Marvel vs Capcom 3/Glossary: Difference between revisions

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== Controller Motion Terminology ==
== 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 ====
<div class="movelist table">
QCF - {{#motion: qcf}} (Down, Down/Towards, Towards)
  <div class="movelistHeader">
 
    <div class="moveListCell">Term</div>
==== Quarter Circle Back ====
    <div class="moveListCell">Definition</div>
QCB - {{#motion: qcb}} (Down, Down/Back, Back)
  </div>
 
{{GenericTableRow | QCF | {{#motion: qcf}} Quarter circle forward }}
==== Dragon Punch ====
{{GenericTableRow | QCB | {{#motion: qcb}} Quarter circle back }}
DP  - {{#motion: dp}} (Towards, Down, Down/Towards)
{{GenericTableRow | HCF | {{#motion: hcf}} Half circle forward }}
 
{{GenericTableRow | HCB | {{#motion: hcb}} Half circle back }}
==== Reverse Dragon Punch ====
{{GenericTableRow | DP | {{#motion: dp}} Dragon-punch type motion.  Forward, down, down/forward }}
RDP - {{#motion: rdp}} (Back, Down, Down/Back)
{{GenericTableRow | RDP | {{#motion: rdp}} Reverse dragon-punch type motion.  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 11:08, 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:unblockable}}
This attack cannot be 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:nocancel}}
This attack cannot be cancelled into specials or supers.

Controller Motion Terminology

Term
Definition
QCF
{{#motion: qcf}} Quarter circle forward
QCB
{{#motion: qcb}} Quarter circle back
HCF
{{#motion: hcf}} Half circle forward
HCB
{{#motion: hcb}} Half circle back
DP
{{#motion: dp}} Dragon-punch type motion. Forward, down, down/forward
RDP
{{#motion: rdp}} Reverse dragon-punch type motion. Back, down, down/back