Marvel vs Capcom 2/Hit Reel

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Hit Reel

Terms
Certain terms will be defined in this article to accurately describe and simplify the content. If these terms differ from commonly accepted terms, please edit them accordingly.

Active state
a state where a character can move and attack freely.

Hit reel
The state a character enters after being hit by an attack.

Stun
The duration of time that a character stays in hit reel before returning to an active state.

Ground hit reel
The hit reel state entered when a character is hit during a ground state.

Air hit reel
The hit reel state entered when a character is hit in an air state. At the end of air hit reel, the character will usually perform a little flip and enter jump mode(needs verification). This is not the same as when a character gets knocked all the way to the ground.

Characteristics

Hit reel disables action
Hit reel is a state where a character cannot perform any action. A character's graphic will display the air or ground hit reel animation which usually includes the character making an ugly/painful face and leaning over or back. Hit reel stun and hit reel animations are dependant upon the attack received by a character from the opponent. For example, jabs generally produce very short stun and mild hit reel animation where an opponent may recover almost immediately, while a fierce or roundhouse generally produce long stun and a dramatic hit reel animation. Obviously hit reels major function is enabling the attacker to land hits successively to form a combo.

Hit reel moves the character
A character in hit reel also inherits a directional velocity from the opponents attack.
This directional velocity may override the velocity of a character being hit or may simply alter the characters current velocity. One example of this is with magneto. Magneto launches the opponent. If magneto super jumps immediately as the opponent is still rising and lands a sj.d+lk, note that the opponent will move forward and UP. Now launch again and do a regular set up for ROM. Note that when the d+lk hits, the opponent moves forward and DOWN. This is an example of the opponents velocity being altered. Now launch the opponent and do not sj. Wait for the opponent to fall down and while still in the air land a standing lp. The character suddenly stop falling for an instant, will move straight away from magneto and then continue to fall. Do the same but as they are falling hit with a jumping lp, all downward velocity is lost and the opponent moves up slightly before falling again. These are both examples of overriding the opponents velocity with the inherited velocity of the attack.

Attacks on the ground generally send the opponent away from the attacker while attacks in the air usually send them straight up (so you can perform air combos i suppose.) Many attacks however send the opponent in unusual directions. One example of an air hit is IronMans air u+HP which causes a very long stun hit reel that sends the opponent upwards. One example of an abnormal ground hit is Ironmans repulsar blast which sends the opponent towards ironman. (Note that a character must have an abnormal directional attack in order to perform air infinites ie IronMan, Magneto, Cyclops) Generally weak and heavy attacks result in small and large magnitude of directional velocity respectively.