"UMVC3_Glossary" values
39 rows are stored for this pageField | Field type | Value |
---|---|---|
term | Wikitext string | Ground Bounce |
definition | Wikitext string | Moves with the property will cause the opponent to bounce off the ground in a comboable state for a certain amount of frames before transitioning into Hard Knockdown. Generally only one Ground Bounce is possible in a combo, using a second Ground Bounce move will instead lead to the opponent hitting the ground in the Soft Knockdown state. However, Down TAC and a few moves can get around this limitation. |
shortDefinition | Wikitext string | Ground Bounce moves will cause the opponent hit the ground and bounce in a comboable state for a fixed amount of time. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Forced Ground Bounce |
definition | Wikitext string | Certain moves will always cause a Ground Bounce regardless of if a Ground Bounce has already been used earlier in the combo. Some of these moves can also hit or be cancelled in specific ways to "reset" the Ground Bounce, allowing a regular Ground Bounce move to Bounce the opponent when it normally could not. |
shortDefinition | Wikitext string | Certain moves will always cause a Ground Bounce regardless of if a Ground Bounce has already been used earlier in the combo. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Wall Bounce |
definition | Wikitext string | Moves with the property will cause the opponent to bounce off the wall back towards the direction they traveled, even if the opponent doesn't reach the furthest edge of the stage. They are freely comboable until they hit the ground, and enter the Soft Knockdown state. Generally only one Ground Bounce is possible in a combo, using a second Ground Bounce move will instead lead to the opponent being able to air tech or hit the ground enter the Soft Knockdown State. |
shortDefinition | Wikitext string | Ground Bounce moves will cause the opponent hit the wall and bounce back in the direction they traveled in a comboable state for a fixed amount of time. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Forced Wall Bounce |
definition | Wikitext string | Certain moves will always cause a Wall Bounce regardless of if a Wall Bounce has already been used earlier in the combo. |
shortDefinition | Wikitext string | Certain moves will always cause a Wall Bounce regardless of if a Wall Bounce has already been used earlier in the combo. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | OTG |
definition | Wikitext string | Certain moves will be able to hit opponents laying on the ground in the Hard Knockdown state, and potentially lead to, or continue, a combo. |
shortDefinition | Wikitext string | Certain moves will be able to hit opponents laying on the ground in the Hard Knockdown state, and potentially lead to, or continue, a combo. |
alias | Wikitext string | Off the Ground or On the Ground |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Crumple |
definition | Wikitext string | When a crumple move hits a grounded opponent it will cause the opponent to slowly crumple to the floor. When this occurs, they are freely comboable up until they hit the ground, but are considered airborne. Thus the first hit that connects on them will pop them into the air. When they finish the crumple and hit the ground, they are considered in Hard Knockdown for a fixed amount of time before they transition to soft knockdown and can tech roll. |
shortDefinition | Wikitext string | Crumple moves on grounded opponents will cause a crumple animation where the opponent is freely comboable for a fixed amount of time. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Rapid Fire |
definition | Wikitext string | Lights Normals with the Rapid Fire property are self-cancellable into themselves infinitely. This makes them very useful for confirms, pressure, and neutral. |
shortDefinition | Wikitext string | Lights Normals with the Rapid Fire property are self-cancellable into themselves infinitely. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Spinout |
definition | Wikitext string | Certain moves will cause a lengthy animation where the opponent is launched upwards and fall to the ground while spinning in the air. They will always fall all the way to the ground unless interrupted, regardless of Hitstun Decay. Some moves Spinout moves result in a Hard Knockdown when the opponent touches the ground, some will result in Soft Knockdown. |
shortDefinition | Wikitext string | Certain moves will cause a lengthy animation where the opponent is launched upwards and fall to the ground while spinning in the air. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Forced Tech Roll |
definition | Wikitext string | Moves with this property act very similarly to Forced Soft Knockdown moves but when the opponent hits the ground they will immediately tech in a designated direction. This leads to much stronger Okizeme than normal SKD. |
shortDefinition | Wikitext string | Moves with this property act very similarly to Forced Soft Knockdown moves but when the opponent hits the ground they will immediately tech in a designated direction. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Launcher |
definition | Wikitext string | All ?'"`UNIQ--templatestyles-0000000B-QINU`"'?5S and certain other moves will launch the opponent into the air while also putting them in the launcher state. Buttons with the Launcher property are also superjump cancellable. When the opponent is in a launcher state a ?'"`UNIQ--templatestyles-0000000D-QINU`"'?j.S will lead to a HKD on hit. |
shortDefinition | Wikitext string | All ?'"`UNIQ--templatestyles-0000000E-QINU`"'?5S and certain other moves will launch the opponent into the air while also putting them in the launcher state. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Chip |
definition | Wikitext string | Specials, Hypers, and certain normals will do 30% of their normal damage on block known as Chip Damage. Chip damage can be somewhat mitigated using Advancing Guard. |
shortDefinition | Wikitext string | Specials, Hypers, and certain normals will with this property will do a small amount of damage on block. |
alias | Wikitext string | Chip Damage |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Chargeable |
definition | Wikitext string | Some moves gain different properties when the button input is pressed and held for a certain amount of time. There are a wide variety of properties that change but generally Startup is always lengthened when charging a move. |
shortDefinition | Wikitext string | Some moves gain different properties when the button input is pressed and held for a certain amount of time. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Stagger |
definition | Wikitext string | Moves with this property will cause a grounded opponent to be placed in a hitstun animation where they stagger backwards slightly. While it does not last as long as Crumple?'"`UNIQ--item-15--QINU`"'? it is generally easy to combo. |
shortDefinition | Wikitext string | Moves with this property will cause a grounded opponent to be placed in a hitstun animation where they stagger backwards slightly. |
alias | Wikitext string | Stagger Stun |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Dizzy |
definition | Wikitext string | Moves with this property will cause a grounded opponent to be placed in a very lengthy, comboable stun animation where baby chickens circle their head. The opponent will recover standing after a certain amount of time. |
shortDefinition | Wikitext string | Moves with this property will cause a grounded opponent to be placed in a very lengthy, comboable stun animation where baby chickens circle their head. |
alias | Wikitext string | Stun |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Capture |
definition | Wikitext string | Moves with this property will place the opponent into a unique hitstun animation in which many game states will be paused, essentially "freezing" the opponent. These moves also are only able to hit one character and ignore the ArmoredNo results property. For instance Dark Phoenix Rising will not activate until the Capture state is ended, either by being hit or after a certain amount of time. |
shortDefinition | Wikitext string | Moves with this property will place the opponent into a unique hitstun animation in which many game states will be paused, essentially "freezing" the opponent. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Cinematic |
definition | Wikitext string | Some Hypers enter a Cinematic state on hit that is functionally similar to a capture state, with a short cutscene in which the opponent will not die until the cinematic ends. Additionally, Cinematic Hypers erase all projectiles on the screen as the cinematic starts, cannot be interrupted, and can only hit one character. When an assist character is hit, the cinematic will not trigger. |
shortDefinition | Wikitext string | Some Hypers enter a Cinematic state on hit that is functionally similar to a capture state, with a short cutscene in which the opponent will not die until the cinematic ends. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Mashable |
definition | Wikitext string | Some Hypers require players to mash ?'"`UNIQ--templatestyles-00000010-QINU`"'?L, ?'"`UNIQ--templatestyles-00000011-QINU`"'?M, and ?'"`UNIQ--templatestyles-00000012-QINU`"'?H during the Hyper in order to reach max damage. This will result in the Hyper having more hits and higher damage. Some Hypers, like Magneto's Gravity Squeeze, are close to impossible for Humans to mash fast enough to reach max damage. |
shortDefinition | Wikitext string | Some Hypers require players to mash ?'"`UNIQ--templatestyles-00000013-QINU`"'?L, ?'"`UNIQ--templatestyles-00000014-QINU`"'?M, and ?'"`UNIQ--templatestyles-00000015-QINU`"'?H during the Hyper in order to reach max damage. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Armor |
definition | Wikitext string | Some moves have a fixed number of armored hits in a certain frame window of the move. Armor will absorb a hit, taking full damage, but not interrupt the animation of the attack. |
shortDefinition | Wikitext string | A move with armor can absorb some amount of hits in a frame window, taking damage but not stopping the attack. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Unblockable |
definition | Wikitext string | Unblockable attacks cannot be guarded and if they connect will place an opponent in hitstun. Generally these moves are strong but hard to apply in a match as they often have long startup. |
shortDefinition | Wikitext string | Unblockable attacks cannot be guarded and if they connect will place an opponent in hitstun. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Air Combo Finisher |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | AirOk |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Ignores Scaling |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Fixed Hitstun |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Forced Soft Knockdown |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Hard Knockdown |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Pierce |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Projectile Priority |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Projectile Durability |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Projectile Nullification |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Projectile Counter |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Projectile Reflect |
definition | Wikitext string | Placeholder |
shortDefinition | Wikitext string | Placeholder |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Launcher |
definition | Wikitext string | All ?'"`UNIQ--templatestyles-00000000-QINU`"'?5S and certain other moves will launch the opponent into the air while also putting them in the launcher state. Buttons with the Launcher property are also superjump cancellable. When the opponent is in a launcher state a ?'"`UNIQ--templatestyles-00000002-QINU`"'?j.S will lead to a HKD on hit. |
shortDefinition | Wikitext string | All ?'"`UNIQ--templatestyles-00000003-QINU`"'?5S and certain other moves will launch the opponent into the air while also putting them in the launcher state. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Stagger |
definition | Wikitext string | Moves with this property will cause a grounded opponent to be placed in a hitstun animation where they stagger backwards slightly. While it does not last as long as Crumple?'"`UNIQ--item-4--QINU`"'??'"`UNIQ--templatestyles-00000005-QINU`"'? it is generally easy to combo. |
shortDefinition | Wikitext string | Moves with this property will cause a grounded opponent to be placed in a hitstun animation where they stagger backwards slightly. |
alias | Wikitext string | Stagger Stun |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Capture |
definition | Wikitext string | Moves with this property will place the opponent into a unique hitstun animation in which many game states will be paused, essentially "freezing" the opponent. These moves also are only able to hit one character and ignore the ArmoredNo results?'"`UNIQ--templatestyles-00000007-QINU`"'? property. For instance Dark Phoenix Rising will not activate until the Capture state is ended, either by being hit or after a certain amount of time. |
shortDefinition | Wikitext string | Moves with this property will place the opponent into a unique hitstun animation in which many game states will be paused, essentially "freezing" the opponent. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Mashable |
definition | Wikitext string | Some Hypers require players to mash ?'"`UNIQ--templatestyles-00000008-QINU`"'?L, ?'"`UNIQ--templatestyles-00000009-QINU`"'?M, and ?'"`UNIQ--templatestyles-0000000A-QINU`"'?H during the Hyper in order to reach max damage. This will result in the Hyper having more hits and higher damage. Some Hypers, like Magneto's Gravity Squeeze, are close to impossible for Humans to mash fast enough to reach max damage. |
shortDefinition | Wikitext string | Some Hypers require players to mash ?'"`UNIQ--templatestyles-0000000B-QINU`"'?L, ?'"`UNIQ--templatestyles-0000000C-QINU`"'?M, and ?'"`UNIQ--templatestyles-0000000D-QINU`"'?H during the Hyper in order to reach max damage. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Launcher |
definition | Wikitext string | All ?'"`UNIQ--templatestyles-00000021-QINU`"'?5S and certain other moves will launch the opponent into the air while also putting them in the launcher state. Buttons with the Launcher property are also superjump cancellable. When the opponent is in a launcher state a ?'"`UNIQ--templatestyles-00000023-QINU`"'?j.S will lead to a HKD on hit. |
shortDefinition | Wikitext string | All ?'"`UNIQ--templatestyles-00000024-QINU`"'?5S and certain other moves will launch the opponent into the air while also putting them in the launcher state. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Stagger |
definition | Wikitext string | Moves with this property will cause a grounded opponent to be placed in a hitstun animation where they stagger backwards slightly. While it does not last as long as Crumple?'"`UNIQ--item-37--QINU`"'??'"`UNIQ--templatestyles-00000026-QINU`"'? it is generally easy to combo. |
shortDefinition | Wikitext string | Moves with this property will cause a grounded opponent to be placed in a hitstun animation where they stagger backwards slightly. |
alias | Wikitext string | Stagger Stun |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Capture |
definition | Wikitext string | Moves with this property will place the opponent into a unique hitstun animation in which many game states will be paused, essentially "freezing" the opponent. These moves also are only able to hit one character and ignore the ArmoredNo results?'"`UNIQ--templatestyles-00000028-QINU`"'? property. For instance Dark Phoenix Rising will not activate until the Capture state is ended, either by being hit or after a certain amount of time. |
shortDefinition | Wikitext string | Moves with this property will place the opponent into a unique hitstun animation in which many game states will be paused, essentially "freezing" the opponent. |
alias | Wikitext string |
Field | Field type | Value |
---|---|---|
term | Wikitext string | Mashable |
definition | Wikitext string | Some Hypers require players to mash ?'"`UNIQ--templatestyles-00000029-QINU`"'?L, ?'"`UNIQ--templatestyles-0000002A-QINU`"'?M, and ?'"`UNIQ--templatestyles-0000002B-QINU`"'?H during the Hyper in order to reach max damage. This will result in the Hyper having more hits and higher damage. Some Hypers, like Magneto's Gravity Squeeze, are close to impossible for Humans to mash fast enough to reach max damage. |
shortDefinition | Wikitext string | Some Hypers require players to mash ?'"`UNIQ--templatestyles-0000002C-QINU`"'?L, ?'"`UNIQ--templatestyles-0000002D-QINU`"'?M, and ?'"`UNIQ--templatestyles-0000002E-QINU`"'?H during the Hyper in order to reach max damage. |
alias | Wikitext string |