Ultimate Marvel vs Capcom 3/Game Mechanics/HUD: Difference between revisions

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The HUD or Heads-Up Display is used to show the player the amount of life meter is avaialble as well as the game time and hyper meter built up. Here we break down each portion of the HUD to help make the system more useful.
 
[[IMage:UMvC3HUD.png]]
 
= Life Meter =
We all know what the Life Meter is.  Every character in Marvel Vs. Capcom 3 has their own Life Meter, and it's an indication of just how much energy you have left before that character is defeated.  All three Life Meters are displayed at the top of the screen at the same time, but the Life Meter for the Point Character will be the largest bar and always the topmost of the three Life Meters.  Anytime you switch to another active character, their Life Meter will shift to the top and the character who left will swap places with the new active character.
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== Hit Points ==
And while it may seem like there isn't much to say more about the Life Meter, there actually is a ton of valuable information you should know about regarding the Life Meters.
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The main thing to note is that every character has a set amount of "Hit Points" and this number of Hit Points is different depending on the character.  Even though the bars have the same length on screen, the amount of Hit Points in them are actually different between characters.  So while it's easy to say things like "X-23 takes more damage than Ryu" or "The Hulk takes less damage than Storm," it's worth noting that this isn't actually true: every character takes the same amount of damage!  The only difference is how many hit points they have total, and those with lesser amount of Hit Points just seem like they take more damage.  And this is because, as said earlier, the Life Meters are one fixed length visually on screen.  So draining half of Trish's Life Meter means she has lost 425,000 Hit Points whereas draining half of Sentinel's Life Meter means he has lost 650,000 Hit Points.  But graphically, it will look like the same amount of life.
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The average character has 1,000,000 Hit Points.  Characters with 1,200,000 are considered characters with high health and characters with 800,000 Hit Points are considered characters with low health.
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Refer to this page to see the Hit Point values for your characters: [[Marvel vs Capcom 3/Character Comparisons| Character Health and Power Comparison]]
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== No Damage Scaling ==
Unlike many other Fighting Games that you may have played before, there is absolutely no Damage Scaling in the Life Meter.  No matter how much life you have in your bar, moves that hit you will always do the same amount of damage.  So if you have 100% of your health left, 50% of your health left, 25% left, or even 5% left, a move that will do 50,000 damage will do 50,000 damage.
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== The Magic Pixel ==
No doubt that, during the course of playing Marvel Vs. Capcom 3, you've noticed that it sometimes feels like it takes forever to finish an opponent off.  Even though their Life Meter shows only a pixel of health left, it takes multiple hits to actually finish the opponent off!  Some players have begun referring to this as the "Magic Pixel" as it seems like it just has crazy powers to resist defeat!
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In actuality, the game was implemented so that the last portion of your health is not represented on the Life Meter.  A better way to think of it is this: your Life Meter actually extends into the Timer in the middle of the life bars at the top of the screen but you just can't see it.  Instead, whenever your life drops into that section, the Life Meter just leaves one pixel in the Life Meter the entire time until you finally actually become K.O.'ed.  So in actuality, it's not one last bit of health that is particularly resistant to being removed, the character actually has more life left than the Life Meter is showing.
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= Red Health =
You'll notice that during the course of the game, as characters take damage, a portion of any character's Life Meter can be solid red instead of being filled up or empty.  This is very important because what portion of your Life Meter is red can be recovered back into health again.  And the main way to recover health is to be tagged out and be in either of the Assist Character roles.  As long as the character remains as an Assist Character, their Red Health will recover at a steady pace until all of the Red Health has been recovered.  However, if the character is called during a Cross-Over Assist and is struck, the Red Health will stop recovering for a short period of time.  After that time, it'll resume its normal recovering behavior.
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Point Characters do actually possess a way to recover their Red Health: X-Factor.  As soon as you activate X-Factor, one of the benefits is that you will begin to recover whatever Red Health you have as the Point Character (the assist character regenerate red health at an accelerated rate as well).  If you get hit or Block any attacks, the recovery will stop for a bit but eventually will commence again after a short period of time.  Outside of X-Factor, two characters posses an extra way to recover Red Health as the point character.  Dante can recover Red Health after activating the Devil Trigger.  And Phoenix has the Healing Field Hyper Combo, which will recover the Red Health very rapidly so long as the opponent is inside the field.
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== Gaining Red Health ==
So how does one end up with Red Health in the first place?  There are two ways, one as a Point Character and one as an Assist Character.  As a Point Character, any move that does damage to you will always leave some Red Health behind.  The amount of Red Health you have is always 50% of the damage of the attack that hit you.  So if a move does 50,000 damage, 25,000 points will become permanent damage, represented by the now empty portions of your Life Meter, and the other 25,000 points will become Red Health at the end of your regular health.
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This also applies to Chip Damage as well.  Any move that will do a small amount of damage to you even if you block them (Special Moves, Hyper Combos, etc.), will always cause equal permanent damage and Red Health.  Also, if you already had some Red Health, all additional Red Health will just be added to it.  So as you get beat up more and more, the chunk of Red Health grows larger and larger.
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The second way you can gain Red Health is as an Assist Character.  When you are called into battle as an Assist, you can be hit and take damage.  The bad news is that Assist Characters take 50% more damage from hits than if they were the Point Character, so it takes less to K.O. an Assist.  The good news, however, is that Assist Characters only take damage in the form of Red Health!  So even if there was a move that would take off 95% of health off of an Assist Character, all 95% of that lost health would be in the form of Red Health that can be healed after some time.
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== Losing Red Health ==
If at any point in time you tag out your Point Character for an Assist Character using a Cross-Over Attack or a Cross-Over Counter, the Assist Character, when becoming the Point Character, will lose all of their Red Health!  This happens, as well, to the incoming character if the Point Character is Snapped Out by the opponent or if the original Point Character was K.O.'ed.  Obviously, losing that Red Health means they will never be able to regain that health ever again.
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This is what makes the alternate methods of character switching so important.  Aerial Exchange combos and Delayed Hyper Combos should become your preferred method of changing characters because, in both of those cases, the incoming character retains all of their Red Health!  Which means if they somehow avoid a lot of damage and you tag them back out later on, whatever Red Health they had before can still be healed, even though they became a Point Character at one point.
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{{StrategyCorner |
Obviously, this makes using DHC's and Aerial Exchanges your preferred method of swapping characters in and out.  As an Assist Character, you are prone to take a ton of damage and, sometimes when you are needed to be the Point Character, you have no choice but to bring in the Assist Character with a ton of Red Health.  If their bar is as far drained as 50% Red Health, that's 50 recoverable life that you will completely lose when tagging your Assist in as Point.
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However, if you perform a DHC or Aerial Exchange to bring in the character instead, they will come in with that 50% Red Health intact.  And even if you take some damage before tagging back out, you'll still have a good chunk of that Red Health left to recover.  So it's very, very, very important to learn how to find ways to tag characters out via DHCs and Aerial Exchanges.  In fact, tagging characters out any other way should become only a desperation move.  Most top players will only tag characters out and in via DHC's and Aerial Exchanges.
}}
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== Red Health Vs. Actual Health ==
And remember: Red Health technically doesn't exist.  Even if you have the largest chunk of Red Health left, as soon as you lose the last bit of your regular health, you are defeated.  So in the example above, even if your Assist Character has 95% of their Life Meter as Red Health, if you call in that Assist and they get hit by an attack that drains the last of their 5% Life Meter, they will be defeated anyhow.  Red Health is only there to indicate how much life you can recover.
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= Hyper Meter =
The Hyper Meter sits at the bottom of the screen and is a very important part of Marvel Vs. Capcom 3.  The Hyper Meter allows to perform a countless number of actions from Hyper Combos to Cross-Over Counters to Delayed Hyper Combos.  As a match continues forth, certain actions performed by the characters will start filling up the Hyper Meter.
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The Hyper Meter, once full, adds one "Level" of Hyper Meter and drains back down to being empty.  Each Level is treated as a full Hyper Meter in reserve and the Level number is indicated by the large number at the outside edge of the Hyper Meter.  So if you have a Level 4 Hyper Meter built up, it means you have four full Hyper Meters to perform actions.  Do note that some actions take up more than 1 Level of Hyper Meter, such as the Level 3 Hyper Combos.  You can only have a maximum of 5 Levels of Hyper Meter.
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== Match Start ==
At the start of every fight, your team begins with 1 full Level of Hyper Meter.  The Hyper Meter is shared by your entire team.  All three characters have to work with the same pool of Hyper Meter, so if you build up 3 Level with Chun-Li and switch out to Super-Skrull, Super-Skrull also has the same 3 Levels built up.  And if he uses one Level up and switched back to Chun-Li, Chun-Li also only has 2 Levels left.
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== How To Build Hyper Meter ==
In Marvel Vs. Capcom 3, your Hyper Meter is entirely tied to damage.  Meter is gained exclusively through the process of attacks connecting, whether on hit or being blocked.  There are basically no extraneous methods of gaining Hyper Meter outside of the few Special Moves or Assists that specifically are designed to fill your Hyper Meter.  You cannot whiff any moves, Normal or Special or otherwise, to gain Meter.
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Below are a list of actions that actually build Hyper Meter:
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=== Actions That Build Meter ===
* Hitting the Opponent with a Normal Move Attack
* Hitting the Opponent with a Special Move Attack
* Hitting the Opponent with a Cross-Over Assist
* Getting the Opponent to Block a Normal Move Attack
* Getting your Opponent to Block a Special Move Attack
* Getting your Opponent to Block a Cross-Over Assist
* Throwing the Opponent
* Landing an Aerial Exchange
* Landing a Cross-Over Assist
* Landing a Cross-Over Counter
* Landing a Snap Back
* Getting hit by any attack from the Opponent, including Hyper Combos
* Blocking any attack from the Opponent, including Hyper Combos
* Getting thrown by the Opponent
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== Hyper Meter and Damage ==
In Marvel Vs. Capcom 3, the Hyper Meter is tied to the damage you dish out.  All Levels of your Hyper Meter are exactly 1,000,000 Hit Points long and the amount of Hyper Meter your gain is directly proportionate to the base damage of your moves.  If a move does 50,000 damage, landing it on the opponent will give you 50,000 points of Hyper Meter.
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Of course, some people may think about this and realize this doesn't seem to make any sense: most characters have 1,000,000 Hit Points!  Doesn't that mean that every time you gain a Level of Hyper Meter the opponent should be dead?  The reason this is not the case is that the amount of Hyper Meter you gain is the base damage value of your attack.  So while hits have their damage scaled throughout a combo thanks to Damage Scaling, the amount of Hyper Meter you gain does not!  So combos that do around 300,000 damage could potentially give you around 600,000 points or more of your Hyper Meter!
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For all of the other methods of building Hyper Meter, the amount of Hyper Meter gained is based off the core damage of these moves.  Let's use Thor's Jumping Hard Attack as an example, as it does 100,000 damage.  If the opponent Blocks your attack, for example, you gain 60% of what you would have gained had you hit them with the move.  So, as Thor, if your opponent blocks your Jumping Hard Attack, you'll gain 60,000 points of Hyper Meter as opposed to 100,000 if you connected it.  The character getting attacked also builds meter as well.  When the opponent gets hit by your attack, they gain 70% of the amount you've gained.  So landing Thor's Jumping Hard Attack will give the opponent 70,000 points of Hyper Meter.  Blocking your opponent's attack gives 40% of the full amount.  So blocking Thor's Jumping Hard Attack gives you 40,000 points of Hyper Meter.
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Hyper Combos will never give the performer any Hyper Meter, but the character that is the victim of the Hyper Combo will gain the Hyper Meter based on the damage anyhow.  This will happen if they are hit by the Hyper Combo or if they block it.
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== Hyper Meter and Aerial Exchanges ==
The one exception, and this is super important, is the Aerial Exchange.  This has to be noted because landing an Aerial Exchange gives you a ''huge'' Hyper Meter bonus depending on the direction of the Aerial Exchange used.  Connecting a sideways Aerial Exchange gives you half an entire Level!!  But even crazier yet is that a downward Aerial Exchange gives you a entire Level of Hyper Meter!!  So performing a combo with two Aerial Exchanges in it can give you a ton of Hyper Meter.  So if you want to play the game using a your first character as a Battery Character, Aerial Exchanges will almost always be the best way to switch to the next character.  Oddly enough, however, upward Aerial Exchanges give you no Hyper Meter at all.
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== Using Hyper Meter ==
So what is the Hyper Meter used for?  There are a few ways to use your Hyper Meter, listed here including their cost:
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=== Actions That Require Meter ===
* Performing a Hyper Combo (1 Level)
* Performing a Delayed Hyper Combo (1 Level)
* Performing a Level 3 Hyper Combo (3 Levels)
* Performing a Level 3 Delayed Hyper Combo (3 Levels)
* Performing a Cross-Over Counter (1 Level)
* Performing a Cross-Over Combination (1 Level per Non-K.O.'ed Character on Your Team)
* C. Viper EX specials.
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= The Timer =
The Timer is the same thing that you know from practically every Fighting Game in existence.  The Timer starts at 99 at the beginning of a Round and counts down to 00, although not in real time.  Each tick of the Timer in Marvel Vs. Capcom 3 lasts about 2 real seconds.  When the Timer reaches zero and no team has been defeated, the team with more total life at the end is deemed victorious.
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Now, we've already discussed how each character has a different set of Hit Points.  So the question is: does the game count "more life" as total Hit Points between the surviving characters or does it count ''percentage'' of Hit Points?  To make it easier to understand this question, what happens if time runs out and one team has only Sentinel left with 100% of his health left and the other player only has Phoenix left with 100% of her health?  Who wins?  Sentinel has 900,000 Hit Points and Phoenix has 375,000 Hit Points.
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The answer is that the characters will end in a draw!  So the game does not total up Hit Points directly to see who wins, it bases it off of percentage of your health.  So in the case above, both characters have 100% of their life so they tie.  However, if two characters are left on one team with 25% and 35% of life left and the other team only has one character left with 70% of his/her life left, the second team will win because they have 70% total and the first team only has 60% total!  So keep that in mind when trying to engage in such tactics like trying to time out Phoenix to prevent a Dark Phoenix from appearing.  Sentinel with 50% health left loses to a Phoenix with 60% health left, even though Sentinel has way more Hit Points left than Phoenix.
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So what happens if both characters have the exact same amount of Life left?  The game is considered a draw and both players "lose."  There is no sudden death, and the game ends for both players.
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Also, any Red Health is ignored when determining who has won.
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{{StrategyCorner|
Level 3 Hyper Combos tend to last a long period of time and can drain a decent amount of timer before they complete when they connect.  A lot of players may be afraid to land a Level 3 Hyper Combo near the end of the round, worried that the animation won't finish before the time runs out.
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It turns out this fear is unjustified.  Level 3 Hyper Combos actually will ''always'' complete.  If you connect, for example, Morrigan's Darkness Illusion right when the timer reaches 1, as the Hyper Combo goes on, the clock will go down to zero and then actually just stay at zero until the Hyper Combo finishes!  After it completes, ''then'' the match ends and the game judges who wins based on life left.  So any Level 3 Hyper Combo that connects is guaranteed to finish before a match ends, so don't be afraid to try and connect one close to the end of a round to squeak out a comeback victory.
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= Combo Announcer =
As a Combo sequence is performed within a match the HUD will provide an announcer who will call out certain phrases according to the amount of hits a combo has completed. The annoucements breaks down as follows:
 
* 3-4 Hits = Yes
* 5-6 Hits = Cool
* 7-9 Hits = Good
* 10-12 Hits = Great
* 13-16 Hits = Dude
* 17-20 Hits = Sweet
* 21-25 Hits = Awesome
* 26-30 Hits = Wonderful
* 31-35 Hits = Viewtiful
* 36-42 Hits = Excellent
* 43-49 Hits = Stylish
* 50-55 Hits = Fantastic
* 56-64 Hits = Amazing
* 65-74 Hits = Incredible
* 75-81 Hits = Mighty
* 82-90 Hits = Marvelous
* 91-100 Hits = Uncanny
* 101-110 Hits = Crazy
* 111-199 Hits = Galactic
* 200+ Hits = Unstoppable
 
[[Category:Ultimate Marvel vs Capcom 3]]

Latest revision as of 20:37, 28 May 2023