Marvel vs Capcom 3/Systems/Hyper Meter Attacks: Crossover Combinations

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Summary

Performing a Cross-Over Combination is as simple as pressing both Assist Buttons at the same time. That will cause your team to all jump into the fray at the same time and all perform a Hyper Combo. The Hyper Combo performed by your character is determined by the Assist Type selected (Alpha, Beta, or Gamma), though most characters will perform the same Hyper Combo across all three Assist Types. There are a few rare cases, however, where the character has multiple Hyper Combos for their Cross-Over Combination. Akuma, for example, will perform the Messatsu Gouhadou with the Alpha and Gamma Assist Types while he will perform the Messatsu Shoryu with the Beta Assist Type.

Team Hyper Combos

Performing a full Cross-Over Combination requires 2 things: that all three of your characters are still active and you have at least 3 Levels of Hyper Meter. When you perform one, the background will change to what looks like a view of the galaxy with stars everywhere during the Cross-Over Combination Freeze and the two Assist Characters jump in and immediately perform their Hyper Combos. However, the Hyper Combos that are performed may not behave exactly the same as they would when performed by themselves. For example, with Morrigan's Finishing Shower, normally you can slightly control the direction the missiles fly. But if she performs it in the middle of a Cross-Over Combination, you won't be able to control it at all.

Meeting the Requirements

But what happens when you perform a Cross-Over Combination when either of these conditions are not met? If one character has been K.O.'ed, performing the Cross-Over Combination will just have your two remaining characters perform their Hyper Combos at the cost of only 2 Levels of your Hyper Meter. If you only have one character left, trying to perform a Cross-Over Combination will cause your main character to just perform a Hyper Combo by him/herself at the cost of one Level. Not only that, but it comes out just as the solo Hyper Combo (the background is the solo Hyper Combo background as opposed to the Cross-Over Combination background), which means Hyper Combos like Morrigan's Finishing Shower can be controlled like normal.

Lacking the proper amount of Levels of your Hyper Meter causes the same limitations. Even if you have all three of your characters active, having only two Levels of Hyper Meter will cause your Point Character and Assist Character 1 to perform a Cross-Over Combination. Assist Character 2 will not do anything. If you only have one Level of Hyper Meter, your Point Character will perform his or her Hyper Combo by him/herself and, again, it'll behave just as a normal Hyper Combo.

Now That's What I Call Big Damage

The main advantage of the Cross-Over Combination, really, is the potential damage you could unleash. However, that's only the case if the combination of Hyper Combos gel. There can easily be combinations that do no complement each other well at all, causing it to be a waste of Hyper Meter. But because it's more important to choose a proper Cross-Over Assist than it is to have a Cross-Over Combination that works, you really just have to see if your team happens to perform a Cross-Over Combination that works. Sometimes having different characters as Point may create different results, so try all combinations of your characters.

Cross-Over Combination Side Effects

There is one other advantage to performing Cross-Over Combinations: because all three characters sync-up their Hyper Combo startups to start attacking at the same time, any startup time associated with the Hyper Combos get masked by the Cross-Over Combination Freeze. For example, when Storm performs a Hail Storm by herself as a Hyper Combo, the startup involves her drifting back and upwards before the Hyper Combo actually starts hitting. As mentioned in the Hyper Combo section, during that time she is flying back the opponent still can move and, potentially, hit Storm before she actually starts the Hail Storm. But if you activate a Cross-Over Combination and Storm, as your Point Character, performs the Hail Storm, that startup period goes away and is a part of the Cross-Over Combination Freeze. So as a result, the move will come out quicker than normal and, in some cases, can actually allow combos that wouldn't be possible if you activated that Hyper Combo outside of a Cross-Over Combination.

Also, sometimes the startup is so greatly erased that some Hyper Combos end up hitting on the very first frame after Cross-Over Combination Freeze. What this means is that, if the opponent is close enough to your characters and are not already blocking before the Cross-Over Combination Freeze, it's too late: they will get hit by the Cross-Over Combination before they can block.

However, exactly how this works isn't quite clear yet, as it sometimes seems to matter exactly what combination of characters you have and the order they happen to be in. More experimentation will be needed on this to figure out which Hyper Combos are "0-frame" and which if there are other factors that contribute to this phenomenon.