Sorry about the mistakes. Just trying to do my part. I meant unblockables. Didn’t realize about the stages. I was going off of the ones on the official website for that one.
Edit: Credit goes to Pizzarino for the write up and konkrete for the idea to get them here for you to add to the faq
6 attack buttons. Tagging in and assists are 2 buttons. Setting assists to the otherwise unused 7th and 8th buttons on a TE stick works out fine.
No universal launchers. Launchers and functional chains vary per character.
[*]Throws are a two button command, so throw whiffs happen often.
SG allows each special move once per jump. Parasoul’s Napalm Toss chains into itself, so it’s the only current exception.
SG super jumps are generally smaller than in MVC3 and don’t force the screen up as far.
[*]Launchers are the ONLY moves that can be super jump canceled.
SG assists cannot be called during hit stun, during a super jump, while preforming a special move, while preforming a super move, or while preforming a throw.
SG assists enter the screen invincible, but have 3f of standing vulnerability before the move starts, even if the move has invincibility frames. Asissts won’t do anything if the point character gets hit while the assist is on the way in.
SG DHC work mostly like MVC2. As long as the background has the color shift from the super, the DHC window is open. MVC3 depends on the animation, not the background.
Level 3 supers will only spend 2 meters when used as a DHC.
Pushblock is 2P at any point during block stun. The pushblock animation is 25f.
Pushblock is the only way to soften chip, but only prevents the recoverable portion.
It is very possible to create a longer block stun for yourself by pushblocking at the very end of normal block stun. Sometimes not pushblocking at all makes for an easier punish.
If another hit lands during the pushblock animation, the “push” ends. These hits receive the same chip reduction and have 25% of normal block stun.
[*]Pushblocking an assist pushes the assist.
Both double tapping a direction and 2P works for dashing.
Some characters have a run. Hold the direction after either input to run.
Wavedashing works, but only for some characters. It’s actually practical for Filia.
Current characters with air dashes have 2 way air dashes only. A simplified input helps IADs, and the minimum height for IADs is character specific.
One OTG per combo. Anything can OTG if it hits that low. A typical knockdown has an impact and a small bounce before the opponent can tech, so anything between consumes the OTG. Hitting the opponent out of slide stun is similar, and the second time either knockdown happens in a combo the opponent can tech immediately on impact.
Damage scales as the combo gets longer. DHCs reset scaling to 80%.
There is no gravity scaling or hit stun scaling or anything like that. Infinite prevention!
There is no “hard knockdown”. If the opponent hits the ground in non-knockdown hitstun they land on their feet and get 1 extra frame of hitstun.