Marvel vs Capcom 2/Esoterics

From SuperCombo Wiki

The purpose of this page is to describe system mechanics that cause edge-case or niche scenarios, or otherwise group information about gameplay that doesn't become relevant very often when discussing the game.

Flying screen

This term describes a camera positioning mechanic in the Capcom Versus games. Specifically when the Flying Screen is activated, the camera follows the character being hit in the combo. The only moves the other player can use are jumping, walking, crouching, and magic series. Anything else, such as special moves, dashing, super jumps, assists, rolling, or tagging, are disabled. If the camera focuses off of the attacking character, they will dash back into the screen from the side they disappeared.

Most hyper combos activate a flying screen, but moves such as Hulk's HCB+P grab also does it.

Hitstun

Terminology

Certain terms will be defined in this article to accurately describe and simplify the content. If these terms differ from commonly accepted terms, please edit them accordingly.

  • Actionable state: a state where a character can move and attack freely.
  • Hitstun: The state a character enters after being hit by an attack. There are many different kinds: some knock down, others launch at different heights or angles.
    • Air hitstun: The hitstun state entered when a character is hit while in (or into) an air state. At the end of air hitstun, the character will usually perform a little flip and enter Super Jump state. This is not the same as when a character gets knocked all the way to the ground by Flying Screen.
    • Ground hitstun: The hitstun state entered when a character is hit during a ground state.


Characteristics

Hitstun disables action

Hitstun is a state where a character cannot perform any action. Hitstun and its animations are dependent upon the attack received by a character from the opponent. For example, jabs generally produce very short stun and mild hit reel animation where an opponent recovers almost immediately, while heavy attacks generally produce longer stun and a more exaggerated hitstun animation. If a character is in hitstun, subsequent hits during their hitstun will start combos, and the combo count even increases if the original target is no longer being hit, but someone else (an assist) is.

Hitstun moves the character

A character in hitstun also inherits a directional velocity from the opponent's attack. Under most circumstances, the attacker will also be pushed back, but this is not always the case (FSD) This directional velocity may override the velocity of a character entirely, or may simply alter the characters current velocity. In the case of air combos, the hits performed apply a slight velocity in the direction the attacker is going (in addition to the inherent properties the attack has), as a way to keep combos stable.

Attacks on the ground generally send the opponent away from the attacker while attacks in the air usually send them upwards. A handful of attacks send the opponent in unusual directions, like Juggernaut's Headcrush and Shuma-Gorath's Mystic Smash, which send backwards on hit. Generally weak and heavy attacks result in small and large magnitude of directional velocity respectively.

Suki Cancel

A "Suki Cancel" is the act of cancelling a normal attack into a superjump then immediately cancelling that superjump into a block. It is only possible if there is something onscreen causing your character to block. The easiest way to do this in the Training Room is to have the other player perform Guile Somersault Kick THC glitch (or the Ruby Heart Ghost glitch).

Suki Cancelling is not typically useful, but can be used in combo videos to perform normally impossible moves. It can also be used to charge meter very quickly, as you are able to cancel moves earlier than normal.

Unblockable moves

Sentinel's Fierce mouth beam, Doom's crouching HK, and Cable's fourth bullet. Unblockables are not blockable if they collide with your hitbox. These are discrete from cross-ups - there are many cases in Marvel where characters face opposite to their screen positions (for example, Magneto air dashing over a character will not have where he is facing reset until he lands) which thus create very hard to block cross-ups.

There are DHC unblockables that work when you are using a character whose super flash doesn't cause the other person to block. After the initial superflash you must DHC very quickly into someone like Iron-Man or Morrigan. Iron-Man's Proton Cannon is instant when you DHC into it so if the person wasn't block they're going to get hit and since there wasn't anything to block in the first place it's unblockable.

Mash moves

Work in progress, for now: follow this link table of mashable moves.


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