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==== Movement ==== | ==== Movement ==== | ||
* [[ | * [[The King of Fighters XIII/Systems/Movement: Walking Jumping Crouching | Walking, Jumping, and Crouching]] | ||
* [[ | * [[The King of Fighters XIII/Systems/Movement: Running | Running and Backdash]] | ||
* [[ | * [[The King of Fighters XIII/Systems/Movement: Jumping | Jumps, Superjumps, Hops and Hyperhops]] | ||
==== Defending ==== | ==== Defending ==== | ||
* [[ | * [[The King of Fighters XIII/Systems/Defensive Actions: Blocking | Blocking]] | ||
* [[ | * [[The King of Fighters XIII/Systems/Defensive Actions: Guard Cancel Rolling | Guard Cancel Rolling]] | ||
* [[ | * [[The King of Fighters XIII/Systems/Defensive Actions: Guard Cancel Blowback | Guard Cancel Blowback]] | ||
==== Basic Attacks ==== | ==== Basic Attacks ==== | ||
* [[ | * [[The King of Fighters XIII/Systems/Attacking: Normal Attacks | Normal Attacks]] | ||
* [[ | * [[The King of FIgthers XIII/Systems/Attacking: Chain Combos Command Normal Cancels | Chain Combos and Command Normal Cancels]] | ||
* [[ | * [[The King of Fighters XIII/Systems/Attacking: Throws Throwteching | Throws and Throw Teching]] | ||
* [[ | * [[The King of Fighters XIII/Systems/Attacking: Special Moves | Special Moves]] | ||
==== | ==== Meter Attacks ==== | ||
* [[ | * [[The King of Fighters XIII/Systems/Meter Attacks: Desperation Moves | Desperation Moves]] | ||
* [[ | * [[The King of Fighters XIII/Systems/Meter Attacks: Neomax | Neomax]] | ||
* [[ | * [[The King of Fighters XIII/Systems/Meter Attacks: Drive Cancels | Drive Cancels]] | ||
* [[ | * [[The King of Fighters XIII/Systems/Meter Attacks: Hyperdrive Mode | Hyperdrive Mode]] | ||
==== Air Combos ==== | ==== Air Combos ==== | ||
== Projectile Clashing System == | == Projectile Clashing System == |
Revision as of 14:35, 17 June 2011


In Depth Game System Guide
This section of the Hyper Guide will tell you just about how everything in Marvel Vs. Capcom 3 works. From Dashing to Assists to Delayed Hyper Combos to Air Dashing to Character States to Projectile Clashing... Just about every technical aspect of just about everything will be described in this half of the Guide. So take a look, and learn how Marvel Vs. Capcom 3 works from the insides...
Character States
There are so many techniques that characters can use in the game and so many rules and restrictions as to when these techniques are possible. That is why it will be very important to understand the concept of Character States in The King of Fighters XIII in order to understand why some techniques are and aren't possible and when.
- Grounded State
- Jumping State
- Super Jumping State
- Hopping State
- Hyper Hopping State
- Floored State
- Attack States
Character Abilities
This section will cover all the various techniques and abilities that are available to the characters in Marvel Vs. Capcom 3 ranging from your most basic of abilities such as Walking, Blocking, Super Jumping, and Launchers to the more advanced abilities like Delayed Hyper Combos, Aerial Exchanges, and X-Factor.
Movement
Defending
Basic Attacks
Meter Attacks
Air Combos
Projectile Clashing System
The way Projectiles in Marvel Vs. Capcom 3 interact with each other is more complex than most entire Fighting Games are! From Hadokens to daggers to beams to drones to columns of fire to gun shots to whirlwinds to Yashichis, learning what overrides what and how Projectiles work is complex business! This section will teach you all you need to know.