Line 6: | Line 6: | ||
JP - jab punch | JP - jab punch | ||
SP - strong punch | SP - strong punch | ||
FP - fierce punch | FP - fierce punch | ||
SK - short kick | SK - short kick | ||
FK - forward kick | FK - forward kick | ||
RK - roundhouse kick | RK - roundhouse kick | ||
PP - means press any two punch buttons | PP - means press any two punch buttons | ||
KK - means press any two kick buttons | KK - means press any two kick buttons | ||
F - forward | F - forward | ||
B - back | B - back | ||
U - up | U - up | ||
D - down | D - down | ||
QCF - Quarter circle forward meaning roll the stick from D to DF(down | QCF - Quarter circle forward meaning roll the stick from D to DF(down | ||
forward) to F | forward) to F | ||
QCB - Quarter circle back meaning roll the stick from D to DB(down back) to B | QCB - Quarter circle back meaning roll the stick from D to DB(down back) to B | ||
HCF - Half circle forward meaning roll stick B, DB, D, DF, F | HCF - Half circle forward meaning roll stick B, DB, D, DF, F | ||
HCB - Half circle back meaning roll stick F, DF, D, DB, B | HCB - Half circle back meaning roll stick F, DF, D, DB, B | ||
SPD - quick 270 degree motion with stick. I find the easiest way to do this | SPD - quick 270 degree motion with stick. I find the easiest way to do this | ||
motion is F, DF, D, DB, B, UB(up back). | motion is F, DF, D, DB, B, UB(up back). | ||
FTD - Front to down means do what it says | FTD - Front to down means do what it says | ||
BTD - Back to down means B, DB, D | BTD - Back to down means B, DB, D | ||
DP - Means F, D, DF | DP - Means F, D, DF | ||
CDU - means hold D/DB/DF for a bit(time varies) and then go U | CDU - means hold D/DB/DF for a bit(time varies) and then go U | ||
CBF - means hold B/DB/UB for a bit(time varies) and then go F | CBF - means hold B/DB/UB for a bit(time varies) and then go F | ||
Are you guys figuring out this abbreviation thing yet? | Are you guys figuring out this abbreviation thing yet? | ||
Revision as of 07:52, 2 May 2015
Introduction
Notation
(OR what smashing all those buttons and twirling that stick actually does!) Some abbreviations first: (Hopefully this doesn't get too confusing)
JP - jab punch
SP - strong punch
FP - fierce punch
SK - short kick
FK - forward kick
RK - roundhouse kick
PP - means press any two punch buttons
KK - means press any two kick buttons
F - forward
B - back
U - up
D - down
QCF - Quarter circle forward meaning roll the stick from D to DF(down
forward) to F
QCB - Quarter circle back meaning roll the stick from D to DB(down back) to B
HCF - Half circle forward meaning roll stick B, DB, D, DF, F
HCB - Half circle back meaning roll stick F, DF, D, DB, B
SPD - quick 270 degree motion with stick. I find the easiest way to do this
motion is F, DF, D, DB, B, UB(up back).
FTD - Front to down means do what it says
BTD - Back to down means B, DB, D
DP - Means F, D, DF
CDU - means hold D/DB/DF for a bit(time varies) and then go U
CBF - means hold B/DB/UB for a bit(time varies) and then go F
Are you guys figuring out this abbreviation thing yet?
Game Mechanics
- Dashing: B/Fx2:
A slight dash across the screen for offensive or defensive purposes. Some characters have an air-dash.
- Super Jump: D then U or Kx3:
A more extended jump with higher verticality.
- Switch Fighters: HP + HK:
This will only work, though, if your secondary fighter still has some energy left in their Health Meter. When you switch, the secondary character comes flying in from behind you. They start at the top of the screen and attack your opponent, coming down at them at an angle. Your secondary character is vulnerable at this time.
As soon as your secondary character lands, they'll do a quick little "taunt" thingee to sort of "announce" their arrival and then prepare to fight. You are also vulnerable at this time, so switch wisely. Once this is done, your secondary fighter becomes your active fighter,and the previous fighter becomes your secondary.
When one fighter completely loses their Health Meter, they are "dead" and your other fighter jumps in, to finish the fight... alone.
- Tech-Throws: F + MP + HP before you get thrown:
Throws are in this game, and I'm pretty sure everybody's got one, whether it's a "true" throw, or some kind of hold. You can lighten the damage that throws take away by Tech. Hitting out of them.
- Dual Team Attack: QCF + HP + HK (requires 2 levels):
You can evoke a Hyper Combo, where both of your characters (if they're both still alive) come in and blast the opponent with their Hyper Combos.
- Dual Combination Attack: QCB + HP + HK (requires 2-3 levels):
If both characters on the team are still alive, they both have a chance to go in at the same time for a short amount of time. During that time, the player controls both characters and has infinity meter until time runs out.
- Guest Character: MP + MK:
Before the match starts, you're given the chance to choose a Guest Character for a limited amount of times during the match. Each Guest Character has their own way of attacking during the match.
- Push Block: Px3 while blocking:
Every character can do a push block when they block while they're blocking. Doing this, you'll quickly give your opponent a push back so that they're out of range. This can be pretty useful when you have a quick character who's really "picking on you."
- Variable Counter: B, D, DB + HP + HK (requires 1 level):
Your teammate (if they're still alive) will come in and help you out by smacking your opponent with one of their moves. After a Variable Counter, the teammate that helped out will be left fighting.
Basic Strategy
Advanced Strategy
Tier List
Top
Red Venom Gold War Machine / War Machine
High
Chun Li Wolverine Gambit Strider Hiryu Spiderman
Mid
Megaman Ryu Jin Venom
Low
Hulk Morrigan Zangief Shadow Lady
Bottom
Roll
Game Versions
The Characters
{ |- |Marvel |- -Capcom |- }