Air Combo after hitting
Basic meter builder. The rest of the combo is up to you.
Magic Series Air Combo,
, j.
, j.
, j.
, j.
The basic air combo that most characters can do.
Special Move (examples)
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Moves that require a special motion to be used.
Hyper Combo (Uses 1 or 3 Levels of Hyper Meter) (examples)
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,
,
,
,
There are many variations of Hyper Combos in MvC3. They exist in three flavours: Level 1, Level 3, and the Jean Grey exclusive Level 5.
Most
deal heavy damage such as Ryu's Shinkuu Hadouken.
Some
enhance a character's abilities for a short time such as Dante's Devil Trigger.
Some
limit an opponent's abilities for a short time such as Viewtiful Joe's Viewtiful God Hand.
Some
deal EXTREME damage such as Wesker's Lost in Nightmares.
Jean Grey is the only character who has a Hyper Combo that
restores her to full health for one time only if she has 5 Levels of meter when she gets KO'd.
Throw/Break Away or
Initiates a throw to the opponent. Some characters can combo off of their throws.
Attempting to counter-throw the opponent who's trying to throw you will end up in a Break Away, though the timing is strict.
Snap Back (Uses 1 Level of Hyper Meter)
or
Successfully landing this will force your opponent's point character to swap with one of his assist characters you chose to force tag-in.
Guardhold
(high guard), hold
(low guard), hold
in air (air guard)
Basic defense. Some moves either need to be blocked low or high. Guarding does not work on throws though some command throws are blockable.
Advancing Guard while guarding
Pushes the opponent away giving you some breathing room. Can be done repeatedly as long as you are blocking.
Assists cannot be pushed, however.
Crossover Assist or
Summons an assist character to attack with a special move.
Beware: The assist character can be attacked and will take more damage than the point character.
Crossover AttackHold down
or
Also known as the tag-in, swaps your point character with the assist character you chose.
Crossover Counter (Uses 1 Level of Hyper Meter)
or
while guarding
Allows your point character to swap with the assist character you chose while blocking.
The tagged in character has some invincibility upon entering and retaliates with the assisting move you picked.
Delayed Hyper Combo Attack (Uses 2 to 5 Levels of Hyper Meter)
Input the command for another Hyper Combo while you have a Hyper Combo active. Can be done twice in a single combo.
Swaps in your Assist 1 and then, if you want to, your Assist 2 depending on how much meter you have.
Great for safe tag-ins.
Crossover Combination (Uses 2 to 3 Levels of Hyper Meter)
Your point character summons any assist characters you have available to perform a combined Hyper Combo Attack
Team Aerial Combo or
or
or
(during an Air combo hit)
Allows your point character to swap with one of your assist characters and extend the air combo. Can be done twice in a single air combo.
The directions you send the opponent in have different properties:
Upward: Sends opponent in the air. Inflicts most damage, but builds no meter.
Sideways: Smashes opponent against the wall. Mediocre damage. Takes away 1 Level of meter from the opponent.
Downward: Slams opponent into the floor. Weakest damage. Builds you 1 Level of meter.
Team Aerial Counter or
or
or
(while receiving Air Combo)
Input the same command as your opponent does.
Guess Right: The opponent gets slammed into the wall and you will end his combo.
Guess Wrong: Your opponent's TAC continues.
X-Factor Increases damage output and speed of your point character and remaining assists for a short amount of time.
Cancels any action you are doing which can extend combos greatly.
You can only use this once per match. Use it wisely.The potency of X-Factor increases as you lose characters:
Level 1: All characters fine.
Level 2: Two characters remaining.
Level 3: One character remaining.