Wiki Glossary Verified guide

The Words You Hear in the Lab

A practical MARVEL Tōkon glossary for reading guides, watching match footage, and explaining what happened after the screen flashes.

Scope and verification: This glossary translates common launch-build terms into the vocabulary used by the official beginner guide and specialist videos. Exact costs, timing, and patch-sensitive interactions should be checked in the current Training mode; a term definition is not a claim that every character has the same property.

Notation: read the input before you read the route

MarkMeaning
L / M / HLight, Medium, and Heavy attack buttons
UUnique attack button; character-specific action
A / AssistAssemble/Assist button and teammate calls
5Standing or neutral direction in numpad notation
2Down/crouching direction
4 / 6Back / forward relative to the opponent; 6 always means toward the opponent
8 / jUp or jump; jH means jumping Heavy
214 / 236Quarter-circle back / quarter-circle forward motion
2H → chaseDown-Heavy launcher followed by the aerial follow-up

The PS5 defaults shown in the official beginner material map Square to Light, Triangle to Medium, Circle to Heavy, X to Assemble, R1 to Unique, R2 to Quick Skill, L1 to Quick Dash, and L2 to Quick Assemble. Your custom layout can change the physical buttons without changing the notation.

Resources: know which bar pays for the decision

TermPractical meaning
Vital GaugeThe shared team health bar. Damage to one character reduces the team's pool; recoverable gray life can return when it is not being directly damaged.
Assemble GaugeThe green stock used for Assist actions, Assemble Rush, Smash, Counter, Crossover, and related team mechanics. Wall events or a lost round can unlock more team access.
Skill GaugeThe orange meter used for heavy/EX Skills, Super Skills, Ultimates, and the late-round Tōkon Assemble.
Super SkillA 50-meter cinematic or high-damage Skill; exact input can be Quick Skill or command-based.
Ultimate SkillA 100-meter high-impact Skill with character-specific properties.
Tōkon AssembleA 150-meter team cash-out available under the late-round comeback condition described in the launch material.
InstallA temporary powered-up state that changes move properties or damage, such as Magik's Darkchild or Hulk's Gamma Rage.
RNGRandomized behavior. Peni's Gadget Launcher is the clearest example: the result is selected from a set rather than chosen directly.

Assists and tags: make the team visible

TermPractical meaning
Shooting AssistThe horizontal or projectile-oriented call used to occupy a lane and cover an approach.
Vertical AssistThe upward or anti-air-oriented call used to catch jumps and start conversions.
Assault / Unique AssistThe character-specific call in the back slot: armor, lockdown, tracking, counter, pull, trap, or another unique job.
Aerial AssistThe assist called from super-jump or double-jump height; its angle is character-specific.
Assemble RushA lunging teammate attack called during a hit or block sequence; it costs an Assemble stock and can extend a combo or pressure.
Raw TagSwitching directly in neutral. It is vulnerable during the entry and should be covered by a hit, blockstun, or distance.
Active TagSwitching during a normal, Skill, projectile, or Assist sequence so the incoming character continues the action.
Assist CooldownThe lockout after a call, block, tech, or recovery event during which the same teammate cannot answer another gap.
Super AssembleCalling a teammate's Super during your Super sequence; this is the game's DHC-style team extension.

Movement: change the answer, not just the animation

TermPractical meaning
Dash / BackdashA fast ground movement forward or backward. Some characters run; others use a shorter repeated dash.
Air DashDirectional movement during a jump; some characters can change the angle or use multiple air dashes.
Super JumpA higher jump performed with a quick down-to-up input; it also unlocks certain air Assist calls.
Flight / Free FlightA character-specific aerial movement state that changes height and approach timing.
Cross-upAn attack that lands on the opposite side, asking the defender to block in the new direction.
RejumpJump-canceling an air hit to chase the opponent again and extend the route.
Super ArmorA state that lets a move absorb hits without flinching; armor can still lose to lows, throws, or stronger invulnerability depending on the move.
Side SwitchMoving the point character to the opponent's other side during a combo or pressure sequence.

Combos: understand the state after the first hit

TermPractical meaning
ComboA sequence the defender cannot escape after the first hit connects. A dropped route can become a reset or a “blue” combo.
Gatling / Magic SeriesGrounded normal-cancel hierarchy: Light toward Medium toward Heavy, with the game's four-normal and Light exceptions.
Link AttackThe game's auto-combo route activated by repeating the starting normal type; the route can branch after Link Unique.
Reverse BeatAir-chain freedom that lets a later Light or Medium follow a Heavy when the hitboxes still connect.
Slam LauncherCrouching Heavy or a related forward/down air ender that sends the opponent into a launch state or knockdown.
Launch StateThe airborne combo state after a launcher or Assemble Smash; Light, Medium, Heavy, wall, and Assist endings behave differently.
Combo LimitThe input-limit gauge beneath the hit count. It can fill before the number looks large and ends the combo when it reaches the final state.
Damage ScalingPer-hit damage reduction as a combo grows; route order changes the value of later attacks.
Blue ComboA combo the defender could have escaped with an air tech or other recovery but did not use. It is not a guaranteed route.
Air TechRecovering in the air after being hit, changing the direction or timing of the next interaction.
Wall SplatThe opponent sticks to a hard wall before slumping; the attacker can choose a pickup, slide, or setup.
Wall Break / Stage TransitionSending the opponent through a soft wall to the next section, often awarding team progression or resources in the cited launch build.
Happy BirthdayHitting the point character and an Assist character in the same sequence. It can dramatically increase the reward, but the exact scaling is patch-sensitive.

Pressure: describe why the defender cannot press yet

TermPractical meaning
BlockstunThe period after blocking during which the defender cannot act. Assist timing and frame traps are built around this window.
BlockstringA sequence of attacks on block designed to deny a clean turn back. A fake gap can be intentional.
Frame DataStartup, active, recovery, advantage, and disadvantage measured in frames. Use the current Training display instead of copying old numbers.
Plus on BlockThe attacker recovers first or has enough advantage to act before the defender. “Plus” does not mean the next button is guaranteed.
Frame TrapLeaving a gap that appears challengeable, then using an attack that reaches before the defender's button and counter-hits it.
StaggerDelaying the next normal to catch a mash, then returning to low, high, throw, or movement if the opponent keeps blocking.
Overhead / LowA high attack that must be blocked standing / a low attack that catches standing guard. Jumping attacks are usually overheads.
MeatyTiming an attack to hit on the first vulnerable frame after a knockdown, forcing a reversal or block decision.
Throw / Throw TechA close-range unblockable grab / the matching input that breaks a regular throw.
Command GrabA character-specific grab that cannot be broken with the normal throw-tech input.
ShimmyWalking or dashing toward a throw, then retreating so the defender's throw whiffs.
Chip DamageDamage taken while blocking Skills or Supers; it can become recoverable gray life rather than permanent life loss in the cited build.

Defense: name the answer before spending the resource

TermPractical meaning
PunishHitting the opponent during the recovery of an unsafe move after blocking or making it whiff.
InvincibilityA period during which a move cannot be hit by a specified attack type, projectile, or strike. Read the exact property.
Ground TechRecovering from a knockdown by rolling left, rolling right, or standing in place; not every wall or hard knockdown allows every option.
Just GuardBlocking at the last moment to reduce or avoid the tested chip interaction. The current Training display is the authority for timing.
Assemble CounterA stocked, armored counter call that can catch a strike or throw but is punishable when it whiffs.
CrossoverA guard-cancel Assist call that pushes the opponent away while you are blocking.
Crossover ReflectThe defender's answer to Crossover; a correctly timed Perfect Reflect can disable Assists briefly in the cited build.
Perfect ReflectA last-moment Crossover Reflect with the stronger counter result. Treat duration and exact resource behavior as patch-sensitive.
Recoverable LifeGray life that can return if the character avoids further direct damage. Deadpool and Skill/Super chip make the concept especially visible.

Sources and linked deep dives