View table: UMVC3_Glossary

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  1. term - Wikitext string
  2. definition - Wikitext string
  3. shortDefinition - Wikitext string
  4. alias - Wikitext string

This table has 17 rows altogether.

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Page term definition shortDefinition alias
User:DarthPhallus/Glossary (edit)

Capture

Moves with this property will place the opponent into a unique hitstun animation in which many game states will be paused, essentially "freezing" the opponent. These moves also are only able to hit one character and ignore the ArmoredNo results property. For instance Dark Phoenix Rising will not activate until the Capture state is ended, either by being hit or after a certain amount of time.

Moves with this property will place the opponent into a unique hitstun animation in which many game states will be paused, essentially "freezing" the opponent.

User:DarthPhallus/Glossary (edit)

Chargeable

Some moves gain different properties when the button input is pressed and held for a certain amount of time. There are a wide variety of properties that change but generally Startup is always lengthened when charging a move.

Some moves gain different properties when the button input is pressed and held for a certain amount of time.

User:DarthPhallus/Glossary (edit)

Chip

Specials, Hypers, and certain normals will do 30% of their normal damage on block known as Chip Damage. Chip damage can be somewhat mitigated using Advancing Guard.

Specials, Hypers, and certain normals will with this property will do a small amount of damage on block.

Chip Damage

User:DarthPhallus/Glossary (edit)

Cinematic

Some Hypers enter a Cinematic state on hit that is functionally similar to a capture state, with a short cutscene in which the opponent will not die until the cinematic ends. Additionally, Cinematic Hypers erase all projectiles on the screen as the cinematic starts, cannot be interrupted, and can only hit one character. When an assist character is hit, the cinematic will not trigger.

Some Hypers enter a Cinematic state on hit that is functionally similar to a capture state, with a short cutscene in which the opponent will not die until the cinematic ends.

User:DarthPhallus/Glossary (edit)

Crumple

When a crumple move hits a grounded opponent it will cause the opponent to slowly crumple to the floor. When this occurs, they are freely comboable up until they hit the ground, but are considered airborne. Thus the first hit that connects on them will pop them into the air. When they finish the crumple and hit the ground, they are considered in Hard Knockdown for a fixed amount of time before they transition to soft knockdown and can tech roll.

Crumple moves on grounded opponents will cause a crumple animation where the opponent is freely comboable for a fixed amount of time.

User:DarthPhallus/Glossary (edit)

Dizzy

Moves with this property will cause a grounded opponent to be placed in a very lengthy, comboable stun animation where baby chickens circle their head. The opponent will recover standing after a certain amount of time.

Moves with this property will cause a grounded opponent to be placed in a very lengthy, comboable stun animation where baby chickens circle their head.

Stun

User:DarthPhallus/Glossary (edit)

Forced Ground Bounce

Certain moves will always cause a Ground Bounce regardless of if a Ground Bounce has already been used earlier in the combo. Some of these moves can also hit or be cancelled in specific ways to "reset" the Ground Bounce, allowing a regular Ground Bounce move to Bounce the opponent when it normally could not.

Certain moves will always cause a Ground Bounce regardless of if a Ground Bounce has already been used earlier in the combo.

User:DarthPhallus/Glossary (edit)

Forced Tech Roll

Moves with this property act very similarly to Forced Soft Knockdown moves but when the opponent hits the ground they will immediately tech in a designated direction. This leads to much stronger Okizeme than normal SKD.

Moves with this property act very similarly to Forced Soft Knockdown moves but when the opponent hits the ground they will immediately tech in a designated direction.

User:DarthPhallus/Glossary (edit)

Forced Wall Bounce

Certain moves will always cause a Wall Bounce regardless of if a Wall Bounce has already been used earlier in the combo.

Certain moves will always cause a Wall Bounce regardless of if a Wall Bounce has already been used earlier in the combo.

User:DarthPhallus/Glossary (edit)

Ground Bounce

Moves with the property will cause the opponent to bounce off the ground in a comboable state for a certain amount of frames before transitioning into Hard Knockdown. Generally only one Ground Bounce is possible in a combo, using a second Ground Bounce move will instead lead to the opponent hitting the ground in the Soft Knockdown state. However, Down TAC and a few moves can get around this limitation.

Ground Bounce moves will cause the opponent hit the ground and bounce in a comboable state for a fixed amount of time.

User:DarthPhallus/Glossary (edit)

Launcher

All ?'"`UNIQ--templatestyles-00000000-QINU`"'?5S and certain other moves will launch the opponent into the air while also putting them in the launcher state. Buttons with the Launcher property are also superjump cancellable. When the opponent is in a launcher state a ?'"`UNIQ--templatestyles-00000002-QINU`"'?j.S will lead to a HKD on hit.

All ?'"`UNIQ--templatestyles-00000003-QINU`"'?5S and certain other moves will launch the opponent into the air while also putting them in the launcher state.

User:DarthPhallus/Glossary (edit)

Mashable

Some Hypers require players to mash ?'"`UNIQ--templatestyles-00000005-QINU`"'?L, ?'"`UNIQ--templatestyles-00000006-QINU`"'?M, and ?'"`UNIQ--templatestyles-00000007-QINU`"'?H during the Hyper in order to reach max damage. This will result in the Hyper having more hits and higher damage. Some Hypers, like Magneto's Gravity Squeeze, are close to impossible for Humans to mash fast enough to reach max damage.

Some Hypers require players to mash ?'"`UNIQ--templatestyles-00000008-QINU`"'?L, ?'"`UNIQ--templatestyles-00000009-QINU`"'?M, and ?'"`UNIQ--templatestyles-0000000A-QINU`"'?H during the Hyper in order to reach max damage.

User:DarthPhallus/Glossary (edit)

OTG

Certain moves will be able to hit opponents laying on the ground in the Hard Knockdown state, and potentially lead to, or continue, a combo.

Certain moves will be able to hit opponents laying on the ground in the Hard Knockdown state, and potentially lead to, or continue, a combo.

Off the Ground or On the Ground

User:DarthPhallus/Glossary (edit)

Rapid Fire

Lights Normals with the Rapid Fire property are self-cancellable into themselves infinitely. This makes them very useful for confirms, pressure, and neutral.

Lights Normals with the Rapid Fire property are self-cancellable into themselves infinitely.

User:DarthPhallus/Glossary (edit)

Spinout

Certain moves will cause a lengthy animation where the opponent is launched upwards and fall to the ground while spinning in the air. They will always fall all the way to the ground unless interrupted, regardless of Hitstun Decay. Some moves Spinout moves result in a Hard Knockdown when the opponent touches the ground, some will result in Soft Knockdown.

Certain moves will cause a lengthy animation where the opponent is launched upwards and fall to the ground while spinning in the air.

User:DarthPhallus/Glossary (edit)

Stagger

Moves with this property will cause a grounded opponent to be placed in a hitstun animation where they stagger backwards slightly. While it does not last as long as Crumple?'"`UNIQ--item-4--QINU`"'? it is generally easy to combo.

Moves with this property will cause a grounded opponent to be placed in a hitstun animation where they stagger backwards slightly.

Stagger Stun

User:DarthPhallus/Glossary (edit)

Wall Bounce

Moves with the property will cause the opponent to bounce off the wall back towards the direction they traveled, even if the opponent doesn't reach the furthest edge of the stage. They are freely comboable until they hit the ground, and enter the Soft Knockdown state. Generally only one Ground Bounce is possible in a combo, using a second Ground Bounce move will instead lead to the opponent being able to air tech or hit the ground enter the Soft Knockdown State.

Ground Bounce moves will cause the opponent hit the wall and bounce back in the direction they traveled in a comboable state for a fixed amount of time.