Marvel vs. Capcom/Gameplay: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
Correction on the distance of tech rolls.
(Correction on the distance of tech rolls.)
 
(2 intermediate revisions by 2 users not shown)
Line 76: Line 76:


===Super Jumps ===
===Super Jumps ===
In the Marvel series, characters can perform two different kind of jumps.  They can jump as fighters normally do in other games by pressing the joystick up for straight jumps, and up and to the right or left for diagonal leaps.  However, if you quickly move the joystick down and up, or if you press {{cade|3xKick}}, your character will launch high into the air, and the screen will scroll along with the highest positioned character.  This sometimes has the effect of removing a character that remains on the ground from the screen until the jumping character returns to the ground.  While jumping through the air with a super jump, you may direct the character to the right and to the left as they move through the air.
In the Marvel series, characters can perform two different kind of jumps.  They can jump as fighters normally do in other games by pressing the joystick up for straight jumps, and up and to the right or left for diagonal leaps.  However, if you quickly move the joystick down and up, or if you press {{cade|3xKick}}, your character will launch high into the air, and the screen will scroll along with the highest positioned character.  This sometimes has the effect of removing a character that remains on the ground from the screen until the jumping character returns to the ground.  While jumping through the air with a super jump, you may direct the character to the right and to the left as they move through the air. In Marvel vs. Capcom 3, you can also perform a Super Jump simply by pressing up right after launching your opponent into the air (usually with the Special Attack button), which allows you to start an Air Combo or Team Aerial Combo.


===Special Attacks===
===Special Attacks===
Line 85: Line 85:


===Tech Hits and Escape Rolls===
===Tech Hits and Escape Rolls===
It is possible to escape from throws and holds the moment you are grabbed; to do so, press in any direction except for up or down and press any Punch or Kick button.  If sucessful, you'll flip away without taking any damage—this is called a Tech Hit, and is available to all characters.  If you miss the opportunity to Tech. Hit, you can attempt it again, and you'll roll away after the throw hits, but you still take damage.  Escape rolls can only be done in a specific situation—when a character is knocked down to the ground.  When that occurs, press {{cade|Left}}{{cade|DL}}{{cade|Down}}{{plus}}{{cade|Punch}} or {{cade|Kick}} while falling, and upon hitting the ground, your character will roll forward and get up (you get the same distance no matter which button you use)The point of escape rolls is that they can be used to get away or move closer to an enemy before you stand up again.
It is possible to escape from throws and holds the moment you are grabbed; to do so, press in any direction except for up or down and press any Punch or Kick button.  If sucessful, you'll flip away without taking any damage—this is called a Tech Hit, and is available to all characters.  If you miss the opportunity to Tech. Hit, you can attempt it again, and you'll roll away after the throw hits, but you still take damage.  Escape rolls can only be done in a specific situation—when a character is knocked down to the ground.  When that occurs, press {{cade|Left}}{{cade|DL}}{{cade|Down}}{{plus}}{{cade|Punch}} or {{cade|Kick}} while falling, and upon hitting the ground, your character will roll forward and get up.
The distance rolled will depend on the strength of the button pressed. (e.g. Light = short)
 
The point of escape rolls is that they can be used to get away or move closer to an enemy before you stand up again.


===On-the-Ground (OTG) Attacks===
===On-the-Ground (OTG) Attacks===
Anonymous user