Marvel vs Capcom 2/Esoterics

From SuperCombo Wiki

The purpose of this page is to describe system mechanics that cause edge-case or niche scenarios, or otherwise group information about gameplay that doesn't become relevant very often when discussing the game.

Flying screen

This term describes a camera positioning mechanic in the Capcom Versus games. Specifically when the Flying Screen is activated, the camera follows the character being hit in the combo. The only moves the other player can use are jumping, walking, crouching, and magic series. Anything else, such as special moves, dashing, super jumps, assists, rolling, or tagging, are disabled. If the camera focuses off of the attacking character, they will dash back into the screen from the side they disappeared.

Most hyper combos activate a flying screen, but moves such as Hulk's HCB+P grab also does it.

Hitstun

Terminology

Certain terms will be defined in this article to accurately describe and simplify the content. If these terms differ from commonly accepted terms, please edit them accordingly.

  • Actionable state: a state where a character can move and attack freely.
  • Hitstun: The state a character enters after being hit by an attack. There are many different kinds: some knock down, others launch at different heights or angles.
    • Ground hitstun: The hitstun state entered when a character is hit during a ground state.
    • Air hitstun: The hitstun state entered when a character is hit while in (or into) an air state. At the end of air hitstun, the character will usually perform a little flip and enter Super Jump state. This is not the same as when a character gets knocked all the way to the ground by Flying Screen.


Characteristics

Hitstun disables action

Hitstun is a state where a character cannot perform any action. Hitstun and its animations are dependent upon the attack received by a character from the opponent. For example, jabs generally produce very short stun and mild hit reel animation where an opponent recovers almost immediately, while heavy attacks generally produce longer stun and a more exaggerated hitstun animation. If a character is in hitstun, subsequent hits during their hitstun will start combos, and the combo count even increases if the original target is no longer being hit, but someone else (an assist) is.

Hitstun moves the character

A character in hitstun also inherits a directional velocity from the opponent's attack. Under most circumstances, the attacker will also be pushed back, but this is not always the case (FSD) This directional velocity may override the velocity of a character entirely, or may simply alter the characters current velocity. In the case of air combos, the hits performed apply a slight velocity in the direction the attacker is going (in addition to the inherent properties the attack has), as a way to keep combos stable.

Attacks on the ground generally send the opponent away from the attacker while attacks in the air usually send them upwards. A handful of attacks send the opponent in unusual directions, like Juggernaut's Headcrush and Shuma-Gorath's Mystic Smash, which send backwards on hit. Generally weak and heavy attacks result in small and large magnitude of directional velocity respectively.

Weight Classes

There are 4 weight classes in the game. Blackheart, Juggernaut, and Sentinel share a weight. Hulk is in his own weight class. Every other character is the same weight, except [[Servbot] (MvC2)|Servbot]], who is lighter. In most cases, hitstun is the same regardless of weight, but sometimes weight plays a factor. Within the same weight classes, character height can result in different sequences (not) working. Certain throws take weights one step further, and can vary in results between characters. Spider-Man's Web Throw sends Blackheart and Sentinel different distances, despite sharing a weight.

The Floor

If a character is in a knockback-type hitstun, they stop being in hitstun once they bounce off of the floor. They become airborne and actionable (they can block!). If the hitstun ends before they bounce, they'll simply land standing instead.

Character-specific hurtbox and collision quirks

Different characters have different hurtboxes and collision boxes, and depending on their size, there are some instances where they can be hit before they transition into knockdown states. This can lead to some character-specific combos. Here are some examples of characters that can get hit when others typically wouldn't be hit.

Suki Cancel

A "Suki Cancel" is the act of cancelling a normal attack into a superjump then immediately cancelling that superjump into a block. It is only possible if there is something onscreen causing your character to block. The easiest way to do this in the Training Room is to have the other player perform Guile Somersault Kick THC glitch (or the Ruby Heart Ghost glitch).

Suki Cancelling is not typically useful, but can be used in combo videos to perform normally impossible moves. It can also be used to charge meter very quickly, as you are able to cancel moves earlier than normal.

Unblockable moves

Sentinel's Fierce mouth beam, Doom's crouching HK, and Cable's fourth bullet. Unblockables are not blockable if they collide with your hitbox. These are discrete from cross-ups - there are many cases in Marvel where characters face opposite to their screen positions (for example, Magneto air dashing over a character will not have where he is facing reset until he lands) which thus create very hard to block cross-ups.

There are DHC unblockables that work when you are using a character whose super flash doesn't cause the other person to block. After the initial superflash you must DHC very quickly into someone like Iron-Man or Morrigan. Iron-Man's Proton Cannon is instant when you DHC into it so if the person wasn't block they're going to get hit and since there wasn't anything to block in the first place it's unblockable.

Mash moves

Work in progress, for now: follow this link table of mashable moves.


Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief