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{{GenericTableRow | {{#motion:stagger}} | This is a property where the opponent staggers backwards and are vulnerable to attacks, but they don't stagger for very long, especially compared to Crumples which last very long. But any hit on the opponent keeps them grounded, unlike Crumples, so you can perform whichever ground combo on the opponent you want.}} | {{GenericTableRow | {{#motion:stagger}} | This is a property where the opponent staggers backwards and are vulnerable to attacks, but they don't stagger for very long, especially compared to Crumples which last very long. But any hit on the opponent keeps them grounded, unlike Crumples, so you can perform whichever ground combo on the opponent you want.}} | ||
{{GenericTableRow | {{#motion:startupinv}} | These moves have some invulnerability frames at the start of the moves, making them ideal for overriding the attacks from your opponents.}} | {{GenericTableRow | {{#motion:startupinv}} | These moves have some invulnerability frames at the start of the moves, making them ideal for overriding the attacks from your opponents.}} | ||
{{GenericTableRow | {{#motion:armored}} | Some moves are Armored and can absorb one hit without stopping. | {{GenericTableRow | {{#motion:armored}} | Some moves are Armored and can absorb one hit without stopping. Maxima's Vapor Cannon and many EX-Special Moves such as Ralf's Burning Hammer, for example, can pass through one hit from the opponent. However, if you can manage to hit those moves twice before they hit you, you can break through the armor.}} | ||
{{GenericTableRow | {{#motion:counter}} | These are moves that will trigger attacks only when struck by the opponent. A lot of Counters counter only moves of a specific height, such as the Light and Heavy versions of Elizabeth's Reverie-Jere (Light Kick counters high attacks, Heavy Kick counters mid and low attacks). Some Counters will counter any height, such as | {{GenericTableRow | {{#motion:counter}} | These are moves that will trigger attacks only when struck by the opponent. A lot of Counters counter only moves of a specific height, such as the Light and Heavy versions of Elizabeth's Reverie-Jere (Light Kick counters high attacks, Heavy Kick counters mid and low attacks). Some Counters will counter any height, such as Goro's Kyouten Douchi.}} | ||
{{GenericTableRow | {{#motion:projectilereflect}} | There are some moves that are Projectile Reflectors. Whenever a Projectile strikes these moves, they are bounced back at the opponent | {{GenericTableRow | {{#motion:projectilereflect}} | There are some moves that are Projectile Reflectors. Whenever a Projectile strikes these moves, they are bounced back at the opponent.}} | ||
{{GenericTableRow | {{#motion:projectilenullifier}} | Though very rare, there are some moves that are tagged with a Projectile Nullifying property. Sentinel has a bunch of Normal Moves, for example, that can just nullify Projectiles if he punches them.}} | {{GenericTableRow | {{#motion:projectilenullifier}} | Though very rare, there are some moves that are tagged with a Projectile Nullifying property. Sentinel has a bunch of Normal Moves, for example, that can just nullify Projectiles if he punches them.}} | ||
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Revision as of 11:40, 16 June 2011


Attack Properties
Cancel and Movement Properties
Hit Properties
Hit Effects
Controller Motion Terminology
Commonly Used Jargon
Hit Stun and Block Stun
Two terms will be used a lot in this guide: Hit Stun and Block Stun. If you notice, whenever you land an attack on the opponent, the opponent gets "stuck" in a state. When you hit them, they go into an animation of reeling from getting hit. When they block your attack, they get stuck in a blocking pose for a fixed amount of time.
These are what are referred to as Hit Stun and Block Stun. Hit Stun is the concept that, when hit, you are stuck in the reel animation for a while. Any hits that connect during your Hit Stun are considered a hit that combos on you. And Block Stun is the concept that, when you block an attack, you are stuck in the block pose for a while. Any attack that connects on you during Block Stun is considered a true Block String. These are very important concepts to know about, and they will be talked about a lot throughout this guide.
Frames
The word "Frame" is going to be used a lot in this guide. We're going to be talking about Active Frames, Frame Advantage, animation frames, etc. etc. So without understanding what a frame is, you're going to get very lost very quickly. The easiest way to understand frames is to think about everything that happens on the screen as a cartoon. In a cartoon, you have to draw one picture at a time so that, when played in rapid succession, each picture creates an animation. Each of these pictures can be called an animation frame.
That's what happens on the screen in Marvel Vs. Capcom 3. Every movement a character makes, every attack they perform goes through a set of what you can call an animation frame. So some moves are made up of 20 animation frames. Some moves are made up of as many as 200 frames. This is all we are referring to when we talk about frames. And keep in mind that Marvel Vs. Capcom 3 is a game that outputs 60 frames per second. So if we say something like "there is a 6 frame window you can perform this action," that means you have 1/10th of a second to perform the action.
Requests?
Got a request for the definition for particular jargon you don't understand? Use the talk page to let us know!