Legend & Definitions


This is the Legends & Definitions page! Here you can learn the game's system as well as a small Magic Series Tutorial that I made up a few days ago. Well anyway, here's where I will explain everything about this game.


SELECT YOUR HEROES

After you have selected a gameplay mode (except for Gallery and Options) you will be taken to the character select screen. There you may pick your main character from the 15 available characters (plus the 5 hidden characters)and then one of the following.

Partner Heroes- If you select a Special Partner after selecting your main character, you will be able to select another one of the 15 characters as your support character.You can do the following types of moves with your Special Partner.

Variable Counter- While Blocking QCF+P+K of same strength (simultaneously)
Your support character will come in and attack for you! This move requires 1 level from your Hyper Combo Gauge.

Variable Combination (Lev.2/3)QCB+P+K of same strength (simultaneously)

After performing the commands for this special move, you will be able to control two characters at the same time as well as having infinite hyper combo power until the timer at the bottom runs out. But here's the thing, unlike in the arcades where you control both your main and support character, you will control your main character and a clone of your opponent's main character. I don't know why, but that's how it works. In cross over mode, it doesn't really matter cuz your team and your opponent's team are just the same in opposite order. Also, your opponent may perform this same move and the result will be as follows. A total of 4 characters in the screen at the same time! Another thing that you should know is that the amount of time you have in the Duo Team Attack timer depends on how many levels you had when you performed it. If you have 2 levels, the move will last for about 5-7 seconds, but at level 3 it lasts for 15 seconds! This move drains the entire hyper combo gauge not matter how many levels you had.

Special Heroes- If you selected Special Heroes after choosing your main character, you will be able to choose from the 20 available helper characters featured in the arcade version of Marvel vs. Capcom.You can only use these characters as assist characters (like in the sequel:Marvel vs. Capcom 2:New Age Of Heroes).You can perform the following moves with your Special Hero partner.



Special Fighter- MP + MK (simultaneously)

When you press both the medium punch and medium kick buttons at the same time, your character will pose and call upon his special hero partner to do an assist attack. The power or the number of hits you get from this move solely depends on who your special hero is. Be careful though cuz some special heroes are good for some things, but bad for others. For example, the best special hero suited for Strider Hiryu would be either Unknown Soldier, Michelle Heart or Colossus. In Cross Over mode, you will only be able to use this move for a certain amount of times as specified next to your Special Hero's portrait located underneath your life bars.

Special Counter (Lev.1)- While blocking QCF+P+K(simultaneously)

This is the same as the Variable Counter in Special Partner mode. If you perform this move while blocking an opponent's attack (and has made contact with you), your character will pose and your Special Hero partner will perform the same attack he/she does as when you call them up with MP+MK. This move requires 1 level from your Hyper Combo gauge.

Special Hyper Combo (Lev.2-3)- QCB+P+K of same strength (simultaneously)

This would be the same thing as the Variable Combination/Duo Team Attack in Special Partners mode. You need 2-3 levels of hyper combo gauge to perform this move and the amount of time that it will last depends on the amount of levels you had when you performed it. But basically, it's the same thing as the Variable Combination with one exception, your Special Hero will come in several times and perform his/her assist attack and your character will have infinite Hyper Combo levels until the timer runs out.

BUTTON CONFIGURATION

One of the most important things to know about this game is where all six attack buttons are located. There are three punch and kick buttons all in order of strength from weakest to strongest.Well, here they are, but this time I will refer to them as light, medium and fierce attacks which makes it easier for me.

LP- Light Punch MP- Medium Punch FP- Fierce
LK- Light Kick MK- Medium Kick FK- Fierce Kick



UNIVERSAL MOVES

These are basic moves for the game which are important to know about if you want to stay alive during a match. They are not too hard to pull off either, so you shouldn't have any problems at all.However, there are two different modes you can choose from after you select your main character and the moves you can do for those 2 different modes will change.The moves for those 2 different modes are already shown above.But all of the 15 characters (as well as the hidden characters) can perform these simple and basic moves shown below.

BLOCKING/AIR BLOCKING

All of the characters in Marvel vs. Capcom can block any type of attack except throws which could be escaped from by performing another move I will explain later. You will not take blocking damage when blocking normal hits like punches and kicks, but you will recieve block damage when you block special moves, hyper combos, special partner attacks, and team supers. However, you can counter attacks while blocking by performing a special command that will initiate a "Cross Over Counter."



Dash/Retreat- F,Fx2 or B,Bx2

All characters in Marvel vs. Capcom can dash to get closer to an opponent or they can retreat to escape from an opponent's attack.You may also perform this move by pressing in a direction and all 3 punch buttons.Some characters like Chun-Li have the ability to even dash in the air! This is done the same way as you would do it when you're on the ground. The characters that I know of that can air dash are Chun-Li and War Machine.

Super Jump- D, U or KKK

All characters in Marvel vs. Capcom can perform a super jump by quickly pressing the directional button down, up or all 3 kicks simultaneously. When you do this, your character will jump higher than normal, so you can escape your opponent's attacks as well as do some of your own in the air (that's if your character has any air specials and supers). There's another use for super jumps and that is to perform an aerial rave (air combo) after launching your opponent in the air. After doing so, just press up and your character will super jump to catch up with opponent and do an air combo (discussed in my Magic Series Tutorial).

Throw/Grab- Forward/Back+MP/FP MK/FK

To throw/grab your opponent, just get near them hold in any direction and medium/fierce punch or kick. This also works in the air! You may even put in throws into certain combos (see individual character section for their throw combos).

Parrying Throw- Forward/Back+MP/MK FP/FK

You can escape from your opponent's throw by performing your throw at the same time, and when you do it you will land safely on the ground and taking no damage. Also, be careful when you put throws in between combos or use a throw to start one cuz your opponent can both escape your throw or roll away if he didn't succeed the first time.

Dodge/Roll- QCF+P/K before landing

By performing the dodge/roll move, you escape from your opponent's pursuit attacks! However, you must really time this move well before you land or else your opponent can start some very nasty combos right afterward.

Chain Combos- L,M,F punch and kick in order

Well, this information on how to do chain combos �ame from the instruction booklet of the game, but it's not so accurate for we all know about the Magic Series! Basically you do chain combos by starting off a chain of Light attacks into stronger attacks in order. But because of the Magic Series stuff, I am going to explain this in a more detailed matter! Just look at my Magic Series Tutorial in this page!

Advancing Guard/Block- While blocking press 3P simultaneously

If your opponent is constantly attacking you and producing chipping damage, you can push them away by pressing all 3 punch buttons simultaneously (3P). When you do this your character will push your opponent away from you and give you time to get out of a corner or wherever it is you're getting stuck. You can also do this in the air, but it's much harder cuz your character doesn't push so far back as he would if they were on the ground.This move will also reduce some of the block damage you take from special moves, but none when you block hyper combos (supers) or team supers.

Taunt- Press Select Button

Just another annoying tactic! Be careful cuz your character will become vulnerable as well as an easy target for your opponent!There is only one character who can hurt people with her taunt and that is Chun-Li. She can also cancel into a hyper combo!

Pursuit

The pursuit just like an OTG, practically the same! Just attack your opponent when he's down on the ground.

Well that's it for all the basic attacks in the game! All the other moves have already been talked about in the Special Partner and Special Heroes mode(which you select from after choosing your main character). Now let me introduce you to my Magic Series Tutorial next!





MAGIC SERIES TUTORIAL

This is a quick tutorial to get you familiar with the combo system in this game. If you take your time to read this section carefully, you will eventually become a combo master and come up with your own lengthy combos! So read on and see what it's all about.



SIX TYPES OF MAGIC SERIES!

In X-Men vs. Street Fighter, Marvel Super Heroes vs. Street Fighter and Marvel vs. Capcom, there will always be about 6 types of magic series for all characters and they will fall under the three categories; Ground, Air (jump-ins) and Super Jumping (air combos). They are as follows.

Zigzag- You can chain all 6 punch and kick buttons in order of weakest to strongest! Basically in a zigzag form. Although you can chain all 6 buttons, there will be a certain time where you have to either cancel into a special move or hyper combo or even launch your opponent for an aerial rave (air combo: more on this later).But remember, not all characters have a Zigzag series, check their individual section to find out.Here's an example!

Key:
SP- Special Move
HC- Hyper Combo
TS- Team Super
ARL- Aerial Rave Launcher /- Use either attack button to start chain combo (means optional depending on the character)

Example: LP, LK, MP, MK, FP, FK/SP/HC/TS/ARL

Stronger- You can chain 3 hits from weakest to strongest! You can use punch and kick buttons in order to do so, but 3 hits ONLY! Check the individual character section to find out what type of magic series they have.

Example:LP/LK, MP/MK, FP/FK/SP/HC/TS/ARL

Weak Start- You can chain 2 hits starting from a weak attack to a strong attack. Depending on your character, you may even sneak in an extra hit during this type of magic depending on who your character is (like M.Bison in X-Men vs. Street Fighter or Marvel Super Heroes vs. Street Fighter).Check the individual character sections to see what magic series he/she has.

Example: LP/LK, MP/MK/FP/FK/SP/HC/TS/ARL

Punch To Kick- You can chain any punch to any kick for a maximum of 2 hits!But let me tell you something, almost no one in the game has this type of chain except for Hulk and Orange Hulk. But remember, only 2 hits max on this chain!

Example:LP/MP/FP to LK/MK/FK

Kick To Punch- The opposite of Punch to Kick!

Example:LK/MK/FK to LP/MP/FP

None- Your character has no magic series (pretty sad) to use as a chain combo. All you can do is a single hit into a special move. A reminder:NO ONE HAS A "None" magic series in Marvel vs. Capcom! Only Dan does, but that's in Marvel Super Heroes vs. Street Fighter.

Example:LP/MP/FP/LK/MK/FK to special move of choice



THE 3 CATEGORIES

Like I said before the six types of magic series will fall under 3 categories. If you want to become a combo master, well you better learn how these work or else you'll always just have beginners luck. Well anywayz, just learn how these work and then discover some stuff on your own. That's how master players do it anyway right? The three categories are as follows.

Ground- This is where most of the basic combos start from, a ground chain combo. Although you'll get extra hits when you jump in with several hits, you will always have to land on the ground in order to launch an opponent for an air combo or for whatever else. No matter what character you're using he will always have a ground magic series, because all of the characters need it to setup other combos. So you can start combos from the ground and then end them on the ground or in the air with an air combo!

Air- This refers to the type of magic series your character will have for normal jumps and jump-in combo hits. These can be good and bad, it all depends on the characters. Also, this is a very important category to know about, because the amount of hits that you'll get from a jump-in solely depends on the type of magic series your character has for it. You can do the following.

1)Start a jump-in with a single or more hits and then land on the ground and finish the combo there.
2)Stat a jump-in combo, continue on the ground and then launch your opponent for an air combo and finish it there.
3)Just do whatever you want, but I don't advice that unless you're very, very, very good at this game (joking!).

Super Jumping- Another of the most important categories to know about cuz your character's ability to perform an air combo really depends on it. There's a lot to this, but I can't cover it all or else I'll end up clottering this page with text only.But remember, just make sure you always know your character's super jump magic series so that you can pull off those crazy long combos (specially with Strider Hiryu!).

Aerial Rave Launchers- This is the name that Capcom gave to air combo launchers for all of the characters, I just like to refer to them as launchers and you should too. Well anyway, this is the move that will setup an air combo by launching your opponent into the air. You can then super jump by simply pressing up on the d-pad/joystick and starting an air combo. But be careful cuz launchers for each of the characters will be different, and by that I mean that they will send the opponent into the air at different heights and angles. So depending on where you launch your opponent, their launchers will change significantly. For example, if you launch your opponent when you're in the middle of the screen with War Machine, then they will be launched in an angle cuz both of you are in an open area. If you launch them in the corner, then they will not be launched in an angle because they have to where to move so you can just super jump straight up and start your combo. However, with some characters you must super jump towards your opponent instead of just straight up because some of their normal attacks have short range.There are 3 types of launchers in every single one of these versus games and it is a must that you learn about them.Also, this is the most important type of move in the game because you need it to start those long and crazy combos or else you're gonna have some problems with your offensive game.

Normal Launchers-This is the generic version and every character has one. They knock the opponent into the air at a good height and they serve as great ground and air defense!Most of these are done with the MP/FP or MK/FK buttons and they have a little bit of a recovery time, but they're still good ones. Learn to chain these during combos so that you can add extra hits.

Regular Launchers- Besides the normal kind of launchers, there is the regular launcher.The small launchers like Spider-Man's C.MK cannot be followed with a super jump and an air combo because they only launch the opponent into the air slightly, but they really help to setup air launchers like his S.FK! The small launchers good though cuz they lift your opponent into the air there's nothing he/she could do about it in order to recover. You can follow them with special move, super or air launchers. The characters that have small launchers are:

Wolverine, Spider-Man, and War Machine

Air Launchers-These are launchers that will only launch your opponent if they are already in the air or they are jumping in on you.So if you try to hit your opponent who is standing firmly on the ground, they will not be launched. You can still super jump, but your opponent will stay on the ground. However, they are great moves because they prevent your opponent from starting their jump-ins as well as some special moves they might have in the air. Examples of air launchers are Spider-Man's S.FK and Hulk's S.FK.

AC Finishers- Put simply, these are air combo finishers! It is important that you know your character's ac finishers because they will finish your air combo and prevent your opponent from countering. Not doing one will show that you're just a scrub and you need more practice. I have provided some AC Finishers for each of the characters in their individual sections where their magic series are shown.Examples of AC Finsishers are Strider's air Ame No Murakano, Wolverine's Drill Claw and Chun-Li's Sichisei Senkuu-Kyaku (which is her Raging Demon Kick).You may also use supers as AC Finishers, but make sure that their startup delay is short so that they would end the combo.

Well that's it for my Magic Series Tutorial! But I gotta fill you in some more stuff and that is my Combo Notations. You need to know these in order to be able to read the combos I list for all of the characters in their individual sections. There's many of them so pay attention!



COMBO NOTATIONS

These are the little abbreviations that I will use when I show a combo. You need to know what these mean cuz I will not take a year posting every single detail, I will do that when I explain how the combos work.

Comma (,)- Shows normal move chaining
Special Cancel (XX)- Means that you cancel the current move into a special move,hyper combo, or team super.
Land (\/)- Means that you land after a jump-in and continue the combo on the ground.
Super Jump (/\)- Means that you cancel your aerial rave launcher into a super jump and begin an air combo (shown).
S- Stands for standing normal attack
C- Stands for crouching normal attack
J- Stands for jumping normal attack
SJ- Stands for super jumping normal attack
FL- Stands for flying normal attack (War Machine only)
DJ- Stands for double jumping (Chun-LI, Captain America and Strider only)
DN- Means that you hold down on the d-pad while jumping
UP- Means that you hold up on the d-pad while jumping
HA- Means that you use a specified special hero (special partner)
AD- Stands for air dashing (Chun-Li and Strider only)
OTG- Stands for off the ground combo hit
FLS- Stands for Flying Screen effect

Well that's it for the Combo Notations! Just remember what these mean and you'll have no problems reading all of the combos I list for the characters in their individual sections. Now let me go a little into the Hyper Cancel system. I have put together this little section to show you guys how they work.



HYPER CANCEL SYSTEM

The Hyper Cancel is a feature given to the Play Station versions of Capcom's versus games like X-Men vs. Street Fighter. Well anyway, there's nothing to it, except for the Hyper Combo Gauge!

Hyper Cancel 1- To perform this incredible and painful technique, first you need to have some energy stored in your Hyper Combo gauge. You can do this by simply attacking your opponent relentlessly until you have reached level 3 which is the number of levels you can store in your Hyper Combo gauge. When you do have at some energy available, all you have to do is start a chain combo and finish with a special move and then cancel into a hyper combo of your choice. You can do this up to 3 times, but each hyper cancel you do requires 1 level and each super must be a different one. So doing 3 hyper cancels will require 3, do the math duh!You can also do this in the air if your character has an air hyper combo (like Chun-Li's Sichisei Senkuu-Kyaku or Mega Man's Beat Plane).Also, you don't really have to do a special move if you like and just do 3 hyper cancels right away!

Hyper Cancel 2- This one is a little different! It requires a total of 3 levels from your Hyper Combo gauge cuz I forgot to tell you, you can cancel special moves or super moves into team supers! It wasn't possible in X-Men vs. Street Fighter, but it was in MSH vs. SF and MvC! You can do a chain combo into a special move, hyper cancel into one of your characters hyper combos and then a team super. That's all there is to it!



Well that's it for the Legend and Definitions page. I would expand the Magic Series since there's a lot to it, but I like I said I don't want to clutter up this page with all text.


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