tap and
hold File:u.png
0
Causes Rocket Raccoon to slowly
descend. Can still move back and
forth using File:uf.png and File:ub.png .
Rocket Skate
File:atk.png + File:s.png
0
File:airok.png ;
When performed on the ground,
can canel into another Rocket Skate.
When performed in the air, however,
you are limited to only one per jump.
Tunnel Rat
File:d.png , File:d.png + File:atk.png
0
File:l.png makes Rocket Raccoon pop up
in front of opponent. File:m.png makes Rocket
Raccoon pop up behind opponent. File:h.png
makes Rocket Raccoon dig into the
ground where he is and, if File:h.png is held,
can be moved back and forth
underground for a limited amount
of time until File:h.png is released or
the time runs out and he pops up
where you moved to.

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Rock 'n' Roll
File:qcf.png + File:atk.png + File:atk.png
12,000 x 34 + 100,000
File:strk.png File:softknockdown.png
File:proj.png ;
Mashable. File:softknockdown.png
caused by second to last hit.
File:strk.png caused by last hit.
Mad Hopper
File:qcb.png + File:atk.png + File:atk.png
220,000
File:otg.png File:softknockdown.png ;
Plants a large trap. When opponent
is over it while on the ground, the
spring trap is triggered.
Rocky Raccoon
File:dp.png + File:atk.png + File:atk.png
370,000
File:otg.png File:hardknockdown.png ;
Level 3


Strategy

Tips and Tricks

  • Oil Bomb can be detonated with standing File:h.png , crouching File:h.png , or even Spitfire.
  • By using his float command (File:u.png in the air), you can nullify all momentum he currently has. Use this at the start of a jump to perform an insanely tiny short hop that can be used to land an instant overhead attack on any character in the cast! This can also be used to "spam" his jumping File:s.png attack, his grenade toss, for mixups and chip damage.
  • Raccoon's jumping File:m.png also nullifies existing momentum and takes it over in his own sort of air dash. Combining these two techniques can make Rocket Raccoon virtually unblockable at close range.
  • Abuse Tunnel Rat File:h.png in short durations as a dodge technique.
  • Tunnel Rat File:h.png is Hyper cancelable. There are many situations where you can use Tunnel Rat File:h.png to dodge an attack, then immediately Hyper Cancel into his Level 3 Rocky Raccoon Hyper for a big punish.
  • Rocket Skates are another mobility option that functions as a special command dash. This move cannot be canceled by normals, but when used with assists, can be used to set up vicious mixups.
  • Rocky Raccoon, Rocket's level 3 Hyper, is extremely fast and hits the range NEAR the ground, not just when touching it. This can be used to catch falling opponents, or can easily DHC from hypers that cause the opponent to soft knockdown, before actually landing.
  • Due to Raccoon's speed and recovery time, you can combo out of Rocky Raccoon rather easily with his Rock 'n' Roll Hyper, or even some melee attacks, especially if you use Rocket Skates to give chase. Spend the time to see when he recovers, and what all you can use to make any combo a game ender.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Rocket Raccoon

Personal tools