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.
With this new button layout, I've been forced to rethink my whole convention for naming attacks. It's gonna get slightly confusing in here so bear with me. Below is the button layout of the game.
Old Layout:
() () () PUNCHES
Jab Strong Fierce
() () () KICKS
Short Forward Roundhouse
New Layout:
() () () PUNCHES
Jab Fierce Partner A
() () () KICKS
Short Roundhouse Partner B
As you can see, the medium attacks do not have their own buttons any more. In
order to pull off a Strong punch or a Forward kick, you must use it within a
combo after either a Jab or a Short. So for example, if you want to do a three
hit ground combo with the kicks, you would have to hit Short, Short, Roundhouse.
This will result in the familiar Short, Forward, Roundhouse Combo. In order to
pull of a five hit Super Jump air combo, you would have to hit Jab, Short,
Jab, Short, Fierce. This results in the familiar Jab, Short, Strong, Forward,
Fierce combo. This system is slightly
disorienting to those who are veterans of the Crossover games. However, it soon
grows on you and eventually becomes easier than the old system.
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 whether 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
[air] This move can be done on the ground or in the air
[air only] This move can be done only while jumping]
P any punch can be used
LP the jab punch button must be used
HP the
fierce punch button must be used
LK the short kick button must be used
HK
the Roundhouse kick button must be used
2P both punch
buttons must be used
2K both kick buttons must
be pushed
Miscellaneous
-All directions noted in the moves section assume that your character is facing right. If facing the left, all move commands are reversed.
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!
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