NOTE: All control notation on this page assumes that the player is on Player 1 (P1) side, their character facing to the right. Directional controls are flipped horizontally for Player 2, for the most part. This wiki also primarily uses numpad notation for directional inputs:
For a more thorough explanation of standard Numpad Notation, see Supercombo's Notation page.
Movement
Walking
Hold 6 (the direction your character is facing) to walk forward, hold 4 (the direction your character's back is turned towards) to walk backward. Unlike many other fighting games, it is possible to walk in the pre-fight moments, before you're allowed complete control over your characters, and this is the main time that walking is used, as during the match itself, you have many superior options available to you (superjumping, dashing, airdashing, teleports, etc.). As such, walking is not a very relevant tool in competitive play.
Jumping
Press any of the 3 up directions (7, 8, or 9, in numpad notation) to jump back, straight up (aka a "neutral jump"), or forward, respectively. When you jump, there are 4 "pre-jump" frames, where your character has some attributes of being grounded, and some of being airborne. They'll react to strikes and projectiles as if they were grounded, and can still perform grounded specials and hypers, but they'll be immune to ground-based grabs. Additionally, you cannot block attacks during this time, which gives some risk to the advanced technique known as "chicken blocking".
Jumping puts you in a fixed travel arc through the air until you touch the ground. While in the air (whether because you jumped or were placed there for any other reason), you can perform up to 3 specials or hypers, after which you cannot perform any more until you touch the ground again (you can still block, use mobility options that are not specials or hypers, and use normals and throws, though).
Dashing
Double tap 6 or press 2 punch buttons at the same time in order to dash forward, and either double tap 4 or press 2 punch buttons while holding 4 to dash backwards. Your character will move a fixed distance forward at a generally much faster speed than by walking, and the animation can be cancelled partway through with any action (including attacks, blocking, and jumping), except for throws.
Airdashing
TBW
Additional Jumps
TBW
Superjumping
TBW
Flight
TBW
Attacking
Normal Attacks
By pressing the buttons assigned to Light Punch, Heavy Punch, Light Kick, or Heavy Kick (shortened on this site to LP, HP, LK, HK, and sometimes displayed with icons like or
or
or
), every character can perform simple punching and kicking attacks. You'll get different variations on these moves based on whether you're standing, crouching, or airborne. Most characters also have "Command Normals," which are performed by pressing a single direction in addition to the button press. These are often punches and kicks, but some can even be projectiles.
Normal attacks can be chained into higher-strength normals, a process nicknamed "the magic series" in the Marvel vs. Capcom series. Kicks also supercede punches. Therefore you can have a sequence like starting with LP, then quickly pressing LK, then HP, then HK. In a grounded sequence, you can also add a 2HP at the end, which is your Launcher, a tool every character has that sends an opponent high into the air, after which you can hold up and pursue them into the air to hit them some more. You can also cancel normal attacks on hit, block, and often even whiff into special moves and hypers.
Normal attacks, especially light ones (often being your fastest attacks), are often some of your least-commital, safest, and most reliable ways to start combos.
Infinity Surge
TBW
Tag
TBW
Throws and Air Throws
TBW
Special Moves
TBW
Hyper Combos
TBW
Defending
Blocking/Guarding
TBW
Advancing Guard/Pushblock
TBW
Air Recovery
TBW
Rolling
TBW
Reversals
TBW
Counter Tag
TBW
Resources
Health
TBW
Red Health
TBW
Hyper Meter
Also known as "Hyper Combo Gauge" or "Hyper Gauge". A meter that fills when you either take damage or deal damage (dealing it fills it at a faster rate than receiving it). This gauge can be used for Hyper Combos, aka hypers, as well as for Counter Switch, a mechanic where you tag your partner in while your point character is getting combo'd in order to attempt to save them. Unlike health, which is specific to a character, every character has the same size hyper meter, and your hyper meter is shared between both characters. Both players start the match with exactly 1 hyper meter full, and you can store up to 4 "levels" of hyper meter.
Stone Gauge
TBW
Infinity Storm
TBW