Marvel vs Capcom 3/Glossary: Difference between revisions

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== Attack Properties ==
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{{GenericTableRow | {{#motion:nocancel}} | This attack cannot be cancelled into specials or supers. }}
{{GenericTableRow | {{#motion:nocancel}} | This attack cannot be cancelled into specials or supers. }}
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== Controller Motion Terminology ==
Also, there are some motions for the controller that will be referred to by the common nicknames and abbreviations most fighting game players use nowadays.  Here's a listing of the ones that may be most commonly used in this guide:
==== Quarter Circle Forward ====
QCF - {{#motion: qcf}} (Down, Down/Towards, Towards)
==== Quarter Circle Back ====
QCB - {{#motion: qcb}} (Down, Down/Back, Back)
==== Dragon Punch ====
DP  - {{#motion: dp}} (Towards, Down, Down/Towards)
==== Reverse Dragon Punch ====
RDP - {{#motion: rdp}} (Back, Down, Down/Back)
==== Half Circle Forward ====
HCF - {{#motion: hcf}} (Back, Down/Back, Down, Down/Towards, Towards)
==== Half Circle Back ====
HCB - {{#motion: hcb}} (Towards, Down/Towards, Down, Down/Back, Back)
==== 360 Motion ====
360 - {{#motion: 360}} (Rotate the joystick in a full circle in any direction)

Revision as of 06:44, 14 February 2011

Attack Properties

Term
Definition
{{#motion:low}}
The attack must be blocked from a crouch
{{#motion:high}}
The attack must be blocked standing up
{{#motion:throw}}
The is a throw. Throws cannot be blocked.
{{#motion:chipdamage}}
The attack does a small amount of damage when blocked.
{{#motion:otg}}
Off the ground. The attack picks up a grounded opponent, usually to continue a combo after a knockdown.
{{#motion:launch}}
The attack launches the opponent in the air. Press {{#motion:u}} to follow and air combo.
{{#motion:groundbounce}}
The attack bounces the opponent off the ground, allowing for combo opportunities. Only one of these is allowed per combo.
{{#motion:wallbounce}}
The attack bounces the opponent off the far wall, allowing for combo opportunities. Only one of these is allowed per combo.
{{#motion:softknockdown}}
The attack knocks the opponent to the ground, but the opponent can choose to roll away in either direction right away.
{{#motion:hardknockdown}}
The attack knocks the opponent to the ground and the opponent cannot move until their character gets up. The opponent can choose to roll away in either direction.
{{#motion:startupinv}}
The attack has some invulnerability in the beginning of its execution.
{{#motion:stagger}}
The attack briefly stuns the opponent.
{{#motion:crumple}}
The attack stuns the opponent. If not hit, the stunned opponent falls to the ground.
{{#motion:airok}}
This attack can be done in the air or from the ground.
{{#motion:jcancel}}
The attack can be canceled with a jump.
{{#motion:djcancel}}
This air attack can be canceled with a double jump.
{{#motion:aironly}}
This move can only be performed in the air.
{{#motion:dashcancel}}
This ground attack can be cancelled into a front or back dash.
{{#motion:unblockable}}
This attack cannot be blocked.
{{#motion:nocancel}}
This attack cannot be cancelled into specials or supers.

Controller Motion Terminology

Also, there are some motions for the controller that will be referred to by the common nicknames and abbreviations most fighting game players use nowadays. Here's a listing of the ones that may be most commonly used in this guide:

Quarter Circle Forward

QCF - {{#motion: qcf}} (Down, Down/Towards, Towards)

Quarter Circle Back

QCB - {{#motion: qcb}} (Down, Down/Back, Back)

Dragon Punch

DP - {{#motion: dp}} (Towards, Down, Down/Towards)

Reverse Dragon Punch

RDP - {{#motion: rdp}} (Back, Down, Down/Back)

Half Circle Forward

HCF - {{#motion: hcf}} (Back, Down/Back, Down, Down/Towards, Towards)

Half Circle Back

HCB - {{#motion: hcb}} (Towards, Down/Towards, Down, Down/Back, Back)

360 Motion

360 - {{#motion: 360}} (Rotate the joystick in a full circle in any direction)