Ultimate Marvel vs Capcom 3/Game Mechanics/Hyper Meter Attacks: Difference between revisions

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== Hyper Combos ==
Hyper Combos are high damage and powerful moves that can only be performed if you have the correct amount of Hyper Meter available to you. Most Hyper Combos take only 1 Level of Meter, but most (but not all) characters have Level 3 Hyper Combos that can only be performed with 3 Levels of Meter built up. Just like Special Moves, these require controller motions to perform but require that you activate it by pressing all three of the main Attack Buttons.
 
 
 
=== Have Meter, Will Use ===
When you perform a Hyper Combo, the screen will go into "Hyper Combo Freeze" where an animated close-up of the character performing the Hyper Combo appears and the background changes to a special Hyper Combo background.  Once the Hyper Combo Freeze ends, your character will perform their Hyper Combo.
 
 
 
{{StrategyCorner|
One interesting thing about Ultimate Marvel Vs. Capcom 3 is that, during the Hyper Combo Freeze period, you are allowed to input codes of moves and they will register in their entirety ''during'' the Hyper Combo Freeze.  In other words, as soon as you see the Hyper Combo Freeze, you can input the code for your own Hyper Combo completely.  Right when the Hyper Combo Freeze ends, your Hyper Combo will execute instantly!  There is no need to time your codes at all.  Just input the code at any point during the Hyper Combo Freeze and as soon as the freeze ends, your move will execute.  This even works with more complex motions like Akuma's Shun Goku Satsu.
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So if your opponent activates a Hyper Combo and you want to {{counter}} it with your own Level 3 Hyper Combo, for example, don't mash the code, don't try to time it perfectly so that you finish the code right when their Hyper Combo Freeze ends... just input the motion, sit back, and watch it kick in.
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Because Hyper Meter builds up so quickly in Ultimate Marvel Vs. Capcom 3 and because you can hold up to 5 Levels at a time, Hyper Combos play a huge role in the game compared to Super Combos from other Capcom games.  They are so readily available that you can use them far more often than other games.
 
 
 
Hyper Combos have a ton of practical applications.  Most of the time, they are the best way to end combos because they do the most damage.  Thus, Hyper Combos also do a lot more Chip Damage, so it can be used to finish opponents off with little life left.  And lastly, the most practical application of Hyper Combos may be their ability to lead into a Delayed Hyper Combos (see Delayed Hyper Combo section for more details).
 
 
 
=== I Am Invincible... Or Not ===
While Hyper Combos are very powerful and do a lot of damage, many Hyper Combos have one main weakness: they have very little invincibility at start-up.  As a result, they have very little ability to blow through the attacks of your opponent.  Oftentimes, if your opponent's attack is inside you when you start a Hyper Combo, right when the Hyper Combo Freeze ends, your Hyper Combo doesn't even get a chance to activate before you get hit so nothing comes out at all.
 
 
 
Also, some Hyper Combos have a lengthy amount of start up time compared to other Hyper Combos.  Storm's Hail Storm and Spider-Man's Ultimate Web Throw are two examples of Hyper Combos with longer than normal startup time.  During that short period of startup time, the opponent can actually still move and, worse yet, they can actually hit you during these startup portions of the Hyper Combos.  And even though you don't actually ever get to the point where your character's close-up animation plays, you still lose that Level of Hyper Meter from activating it.
 
 
 
Of course there are some Hyper Combos that do possess some startup invincibility.  You can use these to overcome attacks from your opponent.  Akuma's Messatsu Shoryu, for example, has a small amount of startup invulnerability, so if the opponent rushes at you and you activate that Hyper Combo, you can overcome their attack.  You'll have to experiment with your character's Hyper Combos to figure out which ones have startup invincibility.
 
 
 
== Level 3 Hyper Combos ==
Level 3 Hyper Combos aren't any different than a regular Hyper Combo in terms of functionality.  They pretty much behave exactly like a regular Hyper Combo except that they cost 3 Levels of Meter to perform.
 
 
 
=== A New Level of Hyper Combos ===
There are some significant differences with Level 3 Hyper Combos over regular Hyper Combos, however.  Usually, they involve a fairly elaborate animation that occurs only when they connect on their first hit.  That means that if they are blocked, they will only hit once and, thus, typically do not cause very much Chip Damage at all.  Also, Level 3 Hyper Combos cannot be DHC'ed out of.  You can only DHC into them.
 
 
 
Also, one of the main benefits of Level 3 Hyper Combos is that, unlike the majority of the regular Hyper Combos, Level 3's tend to have a great deal of invincibility.  Iron Man's Level 3 Hyper Combo, the Iron Avenger, is invincible for pretty much the entire first charge so it can blow through lots of moves, even other entire Hyper Combos.  Morrigan's Darkness Illusion is another Level 3 Hyper Combo that has a lot of invincibility.  The whole time she flies forward, she can pass through all attacks.  So it costs 3 Levels to get a truly invincible Hyper Combo, but in many cases it's completely worth it.
 
 
 
{{StrategyCorner|
Since Level 3 Hyper Combos tend to have more invincibility than other Hyper Combos, you can actually use them to outright override other Hyper Combos, especially given the input leniency discussed in the Hyper Combo section.  So if Ryu, for example, performs a Shinku Hadoken from just inside of a full screen away and you are Iron Man, just input the code for your Iron Avenger and watch yourself instantly take Ryu out from across the screen, going right through his Hyper Combo.
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=== No Need to Beat the Timer ===
One interesting system Capcom has implemented for Ultimate Marvel Vs. Capcom 3 is that Level 3 Hyper Combos that go into a complex animation are impervious to time out!  So let's say you connect with Wesker's Lost in Nightmare Level 3 Hyper Combo.  He goes into a lengthy song and dance before throwing a missile onto you.  Well if you connect that move right when the clock reaches "00," the game and the Level 3 Hyper Combo will just keep going and the clock will remain at "00" until the Level 3 ends!  It won't time out at all!  So even if the opponent was winning with a life lead right when you hit them with the Hyper Combo and the clock was at "00," if the Level 3 was enough to drain them below your life or even K.O. them, you will win.  The time over scenario only takes into account how much life is left ''after'' the Level 3 finishes!  So if you are scared to land your Level 3 at the end of a round as a desperation move because you think the timer will run out before the Level 3 finishes, don't be: the game will let you complete it every time.
 
== Delayed Hyper Combos ==
To perform a Delayed Hyper Combo, first perform a Hyper Combo with your Point Character.  Then, while the Hyper Combo is still being executed (even before it hits or during its recovery), perform the command for any Hyper Combo that the current Assist Character 1 possesses to cause the Point Character to leave the battle and have Assist Character 1 to jump into the screen and perform the Hyper Combo you executed.  Then, while the second character is performing their Hyper Combo, you can choose to enter the code for a Hyper Combo possessed by Assist Character 2 to DHC into the third character.
 
 
 
=== The ABC's of DHC's ===
You can only do up to two DHC's in one sequence.  Also, each Hyper Combo performed in a DHC sequence changes the color of the Hyper Combo background, which gives you an indication of how many Hyper Combos you have performed.  The first Hyper Combo's background will be blue color.  When you DHC into the second Hyper Combo, the background becomes green.  And when you perform the second DHC into the third Hyper Combo, the background will turn red.
 
 
 
You are only allowed two DHC's in a row, but if you allow a Hyper Combo you DHC'ed into to end and are able to continue combo and then activate a brand new Hyper Combo, you can start the DHC sequence from scratch and get up to two DHC's again.  However, you have to have enough Levels of Hyper Meter to perform this, as each DHC costs as much meter as it takes to perform the Hyper Combo you've DHC'ed into.
 
 
 
If one of your characters has been K.O.'ed, however, you are only allowed one DHC from your Point Character to the remaining character.  DHC'ing will obviously always bring in the character who is still alive regardless if they are Assist Character 1 or Assist Character 2.  But you will not be able to DHC back to the Point Character anymore.  And it goes without saying, but it's being said anyhow, if you are the only character left on your team, you cannot perform a DHC at all.
 
 
 
=== DHC's Not Easy As 123 ===
The most obvious use of Delayed Hyper Combos is to extend combos and cause more damage.  Oftentimes, a combo that ended with a Hyper Combo will fall just short of finishing off an opponent's character.  And because a lot of Hyper Combos cannot be followed up with more hits, a DHC is usually used to finish off the opponent's character.
 
 
 
Keep in mind that, just because you cancel one Hyper Combo into another via DHC, does not mean that the second Hyper Combo will connect.  Thanks to the sheer variety of Hyper Combos, most DHCs will more than likely miss!  But because you can DHC at any point during a Hyper Combo, you can usually adjust the timing so that the Hyper Combos do connect.
 
 
 
For example, if Chun Li lands her Hoyokusen, the last hit launches the opponent up into the air.  So if you DHC her Hyper Combo after the last hit into, say, Deadpool's Happy Happy Trigger, Deadpool's Hyper Combo will miss.  However, if you DHC before the last hit connects, because they are still on the ground, Happy Happy Trigger will actually connect.
 
 
 
Another example is with Amaterasu and Morrigan.  If you land Amaterasu's Okami Shuffle and want to DHC into Morrigan's Finishing Shower, you have to DHC very early, right when the lightning portion of Amaterasu's Hyper Combo begins.  However, if you want to combo into Morrigan's Darkness Illusion, you have to DHC later in the combo, right when the lightning portion is about to end.  So even with learning to DHC into the same character but different Hyper Combos, different timings will needed.  It will take a lot of experimentation to figure out how to combo Hyper Combos via DHC.
 
 
 
=== DHC Tagging ===
However, DHC's actually have what can be argued as an even more important use than just landing combos.  The most important thing that DHC's allow for are a safe way to swap characters.  So even if your opponent blocks the DHC, if the DHC is safe on Block, you can actually use two levels of Hyper Meter to safely bring in Assist Character 1 as your new Point Character.  Performing a normal Cross-Over Attack can be risky as the character coming in is at a huge delay if blocked.  And landing an Aerial Exchange requires you to start landing a combo and, oftentimes, you need to swap character right away in order to save your Point Character, so waiting until you land a combo isn't practical.
 
 
 
And oftentimes, people won't even bother to try and land the first Hyper Combo.  If you have one that starts almost instantaneously, players oftentimes will just activate it as soon as they are free and instantly DHC into the second Hyper Combo without even worrying about letting the first Hyper Combo animate at all just to guarantee the Point Character tags out.
 
 
 
So DHCs ends up being one of the safest means to tag out your Point Character.  And not only can it be a safe way to change characters, it also prevents the character entering the match from losing their Red Health, which is a huge bonus.
 
 
 
{{StrategyCorner|
DHC's can actually be used in one {{extra}} capacity that isn't obvious at first.  If you ever perform a Hyper Combo and it misses, leaving yourself open to be punished, you can actually DHC the recovery of the Hyper Combo to save yourself from punish and, sometimes, even hit the enemy trying to punish your first character.  For example, let's say you are Hsien-Ko and you perform a Chireitou Blades Hyper Combo but your opponent manages to teleport behind you with, say, Wesker and is about to punish Hsien-Ko.  You can actually DHC Hsien-Ko's Hyper Combo into the next character's Hyper Combo to prevent Wesker from punishing you.  And as mentioned, if you timed it right so that Wesker was just starting his attack, you might even be able to punish him for trying to punish you!
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DHC's can also be used to {{counter}} {{counter}} attempts which can result in some complex and humorous scenarios.  For example, if Ryu starts the Shinku Hadoken Hyper Combo from about 3/4 a screen away from Akuma, Akuma can {{counter}} with a Messatsu Shoryu Hyper Combo which has enough invincibility to get through Ryu's Hyper Combo and hit Ryu.  But now, before Akuma's Hyper Combo even begins moving, Ryu can DHC into Taskmaster's Aegis Counter, which will catch Akuma's Messatsu Goushoryu!  But wait!  Akuma then DHC's into Thor's Mighty Thunder, which will beat Taskmaster's Aegis Counter because the pillars of lightning are Projectiles and Taskmaster's Counter Hyper Combo fails against Projectiles!  But we're not done yet!  Taskmaster DHC's into Morrigan's Level 3 Darkness Illusion, which has enough invincibility to make it right through Thor's pillars of lightning to punish Thor.  But with the last laugh, Thor DHC's into Iron Man's Level 3 Iron Avenger, which easily takes out Morrigan's Darkness Illusion.  (Side note: yes, this entire scenario actually works... each Hyper Combo will beat the previous one!)
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Yes, that scenario isn't likely to happen and costs both players 5 Levels of Hyper Meter, but it's just an example of what is possible thanks to DHC's and the easy input of commands during Hyper Combo Freeze.
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=== Level 3 Hyper Combo DHC'ing ===
One restriction of Delayed Hyper Cancels, however, is that while you can DHC into a Level 3 Hyper Combo, once a Level 3 Hyper Combo connects, you can no longer DHC out of one!  Whether this is the result of the developers thinking that canceling out of a Level 3 would be too powerful or because the fancier animations of Level 3's prevented a simple way to have DHC's work off of them, it's just not possible without any exceptions.
 
 
 
== Cross-Over Combinations ==
Performing a Cross-Over Combination is as simple as pressing both Assist Buttons at the same time.  That will cause your team to all jump into the fray at the same time and all perform a Hyper Combo.  The Hyper Combo performed by your character is determined by the Assist Type selected (Alpha, Beta, or Gamma), though most characters will perform the same Hyper Combo across all three Assist Types.  There are a few rare cases, however, where the character has multiple Hyper Combos for their Cross-Over Combination.  Akuma, for example, will perform the Messatsu Gouhadou with the Alpha and Gamma Assist Types while he will perform the Messatsu Shoryu with the Beta Assist Type.
 
 
 
=== Team Hyper Combos ===
Performing a full Cross-Over Combination requires 2 things: that all three of your characters are still active and you have at least 3 Levels of Hyper Meter.  When you perform one, the background will change to what looks like a view of the galaxy with stars everywhere during the Cross-Over Combination Freeze and the two Assist Characters jump in and immediately perform their Hyper Combos.  However, the Hyper Combos that are performed may not behave exactly the same as they would when performed by themselves.  For example, with Morrigan's Finishing Shower, normally you can slightly control the direction the missiles fly.  But if she performs it in the middle of a Cross-Over Combination, you won't be able to control it at all.
 
 
 
=== Meeting the Requirements ===
But what happens when you perform a Cross-Over Combination when either of these conditions are not met?  If one character has been K.O.'ed, performing the Cross-Over Combination will just have your two remaining characters perform their Hyper Combos at the cost of only 2 Levels of your Hyper Meter.  If you only have one character left, trying to perform a Cross-Over Combination will cause your main character to just perform a Hyper Combo by him/herself at the cost of one Level.  Not only that, but it comes out just as the solo Hyper Combo (the background is the solo Hyper Combo background as opposed to the Cross-Over Combination background), which means Hyper Combos like Morrigan's Finishing Shower can be controlled like normal.
 
 
 
Lacking the proper amount of Levels of your Hyper Meter causes the same limitations.  Even if you have all three of your characters active, having only two Levels of Hyper Meter will cause your Point Character and Assist Character 1 to perform a Cross-Over Combination.  Assist Character 2 will not do anything.  If you only have one Level of Hyper Meter, your Point Character will perform his or her Hyper Combo by him/herself and, again, it'll behave just as a normal Hyper Combo.
 
 
 
=== Now That's What I Call Big Damage ===
The main advantage of the Cross-Over Combination, really, is the potential damage you could unleash.  However, that's only the case if the combination of Hyper Combos gel.  There can easily be combinations that do no complement each other well at all, causing it to be a waste of Hyper Meter.  But because it's more important to choose a proper Cross-Over Assist than it is to have a Cross-Over Combination that works, you really just have to see if your team happens to perform a Cross-Over Combination that works.  Sometimes having different characters as Point may create different results, so try all combinations of your characters.
 
 
 
=== Cross-Over Combination Side Effects ===
There is one other advantage to performing Cross-Over Combinations: because all three characters sync-up their Hyper Combo startups to start attacking at the same time, any startup time associated with the Hyper Combos get masked by the Cross-Over Combination Freeze.  For example, when Storm performs a Hail Storm by herself as a Hyper Combo, the startup involves her drifting back and upwards before the Hyper Combo actually starts hitting.  As mentioned in the Hyper Combo section, during that time she is flying back the opponent still can move and, potentially, hit Storm before she actually starts the Hail Storm.  But if you activate a Cross-Over Combination and Storm, as your Point Character, performs the Hail Storm, that startup period goes away and is a part of the Cross-Over Combination Freeze.  So as a result, the move will come out quicker than normal and, in some cases, can actually allow combos that wouldn't be possible if you activated that Hyper Combo outside of a Cross-Over Combination.
 
 
 
Also, sometimes the startup is so greatly erased that some Hyper Combos end up hitting on the very first frame after Cross-Over Combination Freeze.  What this means is that, if the opponent is close enough to your characters and are not already blocking before the Cross-Over Combination Freeze, it's too late: they will get hit by the Cross-Over Combination before they can block.
 
 
 
However, exactly how this works isn't quite clear yet, as it sometimes seems to matter exactly what combination of characters you have and the order they happen to be in.  More experimentation will be needed on this to figure out which Hyper Combos are "0-frame" and which if there are other factors that contribute to this phenomenon.
 
[[Category:Ultimate Marvel vs Capcom 3]]

Latest revision as of 20:34, 28 May 2023