


Throughout the guide there will be a lot of jargon thrown around and, unless you know what these terms are referring to, it might be difficult to understand some of the more complex lingo and slang used. For example, what is Hit Stun and Block Stun? What's a "Strike" or a "Wall Bounce" or a "Forced Ground Bounce?" What do we mean when we use the word "frames?" So before we begin, please take some time to look over the glossary to familiarize yourself with some of these terms so the rest of the guide will make more sense.
Attack Properties
Cancel and Movement Properties












Hit Properties






Hit Effects









































Controller Motion Terminology














Base Magic Series
Every character has a rule set they must abide to that dictates what Normal Moves can be chained into which other Normal Moves: the Magic Series. However, most characters have a ruleset unique to themselves, especially given the fact that many of the Unique Attacks have their own idiosyncrasies on how they can be used in Chain Combos. But for the most part, almost every character has a sequence derived from one of four "base" Magic Series.
Zig-Zag Magic Series
In the Zig-Zag Magic Series, you have the ability to chain all 6 different forms of attacks (L, M, and H while standing and L, M, and H while crouching) into each other. The order which you can perform your moves is as follows:
- Standing {{
}}
- Crouching {{
}}
- Standing {{
}}
- Crouching {{
}}
- Standing {{
}}
- Crouching {{
}}
Stronger Magic Series
In the Stronger Magic Series, you can typically only chain into a stronger attack. The order which you can perform you moves is as follows:
- Standing or Crouching {{
}}
- Standing or Crouching {{
}}
- Standing or Crouching {{
}}
Stronger+ Magic Series
The Stronger+ Magic Series is exactly like Stronger. The real only difference is that you are allowed to chain two Light Attacks, so long as one is standing and the other is crouching, into each other before needing to move to a stronger button. The order which you can perform you moves is as follows:
- Standing or Crouching {{
}}
- Standing or Crouching {{
}} (in the opposite state from previous attack)
- Standing or Crouching {{
}}
- Standing or Crouching {{
}}
Light Start Magic Series
For the Light Start Magic Series, Medium and Heavy Attack buttons all fall into one group, and you can only start the Chain from a Light Attack and chain into any of the four stronger buttons (standing or crouching m and standing or crouching h). But that's the end of it from there. The order, thusly, is:
- Standing or Crouching {{
}}
- Standing or Crouching {{
}} or Standing or Crouching {{
}}
If a Magic Series is more than two buttons long, you can skip any of the middle buttons and jump straight to later buttons in the series. However, you can never go backwards in a series. For example, Wolverine has the Zig-Zag Magic Series listed above. But he does have to go in that specific order. He can choose to just do a Standing Light Attack -> Standing Medium Attack -> Crouching Medium Attack -> Crouching Hard Attack, skipping the Crouching Light Attack and Standing Hard Attack all together. However, he cannot do a Standing Light Attack -> Standing Hard Attack and then back to a Crouching Medium Attack. You can only progress forward in the series.
In the case of Stronger+, things get really confusing once you start throwing in Rapid Fire Light Attacks. For example, Akuma has a Stronger+ Magic Series, but he also has a Rapid Fire Standing L as well as a Rapid Fire Crouching L, meaning those attacks can chain into themselves. The best way to understand it is that every time you chain a Light Attack into itself, it "resets" the state of the Magic Series. However, if you chain into the opposite Light Attack, it counts are part of the Magic Series. Thus, you cannot actually perform a Chain like so: Crouching L into Standing L into Crouching L. Once you chain into the opposite state, it counts as part of the Chain. However, if you switch states and then Rapid Fire an L attack into itself, it RESETS the Magic Series, so now it's as if you are starting from scratch and you can chain back to the opposite state again. So you CAN do: Crouch L into Standing L into Standing L into Crouching L. The Crouch L into Stand L counts as the Magic Series, but Chaining from Standing L into Standing L is a Rapid Fire L chain, so it resets the Magic Series so you can now, using Magic Series, chaing from Standing L into Crouching L again. But to be honest, all of this, while confusing, will almost NEVER come up in a real battle, as chaining multiple L's into themselves is a really bad idea thanks to Hit Stun Deterioration, so not understanding this whole paragraph really won't affect you at all in the long run.
Once again, though everyone's Magic Series follow those three patterns closely, everyone has exceptions to the rule that will deviate from the expected pattern.
Commonly Used Jargon
Hit Stun and Block Stun
Two terms will be used a lot in these resources: 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 site.
Damage Scaling
"Damage Scaling" is an effect hits within the same combo have where each successive hit deals less damage than they normally would, eventually leading to the character-specific "Damage Scaling Minimum". Click the following link for the full page of details regarding Damage Scaling and Damage Scaling Minimum Values.
Hitstun Scaling/Deterioration
Generally, the longer a combo goes, the less hitstun attacks and specials will inflict on the target. While the exact Hitstun Scaling formula is unknown, it's known to generally be timer based.
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.
Frame Data is included in each characters move list. Currently frame data is set up as so, Start up/active/recovery and is followed by advantage on hit/advantage on block. So for instance 6/9/13 means it has a start up of 6 frames, the move is active for 9 frames and has a recovery period for 13 frames. Additionally if you see +9/-5 it means you have 9 frames to link the next move on hit and on block you can be punished within 5 frames.
Extra Terminology
Here are a bunch of terms used commonly to describe different aspects of Ultimate Marvel Vs. Capcom 3. In fact, many of these terms are universal among all Fighting Games. Read on to see what they mean.
- BnB
- BnB stands for "Bread n' Butter." The term basically is a euphemism for something "standard" and very common. So when used in the context of Fighting Games, it refers to the very basics. The most common area it is used with is in reference to Combos. When someone refers to something as a "BnB Combo," it refers to the basic, standard, most common and effective Combo that is typically used for a character. However, don't think of it as the most simple combo possible—Dante's BnB, for example, involves Bold Cancels and all sorts of Combo trickery—again, it refers to the most useful and practical combo for the character.
- Buff / Nerf
- You're gonna hear a lot of things referred to as a "buff" or a "nerf" in UMvC3, mainly because of the vast amount of changes to the varying characters. A "buff" is simply that: a change that has improved the character in any way possible. A "nerf" is the exact opposite: a change that has reduced the quality of the character in any way. The term "nerf" comes exactly from where you'd think: the Nerf toy lines. Basically, a "Nerf" item usually is padded, soft, and has none of the deadly abilities of its real life counter part (like Nerf guns). Thus, when a move is made less deadly, it's been "nerfed."
- Lag
- This is in relation to on-line game play, due to the transfer of data between long distances over a network the game can slowdown or even pause at times. Ultimate Marvel vs. Capcom 3 has a lag simulator in training mode that can be activated to allow practicing in situations where the game may slow down.
- Mix-up
- Mix-ups can be referred to as pressure applied to your opponent that your opponent has great difficulty defending against. Mix-ups typically involve getting the opponent to block the wrong way (in terms of a high / low attack or a left / right attack).
- Reset
- Resets typically refer to the act of purposefully ending a Combo early simply to land a Mix-up that gets the opponent into a new combo. The advantage of this is that many opponents may not be expecting a reset, and thus get caught with a new Combo. Of course, the new Combo also has its damage and Hit Stun Deterioration reset as well, so you can get a lot more damage off of a reset than just finishing a Combo fully.
- Alpha Counter
- Pressing forward and an Assist button during blockstun will switch to the assist character who first executes the assist attack. The game calls this Crossover Counter.
- Incoming
- Describes the scenario that when a character is defeated, the next character jumps into the battle on the side of the screen opposite from the opponent relative to the downed characters' body. This character's trajectory is often exploited to execute Guard Break or Mix Ups.
- Box Dash
- Jumping straight up then air dashing forward. Super Jumping allows air dashing sooner and lower to the ground. Often seen in the context of Nova, Dante, and Magneto.
- DHC/Delayed Hyper Combo
- When you input another characters' Hyper input to cancel the first characters' Hyper into the second characters' Hyper. Can do 2 times and needs extra Meter.
- Hypers
- The supers in this game. They cost meter to execute.
- Meaty
- Attacks that are timed so that they hit a target that is waking up on the earliest instance and is forced to block or get hit. Also applies to characters on incoming.
- Normal
- A normal attack button. Done by simply pressing the corresponding button.
- Command Normal
- Normals that are executed by moving the stick and pressing the button at the same time. Example: Vergil's Helm Breaker, which is jumping down heavy, or j.2H.
- Wavedash
- The act of cancelling your dash with a crouch to be able to dash sooner. Generally travels farther than normal dashing allows.
- Plink Dash/Plinking
- The act of cancelling a ground normal into a dash into a ground normal into a dash and etc. Travels faster and farther than Wavedashing.
- Snap/Snapback
- A near instant action that costs 1 bar of meter that knocks away the opponents current character and drags out another based on what assist button
is pressed. This is done by doing a Quarter circle forward, or 236, and the desired assist button.
- Special
- A Special move. Generally done via motions such as
, The Fireball Motion + a button.
- Sword Normal
- Normals that have hitboxes disjointed from the character's hurtboxes. Typically the case with characters that use Melee weapons(Swords, Chainsaws, Whips, etc).
- Throw Tech
- Throws are broken by pressing Forward+Heavy or Back+Heavy within about 7 frames of the startup of the throw animation.
- TAC/Team Aerial Combo
- Character exchanges in the air. Holding the stick in a direction while pressing S will result in a character exchange.
- THC/Team Hyper Combo
- Pressing both assist buttons at the same time will execute all your characters' Hypers. Needs at least 2 bars. Called Crossover Combination in game.
- TAC Break/Team Aerial Counter
- When the opponent presses S and the same direction as the player that executes a TAC at around the same time, it will not occur and the combo breaks.
- Tiger Knee/TK
- A 2369, or Quarter Circle Forward Motion ending with forward up so that you execute the associated special in the air on the earliest instance of jumping.
- Trip Guard
- A term (incorrectly) used to define dodging falling buttons such as Helm Breaker just barely out of their range and punishing their landing with a mid range low or sword normal low.
- X-Factor
- A special state that is activated when pressing all 3 attack buttons and S. Boosts attack power and speed. Less characters = Higher X-Factor Level. Available once per match.
- XF1, XF2, XF3
- Denotes the 3 different levels of X Factor which give stronger damage and speed bonuses the higher the level.
- XFC
- X-Factor Cancel. Can activate anytime not in hitstun, such as during normals, specials, and the like.
- Happy Birthday
- When you combo a character and an assist character at the same time. Assist characters take extra damage.
- Merry Christmas
- When you combo all 3 of your opponents characters at the same time. Very very rare.
- Plarvel
- Play Marvel, in this case Ultimate Marvel vs Capcom 3.
- Vanilla/Vanilla Marvel 3
- The original release of Marvel vs Capcom 3: Fate of Two Worlds.
Character Specific
This jargon describes characters and their moves.
- Ammy
- Shorthand for Amaterasu.
- Booger
- MODOK's Crouching Medium, or 2M.
- Butter Gun
- Dr. Doom's Jumping Heavy Attack. The one where he draws a gun and fires a green lazer.
- Dolphin Kick
- Nova's Jumping Heavy. High range normal that's great for combos, crossups, and for when you miss a throw.
- Dorm
- Shorthand for Dormammu.
- Kidnap
- Shorthand for Firebrand's Bon Voyage, the
+
Special Move where Firebrand drags the target to the edge of a screen and bounces them off the wall.
- Lightning
- Zero's Raisouken, which is executed by inputting DP + attack button, or 623 + attack button, in the air.
- Meteors
- The Liberation spell that occurs when 2 Creator(Blue) and 1 Destructor(Red) spells are stored, causing a halstorm of meteors to fall in front of Dormammu.
- Nemmy
- Shorthand for Nemesis T-Type.
- Noodles
- Shorthand for Nemesis' Air Reach & Deadly Air Reach.
- Orbs
- Strider's Ouroboros. His level 3 where orb-like mechs spawn and shoot projectiles frantically when buttons are pressed.
- Pizza Cutter
- Zero's Jumping Down Heavy or j.2H. An infamous command normal due to its speed and coverage which makes it difficult to anti-air.
- Rocks
- Doom's Molecular Shield. Doctor Doom's
/623 special and assist where he has rocks surrounding him forming a shield that he shoots forward eventually.
- Viper Ball
- A Burn Kick Feint that carries dash momentum. Allows Crimson Viper to travel full screen.
- Walker Zombie/Walkers
- The Zombies that Frank tosses out when he does Hammer Throw. They walk across the screen.
- Zoo
- Strider's level 1 hyper, The Legion.