I’ve put together a beginner’s guide to help people make the transition from SSFIV to MvC3, since I know several new players jumped into this with the popularity of SFIV. I’ve used terms and examples that players have become accustomed to in the SFIV world and transitioned them into the MvC world. I used basic knowledge info, info observed from playtesting, and info supplied by other players here on these forums. Contribution Credits to Syke1, Windsagio and Keits for some of the information provided in this guide. I’ve supplied video examples of terms used, the vids are from random YouTube vids so all credit goes to the person who originally posted the vid. Once MvC3 launches I will be adding video examples to basically everything I explain in this guide. If at least one person reads this guide and finds it very helpful to them, then it has been worth my time. My hope is that the fighting game community will grow and that others will positively contribute. We all got our start at some point, and we were all “noobs” at some point, so please be positive and help the community, instead of making fun of ppl who are new to fighting games.
Below I will announce when things have been changed to the guide and what specifically they are. Leave Feedback and/or suggestions below also. Thank You.
The guide is being provided in this text form so that you can print it out and have it in front of you while learning/practicing which I found very useful back in the SF3rd Strike days when I began writing mini-guides for myself. Its nice to have information there in front of you and be able to pen down notes with it as you go, instead of running back and forth to your PC every five minutes to look something up.
A very nice copy of the guide can be found at http://crosscounter.tv
Its in PDF format, has a table of contents, nice presentation, etc.
VIDEO EXAMPLES THAT ACCOMPANY THE GUIDE ARE FOUND AT SCARSOFZSASZ YOUTUBE CHANNEL
Beginner’s Guide Part 1
[details=Spoiler] Beginner’s Guide to Marvel vs. Capcom 3 (MvC3)
By: Hunter Smith (with info from various sources)
This guide is meant to help you make a smooth transition from the world of SSFIV into the world of MvC3. I know several gamers didn’t get into fighting games until SFIV came out and they want to jump into MvC3. This guide is here for them. I use terms and examples that you are used to in SSFIV to help explain what’s going on in MvC3. A couple days post launch of MvC3, you can check out scarsofzsasz YouTube channel, where I will have video examples of each of the terms listed here. Subscribe now so you won’t forget!!
L M H
S A1 A2
A or L = Light Attack
B or M = Medium Attack
C or H = Heavy Attack
E or S = Exchange/Launcher
A1 = Assist 1
A2 = Assist 2
General Fighting Game Terminology:
Point Character = In versus fighting games this is the term for the main character who you have out on the screen at the moment. Term may also be used when you are talking about your team of characters and you are specifying which one you want to be out on the field at most times, usually this is the one you pick to go out first at the beginning of the match. e.g.: Amaretsu, Deadpool, X-23 is my team with X-23 being my point character.
Normal = A normal attack. Pressing an attack button without using a directional input at the same time. e.g.: Pressing LP will do Ryu’s standing light punch in SSFIV.
Command Normal = Pressing an attack button with a directional input at the same time. e.g.: Pressing MP and towards the opponent will do Ryu’s overhead 2 hit punch in SSFIV.
Special = An attack that is not simply a normal strike, it has special properties that normals don’t. e.g: Ryu’s Hadouken, Shoryuken, Tatsu are all Specials.
Hyper/Super/Ultra = An attack that is very special, in most games these attacks can only be used a few times per match and require you to fill some type of meter. In MvC3, these attacks are called Hypers.
QCF = Quarter Circle Forward. Inputting down, downforward, forward. e.g.: QCF + P will make Ryu do a Hadouken in SSFIV.
QCB = Quarter Circle Back. Inputting down, downback, back. e.g.: QCB + K will make Ryu do a Hurricane Kick in SSFIV
HCF = Half Circle Forward. Inputting back, downback, down, downforward, forward. e.g.: HCF + P will make Rose do a Soul Spark in SSFIV.
HCB = Half Circle Back. Inputting forward, downforward, down, downback, down. e.g.: HCB + P will make Abel do a Tornado Throw in SSFIV.
DP = Dragon Punch. a.k.a. Shoryuken. Inputting forward, down, downforward. e.g.: DP + P will make Ryu do a Shoryuken.
RDP = Reverse Dragon Punch. Inputting back, down, downback. e.g.: RDP + PPP will make Akuma teleport backwards in SSFIV.
Throw = Grabbing the opponent and throwing them to the ground. This does damage, and in MvC3 it can lead to setting up OTGs. In SSF4, you do a throw by pushing towards or away from the opponent and pressing LK + LP. In MvC3, you do a throw by pushing towards the opponent and pressing H.
TK (Tiger Knee) = TK is the name for a specific motion that helps some specials come out faster and closer to the ground. The motion you need to input is down, downback, back, upforward and then immediately press the desired attack button. The motion must be done very fast and be done perfectly. TKs are a bit advanced for beginning players but are very effective once mastered. Not all moves can be TK’d though, only certain specials can. The most prominent example seen in SSFIV is with Cammy’s Cannon Strike. If she does a TK Cannon Strike she does it immediately off the ground, and if she’s close to her opponent it actually hits them low for a great mix-up. VIDEO: [media=youtube]kOnqhknsj_w[/media]
HP/MK/H/etc. = If you see a move written without it specifying whether its standing or crouching it is assumed to be standing. If you see “LP” written in a SSFIV combo, then it is a standing light punch. If you see “M” written in a MvC3 combo, then it is a standing medium attack.
c.HP/c.MK/c.H/etc. = If you see a move written with a “c.” before it then it is a crouching attack. In SSFIV terms, “c.LP” is a crouching light punch. In MvC3 terms, “c.M” is a crouching medium attack.
j.HP/j.MK/j.H/etc. = If you see a move written with a “j.” written before it then it is a jumping attack. In SSFIV terms, “j.LP” is a jumping light punch. In MvC3 terms, “j.M” is a jumping medium attack.
xx = cancel. Term for cancelling the ending animation of one move into a special, letting you do a normal into a special. When you input a cancel, you have to put it in very quickly after you input your first move and before the animation of the first move ends. e.g. In SSFIV: c.MK xx into QCF + P will do a crouching MK canceled into a Hadouken.
- = and. When you see a plus sign written in fighting game notation it typically means “and”. So Towards + MP would be pressing toward on the joystick and pressing MP, making Ryu do his two hit overhead punch in SSFIV.
, = then. When you see a comma sign written in fighting game notation it typically means “then”. So c.LP, c.MP, c.HK would be a crouching LP then a crouching MP, then a crouching HK if you are playing SSFIV. In SSFIV this combo would be “linked” where you have to press the next attack in the exact frame its supposed to be for it to combo. In MvC3 this combo doesn’t have to be “linked”, you just press the buttons in the correct order and the combo will happen if it works for the character you are using. In MvC3 you may also see this sign used “>”. It means the same thing. “L>M>H” would mean you press L then M then H.
<==, ==> = If you are looking at the input directions for a move and it has an arrow back, then an arrow forward, it means this is a charge move. To do a charge move you hold the direction that it shows first (for usually 2 seconds), then you move the stick to the 2nd direction and press the button it tells you to. For example, in SSFIV the input for Guile’s Sonic Boom is <==, ==> + P. This requires you to hold the stick away from the opponent for two seconds, then move it towards the opponent and hit a punch button.
PPP/AtkAtk = Pressing all Punch Buttons/Pressing two attack buttons. In SSFIV, two QCFs plus PPP would do Ryu’s Ultra. In MvC3, one QCF plus AtkAtk will do Ryu’s Hyper Shinku Hadouken.
Atk = If you see the abbreviation “Atk” or “At” written on your character’s move list in MvC3, then it means that the move will happen no matter which attack strenth you use. So if it says Hadouken is “QCF + Atk”, it means that you can do a QCF and press either Light, Medium or Hard and the Hadouken will come out no matter which attack strength you chose.
Combo = When you input attacks with a specific timing and in a specific order which makes them all hit your opponent as long as the first attack hit. These are in SSFIV.
Chain = When you input attacks in a specific order without the need of precision timing, they will all hit your opponent as long as the first attack hits. These are in MvC3. Chains may also be known as “Magic Series” when you are discussing a versus game like MvC3 or Mortal Kombat vs. DC, etc. (I’m aware that technically both chains and combos are in both SSFIV and MvC3 but that’s an advanced topic and not important at this stage)
Launcher = An attack that knocks your opponent up into the air when it hits, in order to let you follow them into the air and continue to hit them. In MvC3, the “S” button is your launcher.
sjc/sj = Super Jump Cancel/Super Jump. In MvC3, if you end a ground combo with your launcher “S button” it will send the opponent up into the air. If you immediately hold “Up” after pressing “S” you will super jump cancel and follow the opponent into the air. From here you can continue your combo. This is a Super Jump “Cancel” because you cancelled the end of your launcher into a super jump. A standard super jump can be performed by quickly pressing down then up/up forward/up backward.
Reset = This is a term for when you do a move that does not combo, but leaves your opponent in a position where they are right in front of you and have to decide whether they think you are gonna attack high, attack low, or grab. In SSFIV these usually “pop you up” into the air, making your character do their little backflip animation and land on their feet, right in front of your opponent. Resets will be used in MvC3 both in the ground and in the air, since some characters in MvC3 have effective Air Command Grabs. VIDEO: [media=youtube]jJldbSc3UeQ[/media]
bnb (bread-n-butter) = This is the nickname for a combo that a specific character relies on to start their offense. Each character has a couple bnb’s which you should learn and master if you want to be successful with them. In SSFIV, bnbs usually start out with light attacks, build into stronger ones, then cancel into specials. For example: Akuma’s main bnb in SSFIV is c.LK, c.LP, c.MP, xxQCB + LK. Off of that he can either c.HK, DP + HP, or do a reset. In MvC3, a character’s bnb will likely begin with a light attack, go into a progressive magic series, which ends with launcher and then into whatever they choose. For example: Thor can do L, M, S, sjc. After this he can go into an Aerial Rave and into an Air Exchange or a groundbounce, whatever you choose. But its important to master his bnb so you can start the offense and make those choices.
Cross-Up = A jumping attack that hits your opponent on the side of them opposite of where you were when you jumped. If you are Ryu on the left side of a screen, and you jump over Akuma and do a j.MK, the kick will actually hit his right side. So if the Akuma player wishes to block the attack he has to block upleft. Advanced players can use specific spacing and timing to make it hard to tell whether they are going to cross you up or not and make it difficult for you to know where to block. You may also see this written as “x-up” in some move lists. So the move we talked about above would be termed “x-up j.MK”.
Mix-Up = An attack or strategic way of spacing that makes it harder for your opponent to decide if you are going to attack high, attack low, or throw. Mix-ups are very effective once mastered and are prominent in SSFIV and will likely in MvC3 as well. Some characters naturally have good Mix-Ups that are part of their game in SSFIV, such as Abel and El Fuerte. For example, in SSFIV, after El Fuerte gets a knockdown on you. He can start his run at you as you are getting up off the floor. He has three different options that he can do to you, he can do his slide which hits low, do his splash which hits high, or fajita buster which is a grab. VIDEO: (0:46 - 1:03) [media=youtube]jiSjCf_oG5Q[/media]
(in-air) = If you are looking at a character’s move input list and you see a move that has “(in air)” before it, then it usually means you can only do it when your character is in the air. Sometimes people will put (in air) before a move that can hit both on the ground or in the air. So basically if it says (in air), test it and see where it can be done. I know this is confusing, and I don’t know why everyone can’t be uniform about it. I think that if a move can only be used in air then you should say (in air only). If it can be used on ground and air you should say (in air also).
*****So putting this all together, we will interpret a SSFIV combo and then a MvC3 combo, both with Ryu:
c.MP, c.MP, xxDP + P, xxFADC, QCF (x2) + PPP
In SSFIV this would be crouching MP, then crouching MP, canceled into a Shoryuken, canceled with a FADC, then activate Ultra.
L, c.M, H, S, sjc, L, M, H, xxQCF + H, xxQCF + LM
In MvC3 this would be LightAttack, then crouching MediumAttack, then HeavyAttack, then Launcher, super jump cancel will make you follow them into the air, there you start your air combo of LightAttack, then MediumAttack, then HeavyAttack, cancelled into a Heavy Hadouken, cancelled into Ryu’s Hyper Shinku Hadouken.
This may all seem daunting, but I promise that MvC3 combos are very easy to do and you will get the hang of this very fast.
*****You may also see direction inputs written using letters instead of using arrows. The letters are L for left, U for up, R for right, D for down. So if a move in MvC3 is written as RM, LH it means to do a M attack while holding right, then do a H attack while holding left. In my opinion, using arrows for directions is much more streamlined and easier to decypher than using letters for directions. The above example using arrows would look like this: ==> M, <== H. Whichever way that you think is easier for you to use, use it. But as far as for my guides, you will see the arrow notation used.
**MvC3 doesn’t require much frame knowledge but SSFIV and some other fighting games do. Below I’ll give a brief and basic explanation of frame data.
Frame = A frame is 1/60th of a second. In fighting game notation its represent by a lower case “f”. 3 frames would be represented by “3f”.
Start Up Frames = These are the frames where you see the attack start but the attack cannot actually hit yet.
Active Frames = These are the frames in which the attack is actually active and can hit your opponent. A 3f move is a term for one that reaches its active frames at its 3rd frame.
Recovery Frames = These are the frames in which the attack can no longer hit and it is ending, but you are still vulnerable to their attacks if you missed your attack.
*****So putting this all together, lets look at Ryu’s Hard Kick in SSFIV:
The part in which Ryu raises his hand and is turning his body and raising his leg up are the Start Up Frames.
The part in which Ryu’s foot is out in front of him and the kick can hit the opponent are the Active Frames.
The part in which Ryu is returning his foot back down to the ground are the Recovery Frames.
You can be hit or thrown during your Start Up Frames and if you are hit, then your move will be “stuffed”, this is when your move gets stopped before it even happens.
You can be hit or thrown during your Recovery Frames if your move missed or was blocked, this is known as being “punished”.
Usually, once your move is in its Active Frames, and your opponent does a move, either one of your moves will win out over the other, or you both get hit known as “trade”.
Whether your move wins or whether you trade is all based upon hitboxes. Hitboxes are slightly more complex and I’m not going to go that far into it. Google if interested.
Block Stun = This is the term for what happens when you block an opponent’s attack, but there is still a split second(s) where you cannot move your character. That moment where you just blocked an attack, but you still can’t move yet, is “block stun”. Usually the stronger the attack you blocked, the longer you will be in blockstun.
Hit Stun = Similar to block stun except this is the time that occurs when you are hit with an attack, your character does the animation they make whenever they get hit, but you cannot move yet. For example, in SSFIV, after you get hit with Ryu’s j. HK, your character will make their little animation where they turn their head away, or scrunch up their face in pain and you cannot move. This is a lot of hit stun, it lasts a long time. Since it lasts so long, Ryu can hit you with almost any attack he has after he hits you with j.HK, because you will still be in hitstun by the time the Active Frames of his next attack are out. This is why moves combo, the first move has to put you in hitstun for enough frames for Ryu to have his Recovery Frames of the first move and the StartUp Frames of the next move. If that happens, then the moves combo. If the StartUp frames of his second move are too long, then you will be out of Hit Stun and can block the second attack by the time that it reaches it’s Active Frames.