Marvel vs Capcom 3/Character States/Super Jumping State

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Super Jumping State

There is only one way to enter the Super Jumping State in Marvel Vs. Capcom 3: just Super Jump while in the Grounded State. Just like in Jumping State, you are allowed as many actions in the air as possible during the entire time you are in the air. And since you are in the air a significantly longer time than during a regular Jump, that means you can actually squeeze out quite a few moves. However, there is a limitation on Special Moves: only three are allowed per jump. After performing three, regardless of which Special Moves they are, you can no longer perform a Special Move. For example, Wesker can perform three teleports in the air and Hsien-Ko can perform three Senpu Bu Swings in the air before they can no longer perform them.

Once again, with Double Jumps and Air Dashes, if you perform either of these while in Super Jumping State, you maintain in the Super Jumping State throughout. However, if you are hit while in Super Jumping State and recover in the air, you will have transitioned over to Jumping State.

Strategy Corner

In MvC2, whenever you were struck into the air by any move in the game, when you recovered in the air, you were always considered in Super Jumping State. That meant whenever you recovered in the air, you were pretty much alone as you could not call Assists while in Super Jumping State.

In Marvel Vs. Capcom 3, however, anytime you are knocked into the air from the ground or whenever you recover from a reel in the air, you are always considered in Jumping State. This is a huge difference as it means that, if the opponent hits you with, say, Wolverine's Hard Attack Tornado Claw and Wolverine mashes out every possible hit and you recover in the air, you can call an Assist on your way down! Since Wolverine will have landed from the Tornado Claw and the screen scrolled up to follow you, chances are you might be able to tag Wolverine with an Assist that he's not even aware got called! This allows you to much better cover your landing than in previous games as you can have your Assist foil whatever mix-up the opponent has waiting for you when you land.