Marvel vs Capcom 3/Game Elements/Hyper Meter

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The 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.

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.

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.

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.

Below are a list of actions that actually build Hyper Meter:

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

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.

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!

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.

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.

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.

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:

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)