Marvel vs Capcom 2/Glossary

From SuperCombo Wiki

Frame data definitions

Active

How many frames a move remains active (can hurt opponents) for.

Advantage

These are frame advantage values when the attack hits, is blocked (Adv. Guard) or is pushblocked (Adv. Pushblock). If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

Cancel options

Available cancel options on hit, or on block if denoted.

Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Guard

Notation for how this attack must be blocked. L for low attacks (must be blocked crouching), HL is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Special property

If the move carries some unique property such as "Launcher" or "Projectile" it will be denoted in this field.


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