<b>MvC3 BASIC STRATEGIES </b>


<b>BASIC MOVES</b>


<b>Note:</b> This is a general overlay of most characters moves, some characters’<br> individual moves may deviate from these descriptions, particularly in regards to the S attack.

<b>Light (L):</b> Normally a fast, low damage attack with short range

<b>Medium (M):</b> Slightly slower but does more damage, increased range over L

<b>Heavy (H):</b> Longest reach, most damage and stun, also the slowest attack.

<b>Special (S):</b> Varies from character to character, but is usually a large radius<br> attack like H. More importantly, most characters’ standing or crouching S attack will launch the opponent <br>into the air, 
allowing the player to perform air combos on them. 


<b>COMBOS</b>

Unlike Street Fighter, MvC3 is based almost entirely around combos, especially combos that<br> involve more than just your active character. The basic idea behind a combo is that the player is <br>stringing together a set of moves that are timed in a way as to be unblockable once the first hit<br> has occurred. This is possible because every successful attack cause Stun, an animation where the <br>opponent reels or winces after being hit. If another attack can occur within this window it is considered a combo.
 
Basic combos in MvC3 are not difficult, L L M H S works with virtually all characters in the game,<br> while more complicated ones involve comboing opponents in the air, multiple assist attacks, and even<br> multiple character changes. 


<b>ASSISTS AND ACTIVE CHARACTERS</b>

Another big change between traditional fighting games and MvC 3 is assist attacks. Only one<br> of your characters may be “active” at a time, but your 2 other characters may perform assist attacks to<br> help. During character selection the player must chose one of 3 assist type attacks for each of their<br> characters. Figuring out which assist attacks work best for your team is an incredibly <br>important part of MvC 3, and even mediocre characters can be extremely useful if their assist attack is <br>good enough. 

Assist attacks are useful because they create special opportunities to extend combos or patch up<br> holes in a character’s offense or defense. For example, a slow heavy hitter like Hagar might benefit from a<br> projectile based assist as he has few long range options. After an assist attack is used it must be<br> given a few seconds to recharge before it can be used again. It’s important not to spam assists wantonly<br> though, assist characters can be hit and damaged while they’re on the screen.


<b>AERIAL EXCHANGE</b>

Using the S attack on an airborne opponent will slam them into the ground, while pressing left or<br> right and S will cause you to perform an Aerial Exchange. This quickly tags in one of your other characters<br> midair, and allows them to continue and extend your air combo. It is an extremely useful, and almost<br> totally safe way to change characters. It also builds an extremely large amount of Hyper Meter, making<br> it even better. 


<b>HYPER METER BASICS</b>

Your Hyper meter is the meter at the bottom of the screen. You gain Hyper meter by connecting<br> attacks on your opponent and by being hit by attacks. You may have up to 5 levels of Hyper Meter. Hyper Meter<br> is used primarily for executing Hyper Combo attacks, but it can also be used to quickly switch out a character<br> while blocking via a move called a Crossover Counter. Press forward and an assist button while blocking<br> to perform this move.
  

<b>SNAPBACK ATTACK</b>

Performed by doing a quarter circle forward (fireball motion) and pressing one of the assist<br> buttons, this attack forcibly switches the opponent’s current character out with one of his reserve characters<br> depending on which assist button you use. This is useful as it allows the player to draw out a character with<br> low health and prevent them from regaining health while they’re tagged out. It also allows the player<br> to pick a more favorable match up depending on their character’s strengths and weaknesses. 


<b>ADVANCING GUARD</b>

Advancing Guard is a variation of blocking that requires the player to press two attack buttons<br> while they are blocking. If performed correctly, the attacking player will be pushed away from the defender<br> and the attack will be blocked. The advantage of this is that by pushing the attacker back, it makes it more<br> difficult for them to put pressure on the opponent as they have to make up for lost space.



<b>X-FACTOR ABILITIES</b>

The X-Factor is an interesting ability that can be used for a number of strategies.  

<b>To activate the X-Factor , simultaneously press L M H and S.</b>

When activated, the X-Factor ability increases the speed and strength of your character while<br> simultaneously regenerating their red health bar back to regular tallow health. The speed/damage<br> bonus that the X-Factor ability grants is based on the number of remaining characters you have:

All 3 characters =  X-Factor  lasts 10 seconds

2 Characters =  X-Factor lasts 15 seconds 

1 Character = X-Factor lasts 20 seconds


X-Factor can also be activated during a move or  hyper combo to automatically cancel the move,<br> allowing for special combos or setups that usually wouldn’t be possible.
Also note that while X-Factor is active, the character is immune to chip damage (though it will<br> temporarily prevent the character’s health from regenerating.)

MORE TO COME