Legend and Definitions Strategy
This is the section of the site which explains all the terminology that I use on this site. You've come to the right place if you were confused in some way by anything I say on any of my pages. The terms which I use, such as magic series, AC Finisher and Launcher are defined below. This is also where you will find a legend that will explain what C.Fierce and S.Roundhouse means. Universal moves such as Team Supers, Advancing Guards, 2 on 1 fighting are covered in the Game Engine and General Strategy Page. You should really stop by over there after you visit this page is you wanna learn about the whole game.
A lot of people don't know what the heck I'm talkin about when I say, "Use Crouching Roundhouse!" or something like that so I thought I'd explain the terminology I use to designate the buttons.
() () () PUNCHES
Jab Strong Fierce
() () () KICKS
Short Forward Roundhouse
As you can see, the punches go from Jab to Strong to Fierce and the kicks go from Short to Forward to Roundhouse. Simple enough?
Magic Series
Newcomers to these Capcom beat 'em ups are probably wondering what the heck a magic series is. Well, put simply, it is the order of punches and/or kicks that the character can chain into a combo on the ground, air and while super jumping. The magic series go as follows.....
Zigzag - All six buttons can be chained into a single zigzag combo.
ex. Jab, Short, Strong, Forward, Fierce, Roundhouse
Stronger- Three hits can be chained from weak to strongest.
ex. Short, Forward, Roundhouse
Weak Start- Only one weak punch/kick into a stronger punch/kick.
ex. Jab, Fierce
None- No series. The biggest chain is a single hit into a special move.
Combo Command Notations When describing a combo, I've gotta be really specific or else you'll have to figure out wether or not to be standing, jumping, crouching or whatever during each particular attack. I've got a whole bunch of abbreviations to describe special conditions that need to be met while doing a combo. I've tried to simplify it from James Chen's original version from his FAQ. Many thanx James.
, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land after the last move and continue on the ground
S. stands for standing
C. stands for crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing
F. stands for Flying
(OTG) means this will hit opponent off the ground
(FS) means that the move you just did initiated the Flying Screen
AC - Air Combo
AC Finisher - A move that will end an air combo by initiating the FS
Miscellaneous
-All directions noted in the moves section assume that your character is facing right. If facing the left, all move commands are reversed.
-Some combos require a pause and some special timing which I did not mention. Try to figure out the timing for yourself! It's more fun that way.
Now that you understand my language, go on to the Moves Section to learn the combos or go to the Game System and General Strategy Page to continue the tutorial!
[Character Specifics]
[Tricks and Codes]
[Legend and Definitions]
[Game Engine]
[Screenshots]
[Audio Archive]
[Helpers]
[Submission Archive]
[Message Board]
[Voting Center]
[Links]
[Thanx]
[FAQ]
[Main Page]
[About Migs]
� 1998 Migs Rustia: [email protected]
I need your feedback, contributions and suggestions! Help me out so we can make the best MVC site on the net!
Capcom characters trademark of Capcom, Marvel characters trademark of Marvel Comics