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[[Image:mvc3.png|right]]
==Notation==
==Notation==


* A - Light Attack
* [[File:l.png]] - '''Light Attack'''
* B - Medium Attack
* [[File:m.png]] - '''Medium Attack'''
* C - Heavy Attack
* [[File:h.png]] - '''Heavy Attack'''
* E - "Exchange" / Special
* [[File:s.png]] - '''"Exchange" / Special'''
* A1 - Assist 1
* [[File:a1.png]] - '''Assist 1'''
* A2 - Assist 2
* [[File:a2.png]] - '''Assist 2'''
* AB - any two simultaneous attacks (for Hypers)
* [[File:atk.png]][[File:atk.png]] - '''Any two simultaneous attacks (for Hypers)'''
* DHC - Delayed Hyper Combo
* [[File:airokay.png]] - '''Can be performed in the air'''
* KFC / XFC - X-Factor Cancel
* DHC - '''Delayed Hyper Combo'''
* AD - Airdash
* XFC - '''X-Factor Cancel'''
 
* AD - '''Airdash'''
A B C
 
E A1 A2
 
Lets call this '''Config A''', ok?
 
A C A1
 
B E A2
 
And this will be '''Config B'''.


=Game Mechanics=
==Game Mechanics==


===HUD===


* '''Exchange''' - (Possibly called "Special" in the final build. Confirm/Deny?) On the ground, neutral Exchange is the universal launcher attack. In the air, neutral Exchange is a knockdown attack. Any directional input plus Exchange during an air combo will tag in your next teammate and allow you to continue the combo. The opponent can break out of your team aerial combo by matching your Exchange input, however. (Need specifics on the timing for the combo breaker and whatnot.) Tagging your teammate in via aerial Exchange preserves any of his/her red life that has not yet been recovered.
* '''Life Gauge''' - When a character takes damage in MvC, he sustains some permanent damage and some recoverable (red) damage. If you tag out your point character, he will slowly regain his red life while on the sidelines. A character is KO'd once his life bar is emptied, whether or not he has red life remaining.


* '''Guts''' - This is a defense boost that is automatically triggered when a character is at low health. An attack that takes off a tenth of the opponent's life bar when he's at full health may do noticeably less damage when he's in "Danger" territory. Furthermore, '''Pixel Rage''' refers to the way characters seem to not die when they "should" from looking at the bar. More health may be "packed" into the bottom half of the life bar. You should think of the life bar in MvC3 as "offset" somewhat. There's a small amount of life "past" the 0 mark on the bar that you can't see. This primarily is a factor at the end of a long combo where extreme damage scaling has taken effect or in efforts to "chip" someone out with block damage. Capcom has stated that the effect is intentional and isn't going away, and it's presumably in to make the game seem more exciting.


* '''DHC (Delayed Hyper Combo)''' - This is the process in which you cancel one Hyper Combo with another. For example I am using Ryu's Shinkuu Hadouken. If I have another bar of meter I can input the command for my next teammate's hyper and that teammate will immediately switch-in and perform that hyper for extra damage. Tagging your teammate in via DHC preserves any of his/her red life that has not yet been recovered. Many use this technique as a safe way to get a character out and get another one in.
* '''Hyper Combo Gauge''' - Hyper Meter is an important part of your management and strategy, being used to power the most useful moves and techniques in the game. In general you gain meter by interacting with your opponent, and you can store up to 5 "stocks" or levels of your meter. Unlike in previous games, intentionally missing ("whiffing") does not give any meter, but gains from successfully attacking are much greater than in previous games. The following things gain meter: Hitting with any move including hyper combos, having attacks blocked (note that this gives far less meter than hitting), being hit by an opponents attacks, and blocking opponents attacks (which again gives far less). In addition, Morrigan's and Amaterasu's Y assists each give a bit more than 1/3 of a bar of meter, and Felicia and Thor have special moves that charge meter over time. You also get a bonus to meter generation for any attacks after an aerial exchange. Hyper meter is used for Hyper Combos, Cross-Over Counters, and Snap Backs, all of which are explained below.


* '''Timer''' - If time expires, the team with the most combined life remaining wins the match. One "second" on the game timer is roughly equal to 2 real seconds.


* '''KFC/XFC (X-Factor Cancel)''' - KFC/XFC allows X-Factor to be used to its full potential. Executing X-Factor during any point of an attack (normal, special, or hyper) cancels the remainder of that attack's animation and recovery. This leaves you with the opportunity to either get your character out of harm's way or continue with another attack that would not have been able to be comboed without KFC/XFC.
===Movement===


* '''Double Jump''' - Some characters can jump more than once before touching the ground. This is character dependent.


*'''AD''' - Air Dash: Well Air Dashing is kinda a self-explanatory term. Some characters can dash wile in the air. And some of those characters can dash in 8 directions (up, down, left, right, up-forward, down-forward, up-back, down-back). This ability is known as an 8-Way AD. This enables the character to have an ability known as tridash in which the character can dash down-forward, down, or down-back, most of the time with an attack after. Some examples of characters in MvC3 with tridashes are Iron Man, Trish, and Morrigan. Some of these characters also have the ability to fly but not have an AD. Some characters have both.
* '''Super Jump''' - Pressing down then immediately pressing up will cause your character to super jump. Super jumps can help every character become mobile and escape intense situations. After a launcher, you can hold up to jump the instant after the launch to continue the combo. This is called an SJC (Super Jump Cancel). The main drawback of using super jumps instead of normal or double jumps is that you cannot call an assist after super jumping, though other team-based mechanics (DHC, air exchange) are still at your disposal.


* '''Dash''' - Used to move quickly around the screen. The basic inputs to dash are either double-tapping a direction, or two simultaneous attack buttons plus a direction. Two attacks with no direction will dash forward. Dash speed and distance varies from character to character.


*'''Magic Series''' - For those who haven't played a vs. game before the 'magic series' is what we call the autocombo system first introduced in Darkstalkers and Xmen:COTA. The basic idea is to make combos easier to execute and not have to worry about links and such.
* '''Dash Cancel''' - You can cancel dashes with attacks or by ducking. Duck cancelling dashes just ends the approach early and is good for approaching the opponent safely and baiting, and attack cancelling is an important part of rushdown. It should be noted that in the current build, Ryu, Dormammu, Chris Redfield, Doctor Doom, and the Hulk cannot cancel dashes. This is a known issue for some characters, but may be intentional for others.


The essentials of the magic series is that you can buffer stronger attacks from lighter attacks and they will combo. For instance, you can cancel A (light attack) into B (medium attack). These are general rules, and what will actually work varies from character to character (for instance A>B>C>E usually won't combo for Viewtiful Joe for range reasons on his launcher, and Thor has to do A>B>E or B>C>E to launch)
* '''Wavedash''' - The act of using multiple dashes in order to cover ground quickly. The best way to do it is tapping two simultaneous attack buttons repeatedly. It is a common misconception that you need to duck cancel (see above) to wavedash as in MvC2, but this isn't true. Dashes automatically cancel into dashes.


As of now the general rules seem to be as follows.
* '''Air Dash''' - Some characters can dash wile in the air. Like ground dashes, the exact behavior (speed, trajectory, etc.) of air dashes varies between characters who have them.
A normal can be cancelled into:
a) A stronger normal in the order of A>B>C
b) A 'command normal' of equal or greater strength (so you couldn't cancel C into a B command normal)
c) A special move or hyper combo
d) Exchange


These rules are general and may not work from character to character. Know the character you're playing and what works!
* '''8-Way Dash and Triangle Jump''' - Some characters with an air dash can dash in 8 directions (up, down, left, right, up-forward, down-forward, up-back, down-back). This ability is known as an 8-Way AD. This further enables the character to employ what is known as a trijump/tridash in which the character can dash down-forward, down, or down-back after jumping, most of the time with an attack after. Some examples of characters in MvC3 with tridashes are Iron Man, Trish, and Morrigan. Tridashing is useful because it allows for very fast overhead attacks. This works because nearly all air normals are overheads and cannot be blocked low. (An air attack that isn't an overhead is the exception rather than the rule; once again, know your character.) If you jump and then dash forward/downforward immediately you can get an almost instant attack that will catch ducking blocks, and can be continued into a combo. They are a very important element of most character's rushdown game.


'''Aerial magic series''': In the current build, it seems that you can always attempt to do A>A>B>B>C>E in an air combo, and it will cancel. That being said, it will rarely if ever actually hit. The hitboxes and movement for each normal are different, so find out what aerial combos work for your characters.
* '''Flight'''


===Attacking===


* '''Chain Combos and Magic Series''' - The Vs series employs many kinds of chain combos, which allow you to instantly cancel the recovery on one attack and move into another with no delay and very lenient timing. The Magic Series is a specific type of chain combo that allows you to cancel any normal attack into another normal attack of greater strength for an easy combo, provided that the first normal connects with the opponent. The most straightforward example would be [[File:l.png]]>[[File:m.png]]>[[File:h.png]]>[[File:s.png]]. These are general rules, and what will actually work varies from character to character. (For instance, [[File:l.png]]>[[File:m.png]]>[[File:h.png]]>[[File:s.png]] usually won't combo for Viewtiful Joe for range reasons on his launcher, and Thor has to do [[File:l.png]]>[[File:m.png]]>[[File:s.png]] or [[File:m.png]]>[[File:h.png]]>[[File:s.png]] to launch.) You cannot combo into a command normal of lesser strength (such as [[File:h.png]] into [[File:f.gif]] + [[File:m.png]]). You can combo any normal into a launcher, special attacks, or hypers. In an air combo, [[File:l.png]]>[[File:l.png]]>[[File:m.png]]>[[File:m.png]]>[[File:h.png]]>[[File:s.png]] seems to work. These rules are general and may not work from character to character. Know the character you're playing and what works!


== Exchange and Launching ==
* '''Launchers and Air Combos''' - On the ground, neutral [[File:s.png]] is the universal launcher attack. After hitting with a launcher, hold up or up/forward to automatically super jump and try to continue the combo. While airborne, you can perform chain combos, specials/hypers (character dependent), and air tags, described below.


* '''Wallbounce''' - Several characters have attacks that cause the opponent to bounce off of the wall, setting them up for additional combos. Examples include Wesker's B Ghost Butterfly, or his C Jaguar Kick, both of which can be followed up with or without his teleports depending on the situation. Note that you are only permitted one wallbounce per combo. Performing a wallbounce attack a second time in the same combo will not cause a second wallbounce.


The '''Exchange''' button is a new feature added to MvC3 that was lacking in previous Vs. games. Its function varies based on the situation, but it has 2 primary uses: Launching and Aerial exchange.
* '''Knockdown, Wakeup, and Off-The-Ground (OTG) Attacks''' - If you end an air combo with a hard knockdown, the opponent will hit the ground and lay flat on his back for a brief period of time, after which he can roll left or right to safety by simply holding left or right. While he is laying on the ground, however, he is completely open to any attack that can hit OTG, so you can use OTG attacks to continue your combo. Note that only specific attacks are able to hit OTG; again, know your character. Like wallbounces, you are only permitted one OTG attack per combo. Furthermore, it should be noted that if you knock the opponent to the ground from very low altitudes, he will immediately roll backward upon touching the ground (similar in appearance to an MvC2 style tech roll), during which he is completely invulnerable and cannot be hit OTG.


'''Launching''' is a familiar concept from a number of games, but is essentially shooting the enemy up into the air for a follow up combo. In previous games launching was generally or . In MvC3, exchange on the ground is always your launcher. After hitting with a launcher, hold up or up/forward to automatically follow up into the air to try to continue the combo. This puts you into 'super-jump' state (described elsewhere)
* '''Throws and Break Away''' -  


'''Aerial Exchange''' is an entirely new concept created for MvC3. In essence, after you launch, if you hit the 'E' button in the air, you'll do a special tag and continue the combo. You push a direction and Exchange to hit the opponent that direction and tag out. Note that if you an attempt an aerial exchange, and your opponent matches your input, they do a counter, and knock you out of the combo while negating the tag A combo following an aerial exchange also generates substantially increased amounts of super meter. Hitting 'neutral' E hits the opponent to the ground in a ground bounce. If you're at the lowest air level you can follow it up with any OTG combo. The neutral E cannot be countered/broken
* '''Hyper Combos''' - This is the name used for super moves in the Versus series, and these require either one or three stocks of meter. Hypers are usually extremely strong attack moves, but there are also "utility" hypers with a variety of effects. In addition, attack hypers can be split into a few loose categories that have slightly different effects. "Normal" hypers do their attack no matter what. They do much more "chip" than any other type, but will not stop on a miss or juggle a dead opponent and can leave you with increased vulnerability in some situations. The classic hypers of this type are probably Iron Man's Proton Cannon or Ryu's Shinkuu Hadouken, both of which shoot giant lasers. "Catch" hypers generally have your character rush towards the enemy and on hit do a "canned" combination (i.e. you cannot control it). These have the advantage of being more cinematic in general, and less vulnerable if you totally miss or kill your opponent in the beginning of the move but can be blocked and do almost no "chip." Most level 3 hypers are of the catch variety; the classic examples are Morrigan's Darkness Illusion and Captain America's Final Justice. The third category is throw hypers. Like the description says, they have the same properties as throws, having extremely short range but generally being unblockable. Otherwise they work like the "catch" hypers. There are very few throw hypers in the game, but Thor, Tron Bonne and M.O.D.O.K. all have one. Finally there are Utility hypers. These do no damage, but have some other useful advantage. The best examples are Wolverine's Berzerker Charge/speed boost, and Morrigan's Astral Vision which makes a copy of her that can hit appear on the opposite side of your opponent.


* '''Unblockable Attacks''' -


== X-Factor and KFC ==
===Team Mechanics===


* '''Assist Selection''' - Each character has 3 assists you can choose from: α (Alpha), β (Beta), and γ (Gamma). As compared to MvC2, which had labels for the assists such as "anti-air" or "combo extender," in MvC3 the assists have a set of two descriptors: the "type," and the "direction." The type is what kind of attack it is: "direct" means a physical attack, "shot" means a projectile, and "special" means something weird. The direction is straightforward, ranging from "upward" (straight up), "tilt up," "front," to "tilt dw." This can be largely meaningless though, as an assist can be labeled "direct front" and be either a low attack (X-23's ankle cutter or Felicia's rolling buckler) or a projectile antiair attack (Dante's "Jam Session"). Know your assists and pick wisely. Some good assists to start with are the Dr. Doom Y (Molecular shield/"doom rocks") which is good to cover advancing on the enemy, Trish's B "Peekaboo" (air trap), which is a good trap/zoning assist, or Dante's A (Jam session) which is a good AA/combo extender.


*'''X-Factor''' is another mechanic new to MvC3, but is based on the 'Baroque' concept from Tatsunoko vs. Capcom. X-Factor is activated by pressing all four attack buttons\(A, B, C and E) at once. When X-Factor active, your point character regains 'red life' at an extremely rapid rate, your character is substantially sped up, and both normal and 'chip' damage are greatly increased. In addition, on activation, all of your cooldowns are reset (see KFC below) You get one activation of X-Factor per match, and the duration is linked to your life total; the less life your team has the longer X-Factor lasts. You can only activate X-Factor on the ground.
* '''Team Order''' - During the pre-fight "VS" screen, hold the [[File:a1.png]] button to begin the match with your second character or the [[File:a2.png]] button to begin with your third character.


*'''KFC''' is the term used for "X-Factor Cancelling", the process of activating X-Factor to interrupt cooldowns and extend a combo. The most common use for KFC is to cancel one Hyper combo (vs-speak for super move) in order to immediately activate another. Since X-Factor increases damage and resets combo-scaling (check!) this significantly increases the damage of a combo. You can also KFC after an unsafe move or Hyper to avoid being punished.
* '''Using Assists''' - Tap the [[File:a1.png]] or [[File:a2.png]] button to call the corresponding teammate in to perform their chosen assist attack. There are some rules for assists as well. You cannot call an assist during a special move or a superjump. In addition, during and briefly after an assist you cannot call the other one again (but the other assist is available more rapidly than the one you just used). You also cannot tag in during an assist, with identical lockout rules.  


==Assisting and Tagging ==
* '''Dry Tag''' - This is the act of changing your character out for one of your assists. In the simplest terms, you tag via holding the appropriate assist button ([[File:a1.png]] or [[File:a2.png]]) for a half-second or so. The tag can be buffered to some degree but will not negate the recovery of the move in question, so if you do a hyper combo with a slow recovery while holding the assist button, you will not be automatically protected from a punish. (check!) Tagging a teammate in via this method also eliminates any red life that he has not yet recovered. You can alternatively tag through aerial exchanges, Delayed Hyper Combos (DHC's), and Cross-Counters (all described below), although the last two options take one or more bars of meter to execute. As a general rule, "naked" or random tagging is a very bad idea, so use one of the alternative methods whenever possible.


* '''Team Air Combos''' - Also known as Aerial Exchange. In the air, neutral [[File:s.png]] is a knockdown attack, but any directional input plus [[File:s.png]] during an air combo will tag in your next teammate and allow you to continue the combo. The opponent can break out of your team aerial combo by matching your [[File:s.png]] input, however. (Need specifics on the timing for the combo breaker and whatnot.) Tagging your teammate in via [[File:s.png]] preserves any of his/her red life that has not yet been recovered.


*'''Assisting''' is calling one of the two characters you don't have 'on point' in for a single attack or move. Assists can be various attacks, counters, or even charge your hyper meter. Each character has 3 assists you can choose from, '''α''', '''β''', and '''γ'''. As compared to MvC2, which had useful labels for the assists such as 'anti-air' or 'combo extender', in MvC3 the assists have a set of two descriptors, the 'type', and the 'direction'.
* '''Delayed Hyper Combo (DHC)''' - This is the process in which you cancel one Hyper Combo with another. For example I am using Ryu's Shinkuu Hadouken. If I have another bar of meter I can input the command for my next teammate's hyper and that teammate will immediately switch-in and perform that hyper for extra damage. This can be done a second time to bring in the third member of your team as well. Tagging your teammate in via DHC preserves any of his/her red life that has not yet been recovered. Many use this technique as a safe way to get a character out and get another one in.


The 'type is what kind of attack it is: 'direct' means a physical attack, 'shot' means a projectile, and 'special' means something weird. the 'direction' is more straight forward, ranging from 'upward' (straight up), 'tilt up', 'front', to 'tilt dw'. The trick is that this second factor is largely meaningless, as an assist can be labeled 'direct front' and be either a low attack (X-23's ankle cutter or Felicia's rolling buckler) or a projectile antiair attack (Dante's 'jam session'). Know your assists and pick wisely. Some good assists to start with are the Dr. Doom Y (Molecular shield/'doom rocks') which is good to cover advancing on the enemy, Trish's B "Peekaboo" (air trap), which is a good trap/zoning assist, or Dante's A (Jam session) which is a good AA/combo extender.
* '''Team Hyper Combo (THC)''' - These are utilized by hitting both assist buttons at once. Essentially as many people as as you have bars or characters left will come out and do their hyper combos, to a maximum of three. The hyper used in the THC is determined by the assist chosen.


There are some rules for assists, as well. You cannot call an assist during a special move or a superjump. In addition, during and briefly after an assist you cannot call the other one again (but the other assist is available more rapidly than the one you just used). You also cannot tag in during an assist, with identical lockout rules.
* '''Cross-Over Counter''' - If you enter [[File:f.gif]] + [[File:a1.png]] or [[File:a2.png]] while blocking you will tag out your character and permanently bring in the associated character with their chosen assist. This uses one bar of meter. Tagging your teammate in via Cross-Over Counter preserves any of his/her red life that has not yet been recovered.


*'''Tagging''' is the act of changing your character out for one of your assists. In the simplest mode, you tag via holding the appropriate assist button (A1 or A2) for a half-second or so. The tag can be buffered to some degree, but will not negate the recovery of the move in question, so if you do a hyper combo with a slow recovery while holding the assist button, you will not be automatically protected from a punish. (check!) You can alternatively tag through aerial exchanges (see above), Delayed Hyper Combos (DHC's) and Cross-Counters, although the last two options take one or more bars of meter to execute. As a general rule, 'naked' or random tagging is a very bad idea, so use one of the alternative methods whenever possible.
* '''Snap Back''' - Forces out the opponent's point character and brings in one of his teammates determined by the assist button used to perform the technique. This uses one bar of meter and eliminates any red life that the opposing character has not yet recovered.


== Dashing, Wavedashing, and Tridashing ==
===Misc===


*'''Dashing''' is pretty common to all fighting games, and is used to move quickly around the screen. The basic inputs to dash are either doubletapping a direction, or AB plus a direction. AB with no direction will dash forward. Dash speed and distance varies from character to character.
* '''Jump Canceling''' -


*'''Wavedashing''' is using multiple dashes in order to cover ground quickly. The best way to do it is tapping AB repeatedly. It is a common misconception that you need to duck cancel (see below) to wavedash as in MvC2, but this isn't true, dashes automatically cancel into dashes.
* '''Advancing Guard (Pushblock)''' -


*'''Dash Cancelling''': You can cancel dashes with attacks or by ducking. Duck cancelling dashes just ends the approach early and is good for approaching the opponent safely and baiting, and attack cancelling is an important part of rushdown. It should be noted that in the current build, Ryu, Dormammu, Chris Redfield, Doctor Doom, and the Hulk cannot cancel dashes. This is a known issue for some characters, but may be intentional for others.
* '''X-Factor''' - A mechanic new to MvC3 but based on the "Baroque" concept from Tatsunoko vs. Capcom. X-Factor is activated by pressing all four attack buttons at once. When X-Factor is active, your point character regains "red life" at an extremely rapid rate, your character is substantially sped up, and both normal and "chip" damage are greatly increased. In addition, on activation, all of your cooldowns are reset (see XFC below). The potency and duration of X-Factor is dependent on the number of teammates you have remaining. If all 3 of your characters are alive, then you get a level 1 X-Factor. If you're down to your last character, you get a level 3 X-Factor. You can only use it once per round.


*'''Tridashing''' should be mentioned as a function of airdashing. They work because nearly all air normals are overheads and cannot be blocked low (an air attack that isn't an overhead is the exception rather than the rule, once again know your character). If you jump and then dash forward/downforward immediately you can get an almost instant attack that will catch ducking blocks, and can be continued into a combo. They are a very important element of most character's rushdown game.
* '''X-Factor Cancel (XFC)''' - XFC allows X-Factor to be used to its full potential. Executing X-Factor during any point of an attack (normal, special, or hyper) cancels the remainder of that attack's animation and recovery. This leaves you with the opportunity to either get your character out of harm's way or continue with another attack that would not have been able to be comboed without XFC. The damage boost granted during X-Factor can make the damage from XFC combos very potent. Furthermore, you can also activate XFC during blockstun, which allows for "custom alpha counters:" block > XFC > counterattack.
 
== Hyper Meter ==
 
Hyper Meter and uses; Hypers, DHC, THC, and counter tagging
 
Your meter is an important part of your management and strategy, being used to power the most useful moves and techniques in the game. In general you gain meter by interacting with your opponent, and you can store up to 5 'stocks' or levels of your meter. Unlike in previous games, intentionally missing ('whiffing' in the parlance) does not give any meter, but gains from successfully attacking are much greater than in previous games. The following things gain meter: Hitting with any move including hyper combos, having attacks blocked (note that this gives far less meter than hitting), being hit by an opponents attacks, and blocking opponents attacks (which again gives far less). In addition, Morrigan's and Amaterasu's Y assists each give a bit more than 1/3 of a bar of meter, and Felicia has a special move that charges meter over time. You also get a huge bonus to meter generation for any attacks after an aerial exchange. A post exchange combo in the current build can easily generate 2-3 bars of meter.
 
'''Hyper Combos''' are the name used for super moves in the Versus series, and use one or three stocks of meter. Hypers are usually extremely strong attack moves, but there are also 'utility' hypers with a variety of effects. In addition, attack hypers can be split into a few loose categories, that have slightly different effects. 'Normal' hypers do their attack no matter what. They do much more 'chip' than any other type, but will not stop on a miss or juggle a dead opponent and can leave you with increased vulnerability in some situations. The classic hypers of this type are probably Iron Man's Proton Cannon or Ryu's Shinkuu Hadouken, both of which shoot giant lasers. 'Catch' hypers generally have your character rush towards the enemy and on hit do a 'canned' combination (ie you cannot control it). These have the advantage of being more cinematic in general, and less vulnerable if you totally miss or kill your opponent in the beginning of the move, but can be blocked and do almost no 'chip'. Most level 3 hypers are of the catch variety, but the classic examples are Morrigan's Darkness illusion and Captain America's Final Justice. The third category is throw hypers. Like the description says, they have the same properties as throws, having extremely short range but generally being unblockable. Otherwise they work like the 'catch' hypers. There are very few throw hypers in the game, but Thor, Tron Bonne and M.O.D.O.K. all have one. Finally there are Utility hypers. These do no damage, but have some other useful advantage. The best examples are Wolverine's Berzerker Charge/speed boost, and Morrigan's Astral Vision which makes a copy of her that can hit appear on the opposite side of your opponent.
 
'''DHC's''' for Delayed Hyper Combos are a special technique in which you interrupt one hyper to tag out and perform your next character's hyper. This is done by inputting the command for the next character's move during the first one, and can be done more than once, involving your whole team. This is in general used to greatly increase the damage of a combo or as a fairly safe way to tag out opponents. DHC's take one level of meter per character involved. It is worth noting that the tagged in character is not guaranteed to hit, even if the first one did. When you DHC the person coming in appears in about the same place as the person leaving, so if you're doing a DHC after say a full-screen laser attack, a short-range physical attack will not reach the opponent before they can recover. You can DHC into level 3 hypers.
 
'''THC''' stands for Team Hyper Combo, and is utilized by hitting both assist buttons at once. Essentially as many people as as you have bars or characters left will come out and do their hyper combos, to a maximum of three. The hyper used in the THC is determined by the assist chosen.
'''
Variable Counters''' are another maneuver that uses meter that are worth mentioning here. In essence, if you enter + A1 or A2 while blocking you will tag out your character and permanently bring in the associated character with their chosen assist . This uses one bar of meter.
 
 
 
== Pixel Rage ==
 
Pixel Rage refers to the way characters seem to not die when they 'should' from looking at the bar. There are a lot of misconceptions about how it actually works, but it's probably good to clear some of them up:
 
First, You do not have to start a new move or combo to finish someone after the one that 'should' have killed them. There are plenty of examples of this not being true, but it's been said.
 
Second, You do not become actively invulnerable for any period of time after your health reaches '0'. There's simply no evidence of this ever happening.
 
A far as we can tell, 'pixel rage' is actually an expansion of the 'guts' concept from SF4, where there is more health 'packed' into the bottom half of your life bar. In the same manner, you should think of the life bar in MvC3 as 'offset' somewhat. There's a small amount of life 'past' the 0 mark on the bar that you can't see. This primarily is a factor at the end of a long combo where extreme damage scaling has taken effect or in efforts to 'chip' someone out with block damage. Capcom has stated that the effect is intentional and isn't going away, and it's presumably in to make the game seem more exciting.
 
 
== Super Jumping ==
 
Ever wanted to get high? Well a super jump allows you to do so (without those sucky after-effects). Super jumps can help every character become mobile and escape intense situations. After a launcher (in this game Exchange) you can jump the instant after the launch to continue the combo. This is called a '''SJC''' (Super Jump Cancel). Some characters (Chun-Li) can jump cancel many of their normals and/or specials.
 
== OTG (Off The Ground) ==
 
When an attack is '''OTG''' it means that it hits off the ground. In MvC3's case it generally causes a groundbounce (although not all the time). For example, when Amaterasu is in her Glaive stance her charged Jumping C can hit OTG (hits knocked down opponent and causes a bounce) and can be followed up with another move or can be cancled into a Hyper. Other OTG moves are X-23's Ankle Slicer (?), and Wesker's (lower angled) Samurai Edge. Other moves such as Dante's Jam Session, pick up opponents.
Wall Bounce: In MvC3 wall bounces are a common occurrence. Similar to the ground bounce, a combo can be continued after. The most prime example of this is Wesker's B Ghost Butterfly, or his C Jaguar Kick. Both of which can be followed up with or without his teleports (depending on situations).


==Characters==
==Characters==
<table><tr><td>
<table><tr><td>
===Marvel===
<center>
* [[Image:00%.gif]] [[Captain America (MvC3)|Captain America]]
{| border="0" cellspacing="0"
* [[Image:00%.gif]] [[Deadpool (MvC3)|Deadpool]]
| width="96pt" align="center"| [[Image:marvel-logo.jpg]]  
* [[Image:00%.gif]] [[Doctor Doom (MvC3)|Doctor Doom]]
|}
* [[Image:00%.gif]] [[Dormammu (MvC3)|Dormammu]]
</center>
* [[Image:00%.gif]] [[Hulk (MvC3)|Hulk]]
<center>
* [[Image:00%.gif]] [[Iron Man (MvC3)|Iron Man]]
{| border="0" cellspacing="0"
* [[Image:00%.gif]] [[Magneto (MvC3)|Magneto]]
| width="96pt" align="center"| [[Image:captamericaface.jpg|link=Captain America (MvC3)]] || width="96pt" align="center"| [[Image:deadpoolface.jpg|link=Deadpool (MvC3)]] || width="96pt" align="center"| [[Image:doomface.jpg|link=Doctor Doom (MvC3)]] || width="96pt" align="center"| [[Image:dormammuface.jpg|link=Dormammu (MvC3)]] || width="96pt" align="center"| [[Image:hulkface.jpg|link=Hulk (MvC3)]] || width="96pt" align="center"| [[Image:ironmanface.jpg|link=Iron Man (MvC3)]]
* [[Image:00%.gif]] [[MODOK (MvC3)|MODOK]]
|}
* [[Image:00%.gif]] [[Phoenix (MvC3)|Phoenix]]
</center>
</td><td>
<center>
<br />
{| border="0" cellspacing="0"
* [[Image:00%.gif]] [[She-Hulk (MvC3)|She-Hulk]]
| width="97pt" align="center"| [[Captain America (MvC3) | Captain America]] || width="97pt" align="center"| [[Deadpool (MvC3)|Deadpool]] || width="97pt" align="center"| [[Doctor Doom (MvC3)|Doctor Doom]] || width="97pt" align="center"| [[Dormammu (MvC3)|Dormammu]] || width="97pt" align="center"| [[Hulk (MvC3)|Hulk]] || width="97pt" align="center"| [[Iron Man (MvC3)|Iron Man]]
* [[Image:00%.gif]] [[Shuma-Gorath (MvC3)|Shuma-Gorath]]
|}
* [[Image:00%.gif]] [[Spider Man (MvC3)|Spider Man]]
</center>
* [[Image:00%.gif]] [[Storm (MvC3)|Storm]]
<center>
* [[Image:00%.gif]] [[Super-Skrull (MvC3)|Super-Skrull]]
{| border="0" cellspacing="0"
* [[Image:00%.gif]] [[Taskmaster (MvC3)|Taskmaster]]
| width="96pt" align="center"| [[Image:magnetoface.jpg|link=Magneto (MvC3)]] || width="96pt" align="center"| [[Image:modokface.jpg|link=MODOK (MvC3)]] || width="96pt" align="center"| [[Image:phoenixface.jpg|link=Phoenix (MvC3)]] || width="96pt" align="center"| [[Image:sentinelface.jpg|link=Sentinel (MvC3)]] || width="96pt" align="center"| [[Image:shehulkface.jpg|link=She-Hulk (MvC3)]] || width="96pt" align="center"| [[Image:shumagorathface.jpg|link=Shuma-Gorath (MvC3)]]
* [[Image:00%.gif]] [[Thor (MvC3)|Thor]]
|}
* [[Image:00%.gif]] [[Wolverine (MvC3)|Wolverine]]
</center>
* [[Image:00%.gif]] [[X-23 (MvC3)|X-23]]
<center>
</td><td>
{| border="0" cellspacing="0"
| width="97pt" align="center"| [[Magneto (MvC3)|Magneto]] || width="97pt" align="center"| [[MODOK (MvC3)|MODOK]] || width="97pt" align="center"| [[Phoenix (MvC3)|Phoenix]] || width="97pt" align="center"| [[Sentinel (MvC3)|Sentinel]] || width="97pt" align="center"| [[She-Hulk (MvC3)|She-Hulk]] || width="97pt" align="center"| [[Shuma-Gorath (MvC3)|Shuma-Gorath]]
|}
</center>
<center>
{| border="0" cellspacing="0"
| width="96pt" align="center"| [[Image:spider-manface.jpg|link=Spider Man (MvC3)]] || width="96pt" align="center"| [[Image:stormface.jpg|link=Storm (MvC3)]] || width="96pt" align="center"| [[Image:superskrullface.jpg|link=Super-Skrull (MvC3)]] || width="96pt" align="center"| [[Image:taskmasterface.jpg|link=Taskmaster (MvC3)]] || width="96pt" align="center"| [[Image:thorface.jpg|link=Thor (MvC3)]] || width="96pt" align="center"| [[Image:wolverineface.jpg|link=Wolverine (MvC3)]]
|}
</center>
<center>
{| border="0" cellspacing="0"
| width="97pt" align="center"| [[Spider Man (MvC3)|Spider Man]] || width="97pt" align="center"| [[Storm (MvC3)|Storm]] || width="97pt" align="center"| [[Super-Skrull (MvC3)|Super-Skrull]] || width="97pt" align="center"| [[Taskmaster (MvC3)|Taskmaster]] || width="97pt" align="center"| [[Thor (MvC3)|Thor]] || width="97pt" align="center"| [[Wolverine (MvC3)|Wolverine]]
|}
</center>
<center>
{| border="0" cellspacing="0"
| width="96pt" align="center"| [[Image:x23face.jpg|link=X-23 (MvC3)]]  
|}
</center>
<center>
{| border="0" cellspacing="0"
| width="97pt" align="center"| [[X-23 (MvC3)|X-23]]
|}
</center>
</td>


===Capcom===
<td>
* [[Image:00%.gif]] [[Akuma (MvC3)|Akuma]]
<center>
* [[Image:00%.gif]] [[Amaterasu (MvC3)|Amaterasu]]
{| border="0" cellspacing="0"
* [[Image:00%.gif]] [[Arthur (MvC3)|Arthur]]
| width="96pt" align="center"| [[Image:capcom-logo.jpg]]
* [[Image:00%.gif]] [[Chris Redfield (MvC3)|Chris Redfield]]
|}
* [[Image:00%.gif]] [[Chun-Li (MvC3)|Chun-Li]]
</center>
* [[Image:00%.gif]] [[Dante (MvC3)|Dante]]
<center>
* [[Image:00%.gif]] [[Felicia (MvC3)|Felicia]]
{| border="0" cellspacing="0"
* [[Image:00%.gif]] [[Haggar (MvC3)|Haggar]]
| width="96pt" align="center"| [[Image:akumaface.jpg|link=Akuma (MvC3)]] || width="96pt" align="center"| [[Image:amaterasuface.jpg|link=Amaterasu (MvC3)]] || width="96pt" align="center"| [[Image:arthurface.jpg|link=Arthur (MvC3)]] || width="96pt" align="center"| [[Image:chrisface.jpg|link=Chris Redfield (MvC3)]] || width="96pt" align="center"| [[Image:chunliface.jpg|link=Chun-Li (MvC3)]] || width="96pt" align="center"| [[Image:danteface.jpg|link=Dante (MvC3)]]
* [[Image:00%.gif]] [[Jill (MvC3)|Jill]]
|}
</td><td>
</center>
<br />
<center>
* [[Image:00%.gif]] [[Morrigan (MvC3)|Morrigan]]
{| border="0" cellspacing="0"
* [[Image:00%.gif]] [[Ryu (MvC3)|Ryu]]
| width="97pt" align="center"| [[Akuma (MvC3)|Akuma]] || width="97pt" align="center"| [[Amaterasu (MvC3)|Amaterasu]] || width="97pt" align="center"| [[Arthur (MvC3)|Arthur]] || width="97pt" align="center"| [[Chris Redfield (MvC3)|Chris Redfield]] || width="97pt" align="center"| [[Chun-Li (MvC3)|Chun-Li]] || width="97pt" align="center"| [[Dante (MvC3)|Dante]]
* [[Image:00%.gif]] [[Spencer (MvC3)|Spencer]]
|}
* [[Image:00%.gif]] [[Trish (MvC3)|Trish]]
</center>
* [[Image:00%.gif]] [[Tron Bonne (MvC3)|Tron Bonne]]
<center>
* [[Image:00%.gif]] [[Viewtiful Joe (MvC3)|Viewtiful Joe]]
{| border="0" cellspacing="0"
* [[Image:00%.gif]] [[C. Viper (MvC3)|C. Viper]]
| width="96pt" align="center"| [[Image:feliciaface.jpg|link=Felicia (MvC3)]] || width="96pt" align="center"| [[Image:haggarface.jpg|link=Haggar (MvC3)]] || width="96pt" align="center"| [[Image:hsienkoface.jpg|link=Hsien-Ko (MvC3)]] || width="96pt" align="center"| [[Image:jillface.jpg|link=Jill (MvC3)]] || width="96pt" align="center"| [[Image:morriganface.jpg|link=Morrigan (MvC3)]] || width="96pt" align="center"| [[Image:ryuface.jpg|link=Ryu (MvC3)]]
* [[Image:00%.gif]] [[Wesker (MvC3)|Wesker]]
|}
* [[Image:00%.gif]] [[Zero (MvC3)|Zero]]
</center>
</td></tr></table>
<center>
{| border="0" cellspacing="0"
| width="97pt" align="center"| [[Felicia (MvC3)|Felicia]] || width="97pt" align="center"| [[Haggar (MvC3)|Haggar]] || width="97pt" align="center"| [[Hsien-Ko (MvC3)|Hsien-Ko]] || width="97pt" align="center"| [[Jill (MvC3)|Jill]] || width="97pt" align="center"| [[Morrigan (MvC3)|Morrigan]] || width="97pt" align="center"| [[Ryu (MvC3)|Ryu]]
|}
</center>
<center>
{| border="0" cellspacing="0"
| width="96pt" align="center"| [[Image:spencerface.jpg|link=Spencer (MvC3)]] || width="96pt" align="center"| [[Image:trishface.jpg|link=Trish (MvC3)]] || width="96pt" align="center"| [[Image:tronface.jpg|link=Tron Bonne (MvC3)]] || width="96pt" align="center"| [[Image:vjoeface.jpg|link=Viewtiful Joe (MvC3)]] || width="96pt" align="center"| [[Image:viperface.jpg|link=C. Viper (MvC3)]] || width="96pt" align="center"| [[Image:weskerface.jpg|link=Wesker (MvC3)]]
|}
</center>
<center>
{| border="0" cellspacing="0"
| width="97pt" align="center"| [[Spencer (MvC3)|Spencer]] || width="97pt" align="center"| [[Trish (MvC3)|Trish]] || width="97pt" align="center"| [[Tron Bonne (MvC3)|Tron Bonne]] || width="97pt" align="center"| [[Viewtiful Joe (MvC3)|Viewtiful Joe]] || width="97pt" align="center"| [[C. Viper (MvC3)|C. Viper]] || width="97pt" align="center"| [[Wesker (MvC3)|Wesker]]
|}
</center>
<center>
{| border="0" cellspacing="0"
| width="96pt" align="center"| [[Image:zeroface.jpg|link=Zero (MvC3)]]  
|}
</center>
<center>
{| border="0" cellspacing="0"
| width="97pt" align="center"| [[Zero (MvC3)|Zero]]
|}
</center>
</tr></table>


==External Links==
==External Links==


[http://marvelvscapcom3.com Official Website]
[http://marvelvscapcom3.com Official Website]
[http://www.capcom.co.jp/mvsc3/index.html Official Japanese MvC3 Website]
[http://shoryuken.com/f340/ MvC3 Shoryuken.com subforum]


{{Marvel vs Capcom 3}}
{{Marvel vs Capcom 3}}
[[Category: Old MvC3 Pages]]

Latest revision as of 05:46, 3 July 2011

Mvc3.png

Notation

  • L.png - Light Attack
  • M.png - Medium Attack
  • H.png - Heavy Attack
  • S.png - "Exchange" / Special
  • A1.png - Assist 1
  • A2.png - Assist 2
  • Atk.pngAtk.png - Any two simultaneous attacks (for Hypers)
  • Airokay.png - Can be performed in the air
  • DHC - Delayed Hyper Combo
  • XFC - X-Factor Cancel
  • AD - Airdash

Game Mechanics

HUD

  • Life Gauge - When a character takes damage in MvC, he sustains some permanent damage and some recoverable (red) damage. If you tag out your point character, he will slowly regain his red life while on the sidelines. A character is KO'd once his life bar is emptied, whether or not he has red life remaining.
  • Guts - This is a defense boost that is automatically triggered when a character is at low health. An attack that takes off a tenth of the opponent's life bar when he's at full health may do noticeably less damage when he's in "Danger" territory. Furthermore, Pixel Rage refers to the way characters seem to not die when they "should" from looking at the bar. More health may be "packed" into the bottom half of the life bar. You should think of the life bar in MvC3 as "offset" somewhat. There's a small amount of life "past" the 0 mark on the bar that you can't see. This primarily is a factor at the end of a long combo where extreme damage scaling has taken effect or in efforts to "chip" someone out with block damage. Capcom has stated that the effect is intentional and isn't going away, and it's presumably in to make the game seem more exciting.
  • Hyper Combo Gauge - Hyper Meter is an important part of your management and strategy, being used to power the most useful moves and techniques in the game. In general you gain meter by interacting with your opponent, and you can store up to 5 "stocks" or levels of your meter. Unlike in previous games, intentionally missing ("whiffing") does not give any meter, but gains from successfully attacking are much greater than in previous games. The following things gain meter: Hitting with any move including hyper combos, having attacks blocked (note that this gives far less meter than hitting), being hit by an opponents attacks, and blocking opponents attacks (which again gives far less). In addition, Morrigan's and Amaterasu's Y assists each give a bit more than 1/3 of a bar of meter, and Felicia and Thor have special moves that charge meter over time. You also get a bonus to meter generation for any attacks after an aerial exchange. Hyper meter is used for Hyper Combos, Cross-Over Counters, and Snap Backs, all of which are explained below.
  • Timer - If time expires, the team with the most combined life remaining wins the match. One "second" on the game timer is roughly equal to 2 real seconds.

Movement

  • Double Jump - Some characters can jump more than once before touching the ground. This is character dependent.
  • Super Jump - Pressing down then immediately pressing up will cause your character to super jump. Super jumps can help every character become mobile and escape intense situations. After a launcher, you can hold up to jump the instant after the launch to continue the combo. This is called an SJC (Super Jump Cancel). The main drawback of using super jumps instead of normal or double jumps is that you cannot call an assist after super jumping, though other team-based mechanics (DHC, air exchange) are still at your disposal.
  • Dash - Used to move quickly around the screen. The basic inputs to dash are either double-tapping a direction, or two simultaneous attack buttons plus a direction. Two attacks with no direction will dash forward. Dash speed and distance varies from character to character.
  • Dash Cancel - You can cancel dashes with attacks or by ducking. Duck cancelling dashes just ends the approach early and is good for approaching the opponent safely and baiting, and attack cancelling is an important part of rushdown. It should be noted that in the current build, Ryu, Dormammu, Chris Redfield, Doctor Doom, and the Hulk cannot cancel dashes. This is a known issue for some characters, but may be intentional for others.
  • Wavedash - The act of using multiple dashes in order to cover ground quickly. The best way to do it is tapping two simultaneous attack buttons repeatedly. It is a common misconception that you need to duck cancel (see above) to wavedash as in MvC2, but this isn't true. Dashes automatically cancel into dashes.
  • Air Dash - Some characters can dash wile in the air. Like ground dashes, the exact behavior (speed, trajectory, etc.) of air dashes varies between characters who have them.
  • 8-Way Dash and Triangle Jump - Some characters with an air dash can dash in 8 directions (up, down, left, right, up-forward, down-forward, up-back, down-back). This ability is known as an 8-Way AD. This further enables the character to employ what is known as a trijump/tridash in which the character can dash down-forward, down, or down-back after jumping, most of the time with an attack after. Some examples of characters in MvC3 with tridashes are Iron Man, Trish, and Morrigan. Tridashing is useful because it allows for very fast overhead attacks. This works because nearly all air normals are overheads and cannot be blocked low. (An air attack that isn't an overhead is the exception rather than the rule; once again, know your character.) If you jump and then dash forward/downforward immediately you can get an almost instant attack that will catch ducking blocks, and can be continued into a combo. They are a very important element of most character's rushdown game.
  • Flight -

Attacking

  • Chain Combos and Magic Series - The Vs series employs many kinds of chain combos, which allow you to instantly cancel the recovery on one attack and move into another with no delay and very lenient timing. The Magic Series is a specific type of chain combo that allows you to cancel any normal attack into another normal attack of greater strength for an easy combo, provided that the first normal connects with the opponent. The most straightforward example would be L.png>M.png>H.png>S.png. These are general rules, and what will actually work varies from character to character. (For instance, L.png>M.png>H.png>S.png usually won't combo for Viewtiful Joe for range reasons on his launcher, and Thor has to do L.png>M.png>S.png or M.png>H.png>S.png to launch.) You cannot combo into a command normal of lesser strength (such as H.png into F.gif + M.png). You can combo any normal into a launcher, special attacks, or hypers. In an air combo, L.png>L.png>M.png>M.png>H.png>S.png seems to work. These rules are general and may not work from character to character. Know the character you're playing and what works!
  • Launchers and Air Combos - On the ground, neutral S.png is the universal launcher attack. After hitting with a launcher, hold up or up/forward to automatically super jump and try to continue the combo. While airborne, you can perform chain combos, specials/hypers (character dependent), and air tags, described below.
  • Wallbounce - Several characters have attacks that cause the opponent to bounce off of the wall, setting them up for additional combos. Examples include Wesker's B Ghost Butterfly, or his C Jaguar Kick, both of which can be followed up with or without his teleports depending on the situation. Note that you are only permitted one wallbounce per combo. Performing a wallbounce attack a second time in the same combo will not cause a second wallbounce.
  • Knockdown, Wakeup, and Off-The-Ground (OTG) Attacks - If you end an air combo with a hard knockdown, the opponent will hit the ground and lay flat on his back for a brief period of time, after which he can roll left or right to safety by simply holding left or right. While he is laying on the ground, however, he is completely open to any attack that can hit OTG, so you can use OTG attacks to continue your combo. Note that only specific attacks are able to hit OTG; again, know your character. Like wallbounces, you are only permitted one OTG attack per combo. Furthermore, it should be noted that if you knock the opponent to the ground from very low altitudes, he will immediately roll backward upon touching the ground (similar in appearance to an MvC2 style tech roll), during which he is completely invulnerable and cannot be hit OTG.
  • Throws and Break Away -
  • Hyper Combos - This is the name used for super moves in the Versus series, and these require either one or three stocks of meter. Hypers are usually extremely strong attack moves, but there are also "utility" hypers with a variety of effects. In addition, attack hypers can be split into a few loose categories that have slightly different effects. "Normal" hypers do their attack no matter what. They do much more "chip" than any other type, but will not stop on a miss or juggle a dead opponent and can leave you with increased vulnerability in some situations. The classic hypers of this type are probably Iron Man's Proton Cannon or Ryu's Shinkuu Hadouken, both of which shoot giant lasers. "Catch" hypers generally have your character rush towards the enemy and on hit do a "canned" combination (i.e. you cannot control it). These have the advantage of being more cinematic in general, and less vulnerable if you totally miss or kill your opponent in the beginning of the move but can be blocked and do almost no "chip." Most level 3 hypers are of the catch variety; the classic examples are Morrigan's Darkness Illusion and Captain America's Final Justice. The third category is throw hypers. Like the description says, they have the same properties as throws, having extremely short range but generally being unblockable. Otherwise they work like the "catch" hypers. There are very few throw hypers in the game, but Thor, Tron Bonne and M.O.D.O.K. all have one. Finally there are Utility hypers. These do no damage, but have some other useful advantage. The best examples are Wolverine's Berzerker Charge/speed boost, and Morrigan's Astral Vision which makes a copy of her that can hit appear on the opposite side of your opponent.
  • Unblockable Attacks -

Team Mechanics

  • Assist Selection - Each character has 3 assists you can choose from: α (Alpha), β (Beta), and γ (Gamma). As compared to MvC2, which had labels for the assists such as "anti-air" or "combo extender," in MvC3 the assists have a set of two descriptors: the "type," and the "direction." The type is what kind of attack it is: "direct" means a physical attack, "shot" means a projectile, and "special" means something weird. The direction is straightforward, ranging from "upward" (straight up), "tilt up," "front," to "tilt dw." This can be largely meaningless though, as an assist can be labeled "direct front" and be either a low attack (X-23's ankle cutter or Felicia's rolling buckler) or a projectile antiair attack (Dante's "Jam Session"). Know your assists and pick wisely. Some good assists to start with are the Dr. Doom Y (Molecular shield/"doom rocks") which is good to cover advancing on the enemy, Trish's B "Peekaboo" (air trap), which is a good trap/zoning assist, or Dante's A (Jam session) which is a good AA/combo extender.
  • Team Order - During the pre-fight "VS" screen, hold the A1.png button to begin the match with your second character or the A2.png button to begin with your third character.
  • Using Assists - Tap the A1.png or A2.png button to call the corresponding teammate in to perform their chosen assist attack. There are some rules for assists as well. You cannot call an assist during a special move or a superjump. In addition, during and briefly after an assist you cannot call the other one again (but the other assist is available more rapidly than the one you just used). You also cannot tag in during an assist, with identical lockout rules.
  • Dry Tag - This is the act of changing your character out for one of your assists. In the simplest terms, you tag via holding the appropriate assist button (A1.png or A2.png) for a half-second or so. The tag can be buffered to some degree but will not negate the recovery of the move in question, so if you do a hyper combo with a slow recovery while holding the assist button, you will not be automatically protected from a punish. (check!) Tagging a teammate in via this method also eliminates any red life that he has not yet recovered. You can alternatively tag through aerial exchanges, Delayed Hyper Combos (DHC's), and Cross-Counters (all described below), although the last two options take one or more bars of meter to execute. As a general rule, "naked" or random tagging is a very bad idea, so use one of the alternative methods whenever possible.
  • Team Air Combos - Also known as Aerial Exchange. In the air, neutral S.png is a knockdown attack, but any directional input plus S.png during an air combo will tag in your next teammate and allow you to continue the combo. The opponent can break out of your team aerial combo by matching your S.png input, however. (Need specifics on the timing for the combo breaker and whatnot.) Tagging your teammate in via S.png preserves any of his/her red life that has not yet been recovered.
  • Delayed Hyper Combo (DHC) - This is the process in which you cancel one Hyper Combo with another. For example I am using Ryu's Shinkuu Hadouken. If I have another bar of meter I can input the command for my next teammate's hyper and that teammate will immediately switch-in and perform that hyper for extra damage. This can be done a second time to bring in the third member of your team as well. Tagging your teammate in via DHC preserves any of his/her red life that has not yet been recovered. Many use this technique as a safe way to get a character out and get another one in.
  • Team Hyper Combo (THC) - These are utilized by hitting both assist buttons at once. Essentially as many people as as you have bars or characters left will come out and do their hyper combos, to a maximum of three. The hyper used in the THC is determined by the assist chosen.
  • Cross-Over Counter - If you enter F.gif + A1.png or A2.png while blocking you will tag out your character and permanently bring in the associated character with their chosen assist. This uses one bar of meter. Tagging your teammate in via Cross-Over Counter preserves any of his/her red life that has not yet been recovered.
  • Snap Back - Forces out the opponent's point character and brings in one of his teammates determined by the assist button used to perform the technique. This uses one bar of meter and eliminates any red life that the opposing character has not yet recovered.

Misc

  • Jump Canceling -
  • Advancing Guard (Pushblock) -
  • X-Factor - A mechanic new to MvC3 but based on the "Baroque" concept from Tatsunoko vs. Capcom. X-Factor is activated by pressing all four attack buttons at once. When X-Factor is active, your point character regains "red life" at an extremely rapid rate, your character is substantially sped up, and both normal and "chip" damage are greatly increased. In addition, on activation, all of your cooldowns are reset (see XFC below). The potency and duration of X-Factor is dependent on the number of teammates you have remaining. If all 3 of your characters are alive, then you get a level 1 X-Factor. If you're down to your last character, you get a level 3 X-Factor. You can only use it once per round.
  • X-Factor Cancel (XFC) - XFC allows X-Factor to be used to its full potential. Executing X-Factor during any point of an attack (normal, special, or hyper) cancels the remainder of that attack's animation and recovery. This leaves you with the opportunity to either get your character out of harm's way or continue with another attack that would not have been able to be comboed without XFC. The damage boost granted during X-Factor can make the damage from XFC combos very potent. Furthermore, you can also activate XFC during blockstun, which allows for "custom alpha counters:" block > XFC > counterattack.

Characters

Marvel-logo.jpg
Captamericaface.jpg Deadpoolface.jpg Doomface.jpg Dormammuface.jpg Hulkface.jpg Ironmanface.jpg
Captain America Deadpool Doctor Doom Dormammu Hulk Iron Man
Magnetoface.jpg Modokface.jpg Phoenixface.jpg Sentinelface.jpg Shehulkface.jpg Shumagorathface.jpg
Magneto MODOK Phoenix Sentinel She-Hulk Shuma-Gorath
Spider-manface.jpg Stormface.jpg Superskrullface.jpg Taskmasterface.jpg Thorface.jpg Wolverineface.jpg
Spider Man Storm Super-Skrull Taskmaster Thor Wolverine
X23face.jpg
X-23
Capcom-logo.jpg
Akumaface.jpg Amaterasuface.jpg Arthurface.jpg Chrisface.jpg Chunliface.jpg Danteface.jpg
Akuma Amaterasu Arthur Chris Redfield Chun-Li Dante
Feliciaface.jpg Haggarface.jpg Hsienkoface.jpg Jillface.jpg Morriganface.jpg Ryuface.jpg
Felicia Haggar Hsien-Ko Jill Morrigan Ryu
Spencerface.jpg Trishface.jpg Tronface.jpg Vjoeface.jpg Viperface.jpg Weskerface.jpg
Spencer Trish Tron Bonne Viewtiful Joe C. Viper Wesker
Zeroface.jpg
Zero

External Links

Official Website

Official Japanese MvC3 Website

MvC3 Shoryuken.com subforum