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Marvel vs Capcom 2/Esoterics
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.
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.
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.
- Active state: a state where a character can move and attack freely.
- Hit reel: The state a character enters after being hit by an attack. There are many different kinds: some knock down, some launch at different heights or angles.
- Air hit reel: The hit reel state entered when a character is hit while in (or into) an air state. At the end of air hit reel, the character will usually perform a little flip and enter normal jump mode(needs verification). This is not the same as when a character gets knocked all the way to the ground.
- Ground hit reel: The hit reel state entered when a character is hit during a ground state.
- Hit stun: The duration of time that a character stays in hit reel before returning to an active state.
- Hit reel disables action
Hit reel is a state where a character cannot perform any action. A character's graphic will display the air or ground hit reel animation which usually includes the character making an ugly/painful face and leaning over or back. Hit reel stun and hit reel 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 may recover almost immediately, while a fierce or roundhouse generally produce long stun and a dramatic hit reel animation. Obviously hit reels major function is enabling the attacker to land hits successively to form a combo.
- Hit reel moves the character
A character in hit reel also inherits a directional velocity from the opponents attack.
This directional velocity may override the velocity of a character being hit or may simply alter the characters current velocity. One example of this is with magneto. Magneto launches the opponent. If magneto super jumps immediately as the opponent is still rising and lands a sj.d+lk, note that the opponent will move forward and UP. Now launch again and do a regular set up for ROM. Note that when the d+lk hits, the opponent moves forward and DOWN. This is an example of the opponents velocity being altered. Now launch the opponent and do not sj. Wait for the opponent to fall down and while still in the air land a standing lp. The character suddenly stop falling for an instant, will move straight away from magneto and then continue to fall. Do the same but as they are falling hit with a jumping lp, all downward velocity is lost and the opponent moves up slightly before falling again. These are both examples of overriding the opponents velocity with the inherited velocity of the attack.
Attacks on the ground generally send the opponent away from the attacker while attacks in the air usually send them straight up (so you can perform air combos i suppose.) Many attacks however send the opponent in unusual directions. One example of an air hit is Iron Mans air u+HP which causes a very long stun hit reel that sends the opponent upwards. One example of an abnormal ground hit is Iron mans repulsor blast which sends the opponent towards Iron Man. (Note that a character must have an abnormal directional attack in order to perform air infinites i.e. Iron Man, Magneto, Cyclops) Generally weak and heavy attacks result in small and large magnitude of directional velocity respectively.
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.
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.