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Table
of
Contents
Introduction.................................................................................................................4
General
Fighting
Game
Terminology:
.........................................................................5
Point
Character ........................................................................................................................................................... 5
Normal............................................................................................................................................................................ 5
Command
Normal...................................................................................................................................................... 5
QCF
(Quarter
Circle
Forward).............................................................................................................................. 5
QCB
(Quarter
Circle
Back) ..................................................................................................................................... 5
HCF
(Half
Circle
Forward) ..................................................................................................................................... 6
HCB
(Half
Circle
Back) ............................................................................................................................................. 6
DP
(Dragon
Punch) ................................................................................................................................................... 6
RDP
(Reverse
Dragon
Punch)............................................................................................................................... 6
Throw.............................................................................................................................................................................. 6
(in-air) ............................................................................................................................................................................ 9
MvC3
Specific
Terminology:
......................................................................................12
Exchange..................................................................................................................................................................... 12
Magic
Series............................................................................................................................................................... 12
Aerial
Magic
Series
(aka
Aerial
Rave
(AR)) ................................................................................................. 12
Aerial
Exchange ....................................................................................................................................................... 12
Hypers.......................................................................................................................................................................... 13
Red
Health.................................................................................................................................................................. 13
Chip
Damage ............................................................................................................................................................. 14
Combo
Scaling .......................................................................................................................................................... 14
Damage
Scaling........................................................................................................................................................ 14
X-Factor....................................................................................................................................................................... 14
KFC/XFC
(X-Factor
Cancel) ................................................................................................................................ 15
Assists .......................................................................................................................................................................... 15
Tagging ........................................................................................................................................................................ 16
Dashing........................................................................................................................................................................ 16
Wavedashing............................................................................................................................................................. 16
Dash
Canceling ......................................................................................................................................................... 16
Tri-dashing ................................................................................................................................................................ 17
Meter ............................................................................................................................................................................ 17
DHC
(Delayed
Hyper
Combo)............................................................................................................................ 17
THC
(Team
Hyper
Combo) ................................................................................................................................. 18
Groundbounce.......................................................................................................................................................... 18
Wallbounce................................................................................................................................................................ 18
OTG
(On-The-Ground).......................................................................................................................................... 18
Snapback..................................................................................................................................................................... 19
Advancing
Guard
(aka
Pushblock) .................................................................................................................. 19
Unblockables............................................................................................................................................................. 19
PseudoUnblockables ............................................................................................................................................. 19
Character
Kill
Combo
(CKC) ............................................................................................................................... 20
Infinites ....................................................................................................................................................................... 20
2
Building Your Team in MvC3 ......................................................................................22 Rushdown .................................................................................................................................................................. 22 Keepaway ................................................................................................................................................................... 22 Multipurpose ............................................................................................................................................................ 22 Tank .............................................................................................................................................................................. 22 HeavyHitters ............................................................................................................................................................. 23 Synergy........................................................................................................................................................................ 23 Lockdown................................................................................................................................................................... 24 Final Notes.................................................................................................................26
Introduction
This
guide
is
meant
to
help
you
make
a
smooth
transition
from
the
world
of
SSFIV
into
the
world
of
MvC3.
I
know
several
gamers
didn't
get
into
fighting
games
until
SFIV
came
out
and
they
want
to
jump
into
MvC3.
This
guide
is
here
for
them.
I
use
terms
and
examples
that
you
are
used
to
in
SSFIV
to
help
explain
what's
going
on
in
MvC3.
A
couple
days
post
launch
of
MvC3,
you
can
check
out
scarsofzsasz
YouTube
channel,
where
I
will
have
video
examples
of
each
of
the
terms
listed
here.
Subscribe
now
so
you
won't
forget!!***
Point
Character
In
versus
fighting
games
this
is
the
term
for
the
main
character
who
you
have
out
on
the
screen
at
the
moment.
Term
may
also
be
used
when
you
are
talking
about
your
team
of
characters
and
you
are
specifying
which
one
you
want
to
be
out
on
the
field
at
most
times,
usually
this
is
the
one
you
pick
to
go
out
first
at
the
beginning
of
the
match.
e.g.:
Amaretsu,
Deadpool,
X-23
is
my
team
with
X-23
being
my
point
character.
Normal
A
normal
attack.
Pressing
an
attack
button
without
using
a
directional
input
at
the
same
time.
e.g.:
Pressing
LP
will
do
Ryu's
standing
light
punch
in
SSFIV.
Command
Normal
Pressing
an
attack
button
with
a
directional
input
at
the
same
time.
e.g.:
Pressing
MP
and
towards
the
opponent
will
do
Ryu's
overhead
2
hit
punch
in
SSFIV.
Special
An attack that is not simply a normal strike, it has special properties that normals don't. e.g: Ryu's Hadouken, Shoryuken, Tatsu are all Specials.
Hyper/Super/Ultra
An attack that is very special, in most games these attacks can only be used a few times per match and require you to fill some type of meter. In MvC3, these attacks are called Hypers.
DP
(Dragon
Punch)
a.k.a.
Shoryuken.
Inputting
forward,
down,
downforward.
e.g.:
DP
+
P
will
make
Ryu
do
a
Shoryuken.
Throw
Grabbing
the
opponent
and
throwing
them
to
the
ground.
This
does
damage,
and
in
MvC3
it
can
lead
to
setting
up
OTGs.
In
SSF4,
you
do
a
throw
by
pushing
towards
or
away
from
the
opponent
and
pressing
LK
+
LP.
In
MvC3,
you
do
a
throw
by
pushing
towards
the
opponent
and
pressing
H.
TK
(Tiger
Knee)
TK
is
the
name
for
a
specific
motion
that
helps
some
specials
come
out
faster
and
closer
to
the
ground.
The
motion
you
need
to
input
is
down,
downback,
back,
upforward
and
then
immediately
press
the
desired
attack
button.
The
motion
must
be
done
very
fast
and
be
done
perfectly.
TKs
are
a
bit
advanced
for
beginning
players
but
are
very
effective
once
mastered.
Not
all
moves
can
be
TK'd
though,
only
certain
specials
can.
The
most
prominent
example
seen
in
SSFIV
is
with
Cammy's
Cannon
Strike.
If
she
does
a
TK
Cannon
Strike
she
does
it
immediately
off
the
ground,
and
if
she's
close
to
her
opponent
it
actually
hits
them
low
for
a
great
mix- up.
VIDEO:
http://www.youtube.com/watch?v=kOnqhknsj_w
HP/MK/H/etc.
If
you
see
a
move
written
without
it
specifying
whether
its
standing
or
crouching
it
is
assumed
to
be
standing.
If
you
see
"LP"
written
in
a
SSFIV
combo,
then
it
is
a
standing
light
punch.
If
you
see
"M"
written
in
a
MvC3
combo,
then
it
is
a
standing
medium
attack.
c.HP/c.MK/c.H/etc.
If you see a move written with a "c." before it then it is a crouching attack. In SSFIV terms, "c.LP" is a crouching light punch. In MvC3 terms, "c.M" is a crouching medium attack. 6
j.HP/j.MK/j.H/etc.
If you see a move written with a "j." written before it then it is a jumping attack. In SSFIV terms, "j.LP" is a jumping light punch. In MvC3 terms, "j.M" is a jumping medium attack. xx Cancel. Term for cancelling the ending animation of one move into a special, letting you do a normal into a special. When you input a cancel, you have to put it in very quickly after you input your first move and before the animation of the first move ends. e.g. In SSFIV: c.MK xx into QCF + P will do a crouching MK canceled into a Hadouken. + When you see a plus sign written in fighting game notation it typically means "and". So Towards + MP would be pressing toward on the joystick and pressing MP, making Ryu do his two hit overhead punch in SSFIV. , When you see a comma sign written in fighting game notation it typically means "then". So c.LP, c.MP, c.HK would be a crouching LP then a crouching MP, then a crouching HK if you are playing SSFIV. In SSFIV this combo would be "linked" where you have to press the next attack in the exact frame its supposed to be for it to combo. In MvC3 this combo doesn't have to be "linked", you just press the buttons in the correct order and the combo will happen if it works for the character you are using. In MvC3 you may also see this sign used ">". It means the same thing. "L>M>H" would mean you press L then M then H. <==, ==> If you are looking at the input directions for a move and it has an arrow back, then an arrow forward, it means this is a charge move. To do a charge move you hold the direction that it shows first (for usually 2 seconds), then you move the stick to the 2nd direction and press the button it tells you to. For example, in SSFIV the input for Guile's Sonic Boom is <==, ==> + P. This requires you to hold the stick away from the opponent for two seconds, then move it towards the opponent and hit a punch button. PPP/AtkAtk Pressing all Punch Buttons/Pressing two attack buttons. In SSFIV, two QCFs plus PPP would do Ryu's Ultra. In MvC3, one QCF plus AtkAtk will do Ryu's Hyper Shinku Hadouken.
Atk
If you see the abbreviation "Atk" or "At" written on your character's move list in MvC3, then it means that the move will happen no matter which attack strenth you The Beginners Guide to Marvel vs. Capcom 3 7
use. So if it says Hadouken is "QCF + Atk", it means that you can do a QCF and press either Light, Medium or Hard and the Hadouken will come out no matter which attack strength you chose. Combo When you input attacks with a specific timing and in a specific order which makes them all hit your opponent as long as the first attack hit. These are in SSFIV.
Chain
When you input attacks in a specific order without the need of precision timing, they will all hit your opponent as long as the first attack hits. These are in MvC3. Chains may also be known as "Magic Series" when you are discussing a versus game like MvC3 or Mortal Kombat vs. DC, etc. (I'm aware that technically both chains and combos are in both SSFIV and MvC3 but that's an advanced topic and not important at this stage)
Launcher
An attack that knocks your opponent up into the air when it hits, in order to let you follow them into the air and continue to hit them. In MvC3, the "S" button is your launcher. SJC/SJ (Super Jump Cancel/Super Jump) In MvC3 this is when you perform an attack and as soon as the attack hits, your character will instantly jump and follow your opponent up to start a new air combo on them. To do this in MvC3, you end your combo with "S", which is the launcher button and when you press "S" you hold up on your joystick. This will make your character "sj" and follow your opponent up into the air after they launch your opponent. In SSFIV, to do a sjc you had to tap down and then up for the super jump to come out. In MvC3, you just hold up and your character will sjc after the launcher hits. Reset This is a term for when you do a move that does not combo, but leaves your opponent in a position where they are right in front of you and have to decide whether they think you are gonna attack high, attack low, or grab. In SSFIV these usually "pop you up" into the air, making your character do their little backflip animation and land on their feet, right in front of your opponent. Resets will be used in MvC3 both in the ground and in the air, since some characters in MvC3 have effective Air Command Grabs. VIDEO: http://www.youtube.com/watch?v=jJldbSc3UeQ bnb (bread-n-butter) This is the nickname for a combo that a specific character relies on to start their offense. Each character has a couple bnb's which you should learn and master if you want to be successful with them. In SSFIV, bnbs usually start out with light attacks, 8
build into stronger ones, then cancel into specials. For example: Akuma's main bnb in SSFIV is c.LK, c.LP, c.MP, xxQCB + LK. Off of that he can either c.HK, DP + HP, or do a reset. In MvC3, a character's bnb will likely begin with a light attack, go into a progressive magic series, which ends with launcher and then into whatever they choose. For example: Thor can do L, M, S, sjc. After this he can go into an Aerial Rave and into an Air Exchange or a groundbounce, whatever you choose. But its important to master his bnb so you can start the offense and make those choices.
Cross-Up
A jumping attack that hits your opponent on the side of them opposite of where you were when you jumped. If you are Ryu on the left side of a screen, and you jump over Akuma and do a j.MK, the kick will actually hit his right side. So if the Akuma player wishes to block the attack he has to block upleft. Advanced players can use specific spacing and timing to make it hard to tell whether they are going to cross you up or not and make it difficult for you to know where to block. You may also see this written as "x-up" in some move lists. So the move we talked about above would be termed "x-up j.MK".
Mix-Up
An attack or strategic way of spacing that makes it harder for your opponent to decide if you are going to attack high, attack low, or throw. Mix-ups are very effective once mastered and are prominent in SSFIV and will likely in MvC3 as well. Some characters naturally have good Mix-Ups that are part of their game in SSFIV, such as Abel and El Fuerte. For example, in SSFIV, after El Fuerte gets a knockdown on you. He can start his run at you as you are getting up off the floor. He has three different options that he can do to you, he can do his slide which hits low, do his splash which hits high, or fajita buster which is a grab. VIDEO: (0:46 - 1:03) http://www.youtube.com/watch?v=jiSjCf_oG5Q
(in-air)
If
you
are
looking
at
a
character's
move
input
list
and
you
see
a
move
that
has
"(in
air)"
before
it,
then
it
usually
means
you
can
only
do
it
when
your
character
is
in
the
air.
Sometimes
people
will
put
(in
air)
before
a
move
that
can
hit
both
on
the
ground
or
in
the
air.
So
basically
if
it
says
(in
air),
test
it
and
see
where
it
can
be
done.
I
know
this
is
confusing,
and
I
don't
know
why
everyone
can't
be
uniform
about
it.
I
think
that
if
a
move
can
only
be
used
in
air
then
you
should
say
(in
air
only).
If
it
can
be
used
on
ground
and
air
you
should
say
(in
air
also).
*****So
putting
this
all
together,
we
will
interpret
a
SSFIV
combo
and
then
a
MvC3
combo,
both
with
Ryu:
c.MP,
c.MP,
xxDP
+
P,
xxFADC,
QCF
(x2)
+
PPP
In
SSFIV
this
would
be
crouching
MP,
then
crouching
MP,
canceled
into
a
Shoryuken,
canceled
with
a
FADC,
then
activate
Ultra.
L,
c.M,
H,
S,
sjc,
L,
M,
H,
xxQCF
+
H,
xxQCF
+
LM
The
Beginners
Guide
to
Marvel
vs.
Capcom
3
9
In MvC3 this would be LightAttack, then crouching MediumAttack, then HeavyAttack, then Launcher, super jump cancel will make you follow them into the air, there you start your air combo of LightAttack, then MediumAttack, then HeavyAttack, cancelled into a Heavy Hadouken, cancelled into Ryu's Hyper Shinku Hadouken. This may all seem daunting, but I promise that MvC3 combos are very easy to do and you will get the hang of this very fast. *****You may also see direction inputs written using letters instead of using arrows. The letters are L for left, U for up, R for right, D for down. So if a move in MvC3 is written as RM, LH it means to do a M attack while holding right, then do a H attack while holding left. In my opinion, using arrows for directions is much more streamlined and easier to decypher than using letters for directions. The above example using arrows would look like this: ==> M, <== H. Whichever way that you think is easier for you to use, use it. But as far as for my guides, you will see the arrow notation used. **MvC3 doesn't require much frame knowledge but SSFIV and some other fighting games do. Below I'll give a brief and basic explanation of frame data.
Frame
A frame is 1/60th of a second. In fighting game notation its represent by a lower case "f". 3 frames would be represented by "3f".
Start Up Frames
These are the frames where you see the attack start but the attack cannot actually hit yet.
Active Frames
These are the frames in which the attack is actually active and can hit your opponent. A 3f move is a term for one that reaches its active frames at its 3rd frame.
Recovery Frames
These are the frames in which the attack can no longer hit and it is ending, but you are still vulnerable to their attacks if you missed your attack. *****So putting this all together, lets look at Ryu's Hard Kick in SSFIV: The part in which Ryu raises his hand and is turning his body and raising his leg up are the Start Up Frames. The part in which Ryu's foot is out in front of him and the kick can hit the opponent are the Active Frames. The part in which Ryu is returning his foot back down to the ground are the Recovery Frames. You can be hit or thrown during your Start Up Frames and if you are hit, then your 10
move will be "stuffed", this is when your move gets stopped before it even happens. You can be hit or thrown during your Recovery Frames if your move missed or was blocked, this is known as being "punished". Usually, once your move is in its Active Frames, and your opponent does a move, either one of your moves will win out over the other, or you both get hit known as "trade". Whether your move wins or whether you trade is all based upon hitboxes. Hitboxes are slightly more complex and I'm not going to go that far into it. Google if interested.
Block Stun
This is the term for what happens when you block an opponent's attack, but there is still a split second(s) where you cannot move your character. That moment where you just blocked an attack, but you still can't move yet, is "block stun". Usually the stronger the attack you blocked, the longer you will be in blockstun.
Hit Stun
Similar to block stun except this is the time that occurs when you are hit with an attack, your character does the animation they make whenever they get hit, but you cannot move yet. For example, in SSFIV, after you get hit with Ryu's j. HK, your character will make their little animation where they turn their head away, or scrunch up their face in pain and you cannot move. This is a lot of hit stun, it lasts a long time. Since it lasts so long, Ryu can hit you with almost any attack he has after he hits you with j.HK, because you will still be in hitstun by the time the Active Frames of his next attack are out. This is why moves combo, the first move has to put you in hitstun for enough frames for Ryu to have his Recovery Frames of the first move and the StartUp Frames of the next move. If that happens, then the moves combo. If the StartUp frames of his second move are too long, then you will be out of Hit Stun and can block the second attack by the time that it reaches it's Active Frames.
Magic
Series
Combos
done
in
versus
games
are
easier
and
don't
require
perfectly
timed
links.
You
simply
continue
the
correct
inputs
in
the
correct
order
to
keep
your
string
of
normals
and
command
normals
going.
You
must
follow
each
input
with
a
stronger
input.
Example:
L>M>H>S.
Some
characters
who
have
bad
range
on
some
moves
and
their
launcher
may
need
to
slightly
modify
the
chain
and
make
it
shorter
for
it
to
combo.
e.g.:
Thor
does
L>M>H.
You
can
also
follow
up
a
hit
with
a
command
normal
of
the
same
strength.
e.g.:
Chris
has
a
chain
that
goes
L>M>H>towards
H.
Sadly,
most
of
these
magic
series
are
character
specific,
so
you
really
need
to
learn
your
character's
particular
magic
series.
You
can
check
out
your
character
on
various
forums
and
websites
(like
Shoryuken.com,
eventhubs.com,
option- select.com)
and
look
for
their
magic
series.
Aerial
Exchange
The
term
for
doing
a
ground
magic
series
into
launcher
and
follow
your
opponent
up,
doing
an
Aerial
Rave,
the
hitting
Exchange
and
a
direction.
This
makes
your
point
character
swap
out
with
one
of
your
other
characters
who
comes
in,
and
you
can
start
a
new
AR
from
there.
However,
if
your
opponent
hits
the
exchange
button
and
matches
your
directional
input
at
the
same
time
you
do
it,
then
they
will
12
perform a "Combo Breaker", which stops your attempt to do your Aerial Exchange and sends you both back to the ground. So if you do a magic series into launcher into sjc, start an AR, then you hit Exchange and left to do your Aerial Exchange at the same time your opponent hits Exchange and left, they will do a Combo Breaker on you.
Hypers
To
activate
a
Hyper
Combo
in
MvC3,
you
do
the
motion
for
your
specific
hyper
you
want
with
that
character
(usually
QCF
or
QCB)
and
then
press
AtkAtk
(any
two
attack
buttons
simultaneously).
In
this
game
hypers
are
your
character's
most
special
attacks
and
require
you
to
lose
1
or
3
bars
of
hyper
meter.
There
are
different
kinds
of
Hypers.
"Normal"
hypers
will
do
the
full
attack
animation
no
matter
if
they
hit
or
are
blocked.
They
do
a
decent
amount
of
chip
when
blocked
but
are
generally
more
punishable.
e.g.:
Iron
Man
Proton
Cannon.
"Catch"
Hypers
will
not
do
their
full
animation
if
they
are
blocked
or
missed
so
they
generally
recover
faster
than
"Normal"
Hypers.
However
they
do
little
to
no
chip
damage.
e.g.:
Captain
America
Final
Justice.
"Utility"
Hypers
do
not
hit
the
opponent.
They
give
you
an
advantage
that
usually
only
lasts
a
certain
amount
of
time.
Some
give
damage
boosts,
some
give
speed
boosts,
some
give
invisibilty,
some
heal
damage,
etc.
e.g.:
Morrigan
Astral
Vision
creates
a
copy
of
herself
on
the
opposite
side
of
her
opponent.
There
are
Level
1
hypers,
which
each
character
has
at
least
two
of,
these
do
good
damage
if
they
hit
and
can
usually
cancel
off
one
of
your
character's
special
moves.
Level
1
Hypers
do
pretty
good
damage
typically,
and
they
cost
you
1
of
your
hyper
meters.
Most
Level
1s
seem
to
have
little
to
no
invulnerability
frames
(frames
in
which
your
character
cannot
be
hit)
during
their
start
up
though.
In
SSFIV
when
most
characters
activated
their
"Super"
or
"Ultra"
close
to
you,
you
generally
had
to
block
or
your
attack
would
be
beat
out,
but
in
MvC3
it
appears
that
several
things
can
beat
out
most
Lvl
1
Hypers
if
the
person
doesn't
use
it
in
a
combo.
Level
3
Hypers
however
do
seem
to
have
invulnerability
frames
at
start
up.
Lvl
3s
cost
you
3
bars
of
hyper
meter
but
generally
do
a
ton
of
damage.
Not
all
characters
have
Lvl
3
Hypers
though
so
check
out
your
character's
in-game
move
list
to
see
what
hypers
you
have.
Red
Health
When
you
look
at
an
MvC3
or
MvC2
match,
you
will
notice
that
at
certain
times,
a
portion
of
a
character's
lifebar
may
be
filled
solid
red,
while
the
rest
of
the
lifebar
has
the
typical
color
scheme.
This
solid
red
part
is
known
as
"red
health".
Red
Health
is
a
part
of
your
life
bar
that
can
be
recovered
if
you
tag
out
to
a
different
character
and/or
if
they
are
not
hit.
For
example:
You
start
Storm
out
on
point,
she
gets
hurt
and
has
about
25%
of
health
left
plus
another
25%
of
her
life
bar
is
red
The
Beginners
Guide
to
Marvel
vs.
Capcom
3
1
3
health, you tag her out for Magneto. The whole time that Magneto is out and Storm is not, she will be recovering that red health back. This health recovers very slowly while Storm is not on the field. If you do a "dry tag" and call Storm back out on the field to take point, she will immediately lose all of that red health. Or if you were to call Storm in as an assist and she were to get hit, she would lose that red health. But if you bring her in as a DHC or during an Aerial Exchange she will not lose the red health.
Chip
Damage
This
is
damage
that
your
opponent
takes
even
when
they
are
blocking
your
attacks.
Normals
and
command
normals
do
not
do
chip
damage.
Only
specials
and
Hypers
do
chip
damage.
Combo
Scaling
This
is
the
term
that
describes
how
damage
downscales
the
farther
a
combo
continues.
For
every
single
attack
that
you
add
on
to
your
combo,
each
hit
will
do
a
percentage
less
and
less
each
time.
So
in
theory
L,
M,
H,
S,
sjc,
L,
xx
L
Hadouken,
xx
Hyper
Shinku
Hadouken
may
on
paper
look
like
it
all
equals
out
to
500,000
damage.
But
with
combo
scaling
it
would
only
do
425,000
damage.
The
more
attacks
you
add
on
to
your
combos
the
more
the
next
attack
in
the
combo
will
be
combo
scaled.
Now
you
may
think
to
yourself,
"That's
bullcrap,
it
should
do
full
damage",
but
combo
scaling
is
actually
a
good
thing.
It
helps
prevents
people
from
doing
"infinites"
on
you,
where
they
combo
you
repeatedly
non-stop
until
you
die
and
you
can't
stop
them.
It
also
helps
games
last
longer
and
require
you
to
get
hit
by
a
few
different
combos
instead
of
dying
off
the
first
combo
you
are
hit
by.
Damage
Scaling
This
is
the
term
that
describes
how
damage
downscales
the
farther
down
your
lifebar
goes.
For
example:
if
Ryu
has
100%
of
his
life
bar
and
he
gets
hit
by
Iron
Man
Proton
Cannon
it
may
do
230
damage.
But
if
Ryu
was
already
down
to
30%
life
bar
and
then
was
hit
by
Proton
Cannon
it
may
only
do
140
damage.
Damage
Scaling
keeps
your
character
alive
longer
and
helps
make
games
more
exciting,
and
again,
it
helps
prevent
people
from
doing
"infinites".
X-Factor
MvC3
introduces
a
new
ability
called
X-Factor
which
gives
several
special
abilites
to
your
team.
To
activate
X-Factor
you
hit
ABCE,
all
at
the
same
time.
Your
character
will
turn
red.
They
get
back
their
red
health
much
quicker,
they
become
faster,
you
do
more
hit
damage
and
chip
damage.
You
can
also
activate
your
X-Factor
at
any
time
during
one
of
your
hypers
and
this
will
cancel
the
recovery
frames
of
that
hyper.
So
if
you
do
a
hyper,
activate
X-Factor
during
it,
and
immediately
do
another
14
hyper it will all land. This is usually the only way to land two hypers in a row with the same character. Or if you do a hyper that has a lot of recovery frames and you miss it and are afraid of getting punished by your opponent, then you could activate X-Factor during that hyper to immediately end it and be safe. The catch to X-Factor is, you only get to use it once per game. Also, the duration of your X-Factor depends on how many characters you have left. If you activate it near the start of the match when you have all 3 chars, then it will only last 10 seconds. With 2 characters left, X Factor will last 15 seconds. But if you save it until the end when your down to your last char, it will last 20 seconds!!! Your damage boost is 30%/60%/90%. Your speed boost is 5%/10%/15%. These may vary slightly from character to character but the average are the numbers I just listed. All in all X-Factor is an excellent and interesting addition and adds even more to the strategic choices you will make in MvC3. Will you pop it early in the game if you get a chance to one hit KO your opponent's best character? Will you save it until you're down to your last character and go balls to the wall rushdown for a last ditch effort to win? Will you save it to use on a character who still has a lot of red health left that you want to quickly recover before its lost? These choices are all up to you and all have their pros/cons. Its up to you to decide how you want to use X-Factor to your particular strategy.
Assists
Assists
call
in
a
teammate
to
aid
you.
They
can
do
various
attacks,
grabs,
counters
or
even
charge
up
your
hyper
meter.
In
MvC3
each
character
has
3
different
choices
of
assists,
you
choose
their
assist
after
you
choose
them
on
the
team
select
screen.
Each
assist
is
labeled
loosely
by
"type"
and
"direction".
"Type"
is
what
kind
of
attack
it
is,
there
are
direct,
shot
and
special
types.
Direct
type
means
the
assist
comes
out
and
directly
hits
your
opponent.
Shot
type
means
the
assist
comes
out
and
launches
a
projectile
at
your
opponent.
Special
type
means
it
does
something
unique,
the
assist
comes
out
and
boosts
your
hyper
meter,
or
recovers
some
red
health
for
your
point
character,
or
some
other
unique
assist.
"Direction"
generally
specifies
where
on
the
screen
the
assist
will
hit.
Either
upward
(straight
up),
uptowards
(at
an
angle),
or
direct
front
(straight
at
the
opponent).
Some
assists
hit
high
and
must
be
blocked
high.
e.g.:
Viper's
Burning
Kick
Assist.
Some
assists
hit
low
and
must
be
blocked
low.
e.g.:
X-23's
Ankle
Slicer
Assist.
But
the
vast
majority
of
assists
can
be
blocked
either
high
or
low.
In
my
opinion
the
descriptors
on
the
assists
telling
you
the
type
and
direction
aren't
really
accurate
enough.
For
the
best
results
you
should
The
Beginners
Guide
to
Marvel
vs.
Capcom
3
1
5
play around with each different assist your character has and decide which is best for you. You cannot call an assist during a special or during a super jump. You cannot tag in during an assist. One other note: if you see the term AAA written when you are looking through notes for this game, it generally refers to the phrase Anti- Air Assist (an assist that is designed to do an Anti Air move).
Tagging
To
tag
you
hold
the
corresponding
assist
button
for
about
a
half
second.
This
will
take
your
point
character
off
the
screen
and
switch
it
with
the
assist
character
you
designated
to
tag
in.
When
your
next
character
tags
in
they
will
do
a
little
taunt
that
lasts
a
few
frames,
this
leaves
them
vulnerable.
Therefore,
it
is
best
to
tag
in
by
doing
a
DHC
(which
we
will
get
to
later),
or
tag
right
after
defeating
your
opponent's
point
character,
or
while
your
opponent
is
recovering
from
a
blocked/missed
special
or
hyper.
"Naked"
tagging
is
when
you
tag
while
your
opponent
is
not
in
one
of
those
situations.
Naked
tagging
is
a
very
bad
idea
against
decent
players.
This
is
because
when
your
character
tags
in
and
does
their
taunt
the
opponent
can
combo
them
into
hypers
and
other
things
for
large
amounts
of
damage.
Dashing
Either
double
tap
your
desired
direction.
or
hold
to
that
direction
and
press
AB
(Light
and
Medium
Attack
simultaneously).
This
will
make
your
character
move
to
that
spot
quicker
than
just
walking
over.
Some
characters
have
faster
or
farther
dashes
than
others.
Not
all
characters
have
ground
dashes,
and
not
all
characters
have
air
dashes.
Wavedashing
Using
multiple
dashes
to
cover
ground
quickly.
The
best
way
to
wavedash
is
to
hold
the
direction
and
tap
AB
repeatedly.
This
is
useful
if
you
need
to
get
to
your
opponent
quick
to
either
keep
pressure
on
them
or
to
punish
them
if
they
whiff
a
move.
This
could
also
be
used
in
reverse
to
get
away
from
your
opponent
if
you
are
playing
a
character
who
relies
on
a
strong
keepaway
game
like
MODOK
or
Chris.
VIDEO:
(0:00
-
0:40)
http://www.youtube.com/watch?v=R9_K9BVFtfI
Dash
Canceling
You
can
cancel
the
end
of
any
dash
by
ducking
(crouching)
or
doing
an
attack.
Duck
(crouching)
cancelling
a
dash
ends
your
approach
early
and
is
good
for
safely
approaching
or
baiting
your
opponent.
Attack
cancelling
is
an
important
part
of
rushdown.
(We
will
get
more
into
character
choices
like
rushdown,
keepaway,
etc.
later.).
Not
all
characters
can
dash
cancel,
so
experiment
with
your
characters
and
see
what
is
available
to
you.
16
Tri-dashing
Dashing
in
the
air
with
a
character
who
has
an
8
way
dash.
Most
characters
in
MvC3
can
only
dash
left
or
right
on
the
ground
or
in
the
air.
Some
characters
can
dash
left,
right,
up,
down,
upright,
downleft,
any
direction
they
want
to
go.
This
is
called
an
8
way
dash
and
only
a
small
number
of
characters
can
do
them
(Magneto,
Storm,
Viper
just
to
name
a
few).
Tri-dashing
down
onto
an
opponent
and
cancelling
the
tridash
with
an
attack
is
a
great
way
to
keep
pressure
on
them.
Meter
In
this
game
you
gain
no
meter
for
whiffing
(missing)
attacks
like
you
did
in
MvC2.
You
build
meter
when
your
attack
is
hit
or
blocked,
or
you
block
an
opponents
attack,
or
you
are
hit
by
an
opponent's
attack.
You
build
a
lot
of
meter
for
landing
an
attack
or
being
hit,
and
build
a
little
meter
for
blocking
or
being
blocked.
The
thing
that
seems
to
build
meter
the
fastest
in
MvC3
is
when
you
combo
into
launcher
then
into
an
AR
and
then
Aerial
Exchange
another
character
in
and
do
another
AR,
so
on
and
so
forth.
The
highest
number
of
meter
levels
you
can
have
in
MvC3
is
5.
MvC3
seems
to
grant
good
meter
gain,
by
the
end
of
the
match
you
will
have
likely
gotten
at
least
5
meters.
There
are
some
characters
who
have
specials
or
assists
that
have
the
sole
purpose
of
building
meter.
e.g.:
Felicia
has
a
move
where
she
scrunches
up
and
cowers
while
sparks
fly
up
around
her,
this
special
builds
lots
of
meter
but
doesn't
attack
the
opponent
and
is
vulnerable
to
punishment.
because they serve many purposes. They can be a way to deal more damage off a single combo (like what we just discussed above), they can be a way to run time out off the clock if there are a few seconds left and you are about to win, or they can be a safer way to tag in your next character instead of you risking a naked tag.
Groundbounce
This
is
an
attack
that
knocks
the
opponent
into
the
ground
and
causes
them
to
bounch
up
off
the
ground.
After
your
opponent
bounces
up,
most
characters
can
combo
them.
As
of
right
now
the
only
thing
we
have
seen
that
will
cause
groundbounce
is
when
you
do
an
Aerial
Rave
on
an
opponent
and
end
it
with
the
Exchange
button
(without
using
a
direction
input).
That
slams
them
out
of
the
air
into
the
ground
and
causes
them
to
groundbounce.
There
may
be
characters
who
have
moves/specials
that
cause
groundbounces,
research
your
characters
to
see
what
is
available
to
you.
Wallbounce
In
MvC3
there
are
some
attacks
that
make
the
opponent
hit
the
wall
and
bounce
back
at
you.
e.g.:
Ryu's
Donkey
Kick.
You
can
then
do
a
combo
or
Hyper
before
they
land.
After
a
wallbounce
or
a
groundbounce
any
attack
will
land.
You
can
only
do
one
wallbounce
or
one
groundbounce
per
combo.
But
you
can
do
as
many
OTGs
as
needed.
OTG
(On-The-Ground)
Some
attacks
in
MvC3
will
knock
your
opponent
down
to
the
ground
but
not
make
them
bounce
up.
You
can
hit
the
opponent
while
they
are
lying
on
the
ground
18
though, as long as your character has an OTG. Not every character has an OTG. An OTG is an attack that is specifically for hitting your opponent up off of the ground and starting a combo. Examples of OTG's are Dormammu's Tower Pillar and Deadpool's Katana Rama. OTG's either lift you off the ground, or make you bounce up off the wall or ground. So to sum these up: If you make your opponent bounce up off the ground or wall you can attack with any attack. If you make your opponent slam into the ground and lay on their back, then you must have an OTG move that makes them come up where you can hit them.
Snapback
When
you
do
a
command
normal
which
will
make
the
opponent
switch
to
their
next
character
if
it
hits.
To
do
a
snapback
you
input
QCF
+
A1
or
A2.
In
MvC2
this
made
the
character
you
snapped
back
have
a
red
"X"
over
their
name
and
not
let
your
opponent
use
that
character
for
anything
for
a
few
seconds.
But
in
MvC3
it
just
makes
your
opponent's
character
automatically
switch
out
to
their
next
one.
Pushblock is a technique in MvC3 that helps you keep opponents from non-stop pressuring you. If you are blocking a string of your opponent's attacks, and you input pushblock, you will push them farther away from you. To do a Pushblock you press LM after you have started blocking the opponent's attack.
Unblockables
This
is
a
term
for
when
you
create
a
situation
that
makes
it
impossible
for
your
opponent
to
block
your
attack.
This
is
no
easy
task.
You
won't
see
many
if
any
unblockables
in
SSFIV,
but
in
MvC3
we
will
see
a
handful
for
sure.
It
will
take
time
for
advanced
players
to
discover
them
and
figure
out
the
timing
to
perform
them
in
a
match,
but
it
will
happen.
In
order
for
something
to
be
unblockable
it
must
hit
the
opponent
high
and
low
at
the
same
exact
time.
Since
low
attacks
must
be
blocked
low,
and
overheads
must
be
blocked
high,
then
its
impossible
to
block
both
if
your
opponent
makes
them
hit
at
the
same
time.
An
example
that
may
be
possible
in
MvC3
would
be
to
use
C.Viper's
Burning
Kick
Assist
(which
is
an
overhead),
and
have
it
hit
the
opponent
at
the
exact
same
time
as
X-23's
very
fast
Ankle
Slicer
special
(which
hits
low),
if
you
timed
them
perfect
they
will
hit
at
the
same
time
and
be......unblockable.
If
you
successfully
create
the
unblockable
both
moves
will
hit
the
opponent
and
you
can
combo
out
of
it.
PseudoUnblockables
This
is
a
term
for
when
you
create
a
situation
that
makes
it
very
difficult
to
block
your
attack,
but
not
impossible.
Using
the
example
we
used
above
with
X-23
and
C.Viper,
if
you
slightly
missed
the
timing
on
that
attempt,
and
either
the
Burning
The
Beginners
Guide
to
Marvel
vs.
Capcom
3
1
9
Kick assist or the Ankle Slicer hit slightly later than the other, it would be very hard to block one way then the other, but not impossible. Another way you can create pseudounblockables is to hit your opponent from both sides at the same time. There are a couple of ways to do this. A very basic way is to hit your assist button just as you jump over your opponent's head, which causes your assist to come out on the left side of your opponent, while you land on the right side and go straight into an attack. Another way to do a pseudounblockable can be done when you have a character with a move (typically one of their specials) that puts them quickly over on the other side of their opponent. An example of this in MvC3 is by using Wolverine who has a special that has him very quickly teleport to the opposite side of his opponent and do a slashing attack. If you called in an assist right when you teleported to the opposite side of the opponent it would be very hard for the opponent to block, thus, it will be a "pseudounblockable". An example you may be more familiar with is from the SSFIV world, Dhalsim can use his Yoga Catastrophe Ultra to spit out his huge fireball then he can teleport to your opposite side and attack you. This may be hard for some players to block, but it is not impossible. Some of you may be thinking right now, this stuff sounds hard to block, how am I suppossed to know where to block? Well in the case of being hit from both sides from a pseudounblockable, you would block away from the main character you're currently facing. In the Dhalsim scenario, you need to block against Dhalsim, do not worry about his Yoga Catastrophe, if you block Dhalsim, you will block him and the fireball. So in the Wolverine situation, when he teleports to the opposite side of you, you block him and focus on him, don't worry about the assist he calls in. In the case of a high-low pseudounblockable, you just block whichever one hits you first, then block the second one. So if C.Viper's Burning Kick gets to you first, you block high, then immediately block low to be able to block X-23's Ankle Slicer.
Infinites
This
term
refers
to
a
magic
series
that
allows
you
to
continue
your
combo
for
an
infinite
amount
of
time
(until
you
kill
your
opponent's
character)
if
you
perform
20
them perfectly. There were some characters who had infinites in MvC2. However, a new system has been implemented in MvC3 to prevent infinites from technically existing. The addition is called Hit-Stun Decay. We discussed hit stun earlier in the guide, as the time that your character is in after being hit, in which the opponent has enough time to hit you again before you are out of hit stun. What hit-stun decay does is make the hit-stun of every move slowly become less and less the longer your combo goes on (kind of like comboscaling). So while players may discover ways to loop a combo two, or maybe even three times, it will be impossible for them to do an infinite on you because as they add more and more hits, the window for the next hit of the combo gets smaller and smaller until its eventually impossible to continue the combo. VIDEO: http://www.youtube.com/watch?v=NNaq0GuRVno
Keepaway
The
term
for
a
character
who's
strengths
are
in
keeping
their
opponent
at
the
other
side
of
the
screen
and
hitting
them
with
ranged
attacks
and
setting
up
traps
to
keep
their
opponent
away.
They
have
more
zoning
tools
than
most
other
characters
and
usually
have
average
health.
In
SSFIV
you
might
call
these
"zoning
characters",
like
Dhalsim
or
Sagat.
Some
examples
of
keepaway
characters
in
MvC3
would
be
MODOK,
Dormammu,
Arthur,
etc.
VIDEO:
http://www.youtube.com/watch?v=RXMNH3PDXgo
7
Multipurpose
The
term
for
a
character
who
can
generally
play
decently
well
with
whatever
playstyle
they
choose.
If
they
need
to
rushdown
they
can,
but
they
may
not
be
as
effective
at
it
as
a
character
like
Zero.
If
they
need
to
play
keepaway,
they
have
a
tool
or
two
that
helps
them
do
that,
but
they
may
not
be
as
effective
at
it
as
MODOK
would.
They
typically
have
normal
health.
You
may
hear
other
terms
used
for
these
characters
other
than
Multipurpose,
like
All-Around,
Balanced,
etc.
Some
examples
of
Multipurpose
characters
in
MvC3
would
be
Deadpool,
Dante,
Amaretsu,
etc.
VIDEO:
http://www.youtube.com/watch?v=nv5PI7UHffE
Tank
The
term
for
a
character
who
deals
big
damage,
has
above
average
health,
but
is
also
usually
slow
and
has
shorter
ranged
attacks.
An
example
of
a
tank
in
SSFIV
would
be
Zangief,
he
hits
very
hard,
has
a
ton
of
health,
but
is
relatively
slow
and
likes
to
be
in
close
range.
Some
examples
of
tanks
in
MvC3
would
be
Hulk,
Haggar,
etc.
VIDEO:
http://www.youtube.com/watch?v=gImpF0uTnx0
22
HeavyHitters
The
term
I
use
for
a
character
who
deals
a
lot
of
damage,
could
be
from
having
one
really
good
and
powerful
Hyper
move,
or
just
the
term
for
a
character
who
deals
above
average
damage
on
all
hits.
An
example
of
someone
who
is
a
HeavyHitter
because
of
their
Hyper
would
be
Iron
Man
because
you
can
call
him
in
as
a
DHC
with
his
Proton
Cannon
and
do
tons
of
damage
or
chip.
An
example
of
someone
who
could
be
called
a
HeavyHitter
because
of
his
above
average
damage
would
be
Wesker
(or
in
SSFIV
this
would
be
like
Cody).
All
of
his
attacks
do
above
average
damage,
but
he
doesn't
have
really
high
health
himself
and
he
has
a
playstyle
that
can
fit
several
situations.
VIDEO:
http://www.youtube.com/watch?v=cZ7LGIxvST0
Synergy
The
term
used
to
describe
characters
that
seem
to
mesh
together
nicely
when
used
on
the
same
team.
There
are
several
different
factors
that
determine
whether
characters
have
synergy.
One
can
be
when
a
character's
assist
works
well
with
another
character's
need
to
pressure.
An
example
of
this
would
be
X-23
and
C.Viper.
X-23
has
very
fast
attacks
that
hit
low
and
she
has
fast
dash
speed,
while
C.Viper
has
her
Burning
Kick
Assist
which
must
be
blocked
high
by
your
opponent.
If
you
partner
X-23's
fast
low
hitting
skills
with
a
well
timed
C.Viper
Burning
Kick
Assist
you
can
create
unblockables
and
pseudo-unblockables.
Another
example
of
synergy
in
MvC3
could
be
Wolverine
partnered
with
a
Chun-Li
LightingLegs
Assist.
Wolverine
has
a
special
that
lets
him
teleport
to
the
opposite
side
of
his
opponent
and
hit
them
on
that
side,
Chun-Li's
LightingLegs
Assist
hits
on
the
front
side
of
the
opponent
with
a
flurry
of
kicks
that
hits
multiple
times
and
has
an
outstanding
hitbox.
So
you
could
use
Chun's
assist
as
you
do
Wolverine's
special
that
puts
him
on
the
opposite
side
and
attack
the
opponent
from
both
sides
for
a
pseudounblockable.
You
could
also
say
that
two
characters
have
synergy
if
one
has
an
assist
that
is
helpful
to
a
Keepaway
character.
For
example,
Amaretsu's
Ice
Shot
Assist
is
when
she
comes
out
into
the
air
and
shoots
ice
shots
down
at
the
opponent.
These
ice
shots
come
very
fast,
hit
a
good
sized
area
of
the
screen,
and
its
hard
to
punish
Amaretsu
during
it.
You
could
use
the
time
that
Amaretsu
is
making
your
opponent
block
her
ice
shots,
to
allow
your
main
KeepAway
character
to
back
away
from
the
opponent
and
set-up
their
traps
and
zoning
game.
So
a
keepaway
character
like
MODOK
would
have
good
synergy
with
Amaretsu
because
of
her
Ice
Shot
Assist.
Another
way
that
characters
can
have
synergy
is
their
DHC
compatability.
This
is
when
one
character's
Hyper
DHC's
nicely
into
another
character's
Hyper.
Like
the
example
I
used
earlier.
Deadpool's
Happy
Happy
Trigger
Hyper
is
a
projectile
Hyper
that
goes
full
screen,
if
The
Beginners
Guide
to
Marvel
vs.
Capcom
3
2
3
you hit with it and then DHC into Iron Man's Proton Cannon (which is also a projectile Hyper that goes full screen) the two Hypers will combo into each other and do full damage. Most skilled players agree, that your team for the most part, should have good synergy if you wish to succeed against decent opponents. I'll go deeper into synergy on the Advance Guide to MvC3, which will be written up about a week after release of MvC3. *****Some characters can fit in more than one role. For example Iron Man has an 8 way dash, decent projectiles and a hard hitting DHC with his Proton Cannon, therefore he could be considered a Multipurpose character and a HeavyHitter.
Lockdown
This
is
a
term
that
I
decided
to
throw
in
here
simply
because
I
know
that
once
you
get
further
into
this
game
and
read
up
on
strategies
you
will
be
hearing
it
a
lot.
Lockdown
is
the
term
for
a
particular
setup
that
forces
the
opponent
to
block
and
stay
in
a
certain
part
of
the
screen
(thus
keeping
the
opponent
"locked
down").
This
is
usually
done
by
using
an
assist
that
hits
a
large
part
of
the
screen
and
provides
cover
for
the
point
character
to
also
attack
with
a
good
zoning
move.
This
combination
of
strong
attacks
usually
forces
your
opponent
to
block
and
stay
where
you
want
them.
A
classic
example
of
Lockdown
is
accomplished
by
using
Dr.
Doom's
"Doom
Rocks"
Assist,
since
they
have
a
large
hitbox,
last
a
decent
amount
of
time,
and
allow
the
point
character
to
either
move
in
on
the
opponent,
or
use
a
projectile
or
similar
attack
to
keep
the
opponent
locked
down.
Lockdown
is
usually
used
as
a
term
for
a
playstyle
than
it
is
for
a
particular
character
however.
*****Most
players
feel
it
is
important
to
have
a
somewhat
balanced
team.
What
that
means
is
having
your
team
of
3
characters
have
a
variety
of
playstyles
instead
of
having
everyone
on
your
team
be
Rushdown,
or
everyone
be
Tanks,etc.
You
may
have
one
Keepaway,
one
Rushdown,
and
one
Tank
as
your
team
if
you
wish
to
be
able
to
adapt
to
whatever
situation
your
opponent
throws
at
you.
You
may
have
2
Rushdown
characters
mixed
with
a
HeavyHitter
who
comes
in
as
a
DHC
to
add
punishment
after
your
Rushdown
character
started
a
combo
into
their
Hyper.
There
are
nearly
infinite
ways
to
build
your
team
to
your
liking
and
that's
one
great
thing
about
versus
games.
You
will
still
see
people
who
build
a
team
based
around
one
character
type
like
all
Rushdown,
or
all
Keepaway.
But
if
you
do
that
you
need
to
understand
that
there
will
be
holes
in
your
team's
strategy
that
can
be
exploited
by
good
players.
For
instance
if
you
play
a
team
that
is
all
Keepway,
and
your
opponent
is
very
skilled
with
a
strong
Rushdown
character
like
Viper,
you
may
have
a
hard
time
keeping
their
Viper
off
of
you.
All
in
all,
the
way
you
build
your
team
is
completely
up
to
you,
just
realize
the
strengths
and
weaknesses
of
the
team
you
built
and
be
prepared
for
them.
24
*****If you pick your team, then see your opponent's team and decide you don't want to start the first character you selected against the first character they selected, then there is a way for you to change your point character right before the match begins. You just hold down the assist button for the character who you would rather use first, holding it all the way until the match begins. For example: You chose MODOK/Deadpool/Storm, and I chose Zero/Chun-Li/Magneto. You think to yourself: Wait! I don't want MODOK out against his very good rushdown Zero! Then you could hold the A2 button, and Storm would come out for you at the start instead of MODOK. *****There are 4 characters in this game who are unlockable. Below are their names and how to unlock them: Akuma - Beat Arcade Mode 1 time. Sentinel - Beat Arcade Mode 2 times. Hsien Ko - Beat Arcade Mode 3 times. Taskmaster - Beat Arcade Mode 4 times.
Final
Notes
*****I
will
be
writing
another
guide,
a
week
after
MvC3
launches,
that
will
consist
of
terminology,
strategies
and
components
that
are
a
little
more
advanced
than
what
I
felt
comfortable
putting
in
this
guide.
So
if
your
interested
check
back
with
me
in
a
few
weeks.
If
you
have
any
questions
email
me:
hsmith403@yahoo.com
If
you
have
ideas
of
how
to
contribute
to
this
beginner's
guide,
email
them
to
me
and
if
they
are
needed
I
will
add
them
and
credit
you.*****
26