Ultimate Marvel Vs Capcom 3

c. = crouching
s. = standing
j. = jumping
sj. = super jumping
f. = forward
b. = back

L = light attack
M = mid attackk
H = hard attack
S = launcher/special attack

A = L, M, or H,
A1/A2 = assist 1 and 2

THC - Team hyper combo, done by pressing A1+A2. Makes 1-3 characters do hypers at once.
DHC - Delayed Hyper combo. Canceling a hyper into another one of the next character, causing a tag out.
KFC - slang for "X-FC: X Factor Cancel", which is using X-Factor to cancel block stun or attack
TC - No clue what it stands for (tech cancel?), but I think it's when you super jump cancel. A super jump cancel can lead to interesting tricks such as canceling a launcher with S, holding up, and before you actually jump doing a special attack or hyper and you will do it grounded.
Snap Back - 236/QCF+A1/A2, causes you to hit your opponents character out and tag in the corresponding assist if they're available. This is good to use on Phoenix teams who try to keep her safe until they have 5 meter.
Battery - A character who is good at gaining meter through attacks, chip traps, or other methods such as Morrigan's meter assist. They also must not need to depend on spending vast amounts of meter they can't replace easily.
Anchor - character who holds the team together. Generally has the most useful assist and does well as the last character. Phoenix is a good example, You want her late in the fight and she has a good assist.
Point - Generally the characters you want to be controlling through out most the fight.
Crossover - Not to be confused with crossover assist/counter. It means to attack on the other side of the opponent or create a scenario it's hard to tell what side you're attack will come from. EX: doing an assist like a beam, then jumping over the opponent just before it connects. The opponent must block away from your character the moment they're hit by the assist and it can be hard to tell what side you're on when you're passing over head. EX2: jumping over their head and doing an attack that has a hit box behind it, hitting them as you change sides. Hulk jumping S can do this.

There's a few more but that's the general stuff.
 
QCB: Quarter circle back
QCF: Quarter circle forward
OTG: Off the ground, basically when an attack lifts the opponent off the ground so you can keep the combo going.
xx: usually if you see this in a combo that means to cancel say for example. Hulk S.M xx QCF.HL xx QCB.AT+AT
 
Fine.

DP - Calling an assist to attack the opponent in the front while you hit them from behind.


... O.o

TAC - Tag assist combo? Swapping a tagging an assist character in to continue an aerial combo (so hard not to make a chain bang comment after my previous one)
 
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