I need to learn how to have one character do a hyper combo, and then another do theirs afterwords.
That's a Delayed Hyper Combo (DHC). I'ma get you a link that explains it better than I would...
...better. Found a YouTube video. Basically, do your first Hyper Combo, interrupt it with the input for a hyper combo of the next character on your list (order seems to matter... not sure if which hyper combo you can use is limited by which form [alpha, beta, gamma] you pick, but it doesn't seem to be), then again with the next character. You'll need at least three meters to make it happen. It looks like, in training, anyway, you can execute a near infinite chain of DHC. Not sure if you can DHC more than once per character in an actual match. I'll have to find out next time I get a chance.
Hope that helps. If not, we can figure it out online some time.
Also, MvC3 is gonna be at NorCal Regionals in playable form. That's a day's drive. So tempted to see if I can tag along with locals, pitching in gas money... just to play an early build.
I had a pretty facepalm way of discovering that not all combos are universal today.
So, I went into training as Strider, Hayato, and Gambit, (Because I've been training with Strider and Hayato, and Gambit's always tricky, so it's good to practice his moves every now and then) and I decide to practice that air combo I know where I knock you into the air, use the super-jump (or whatever it's called, it's the one where you hit up really fast) and start bashing you around in mid-air, until I run out of time, in which case I slam you into the ground, which does as much damage as all my other attacks combined.
I spent the next twenty minutes knocking Wolverine into the air as Hayato, trying to follow up with a super jump fast enough to get some good slashes in while he's still midair. After a while I decide to just google it later, assuming I'd forgotten how to do the combo. But then I switched to Strider and executed it perfectly on my first try. I then sat there for a while trying to figure out what the heck just happened, when it hit me: Hayato takes a good four seconds to get into the air; Strider doesn't.
Yeaaaaaahhh, it's really not that good of a story, but man, did it ever throw me off at the time. XD
lolya Been there. Done that. It's probably the thing that kills me most. I expect certain things to be universal, but a lot of things aren't.
Universal: The so-called "magic series" of attacks (lp, lk, mp, mk, hp, hk).
Not universal: The available attacks within the magic series.
Not universal: Where the launchers lie within the magic series.
I'd have to toy with Hayato to know for sure, but he should have launcher into air combo.
I still have to decide on "my team." I really like CapCom, Akuma, Cyclops... but I really don't at the same time. It's effective, but not all that fun. I really like Ken; he's fun to play. Gambit is a long-time favorite in the Marvel universe, so yeah.
Gives me great rushdown with Ken, solid general purpose with Gambit... but it's lacking glue. I need a projectile heavy character (or to use Kinetic Card assist with Gambit) or... something. Not really sure what to add in. Not really wanting to add Cyclops or Cable doesn't help. Got any ideas?