HC - Short for Hyper Combo. These are the MvC3 equivalent of "super" or "ultra" moves that you see in so many fighting games. A normal HC costs 1 bar of hyper meter, and the more powerful level 3 HC's cost 3 bars.
DHC - Short for Delayed Hyper Combo. When one character does a hyper combo, the next character on the team may jump in and perform a hyper combo of their own after which they replace the character doing the first hyper combo. This can be done again for a total of 3 consecutive hyper combos. Chaining HC's in this way is called a delayed hyper combo. It is useful for making big combos, but it is just as important for the fact that it can be used to tag a character out safely since doing a regular tag out can be punished severely by a decent player.
X Factor/XFC - X Factor is a special mode in MvC3 that can be triggered once per match by the player. While it is active, the currently controlled character has increased speed and damage and also begins to regenerate their red, healable, health. There are multiple levels of this, and they correspond to how many of the players characters have been knocked out at the time it is activated. If no characters are down, its level 1, one character down gets you level 2 and two characters down gets you level 3 x factor. At each subsequent level, the buff gets magnified and the duration of the buff lengthened.
Additionally, using this in the middle of a move instantly returns you to a neatral state and ready to act again, allowing you to perform combos that would ordinarily be impossible. This is called an X Factor Cancel or XFC for short and can lead to big damage combos.
A, B, C and E buttons - These are the buttons in MvC3 and they correspond to weak, medium and strong attacks. The "E" button is the "exchange button which is used as a universal launcher to start air juggles, and other select special moves.
Point - The character who is currently active in the battle is referred to as the "point" character. Some characters are ideal for this position while some others are better suited to being assists.
OTG - Short for Off The Ground. This term refers to moves capable of hitting opponents who have been knocked down. Also, characters who are in a state where they can be hit by such moves are said to be in an otg state. Moves that hit otg are useful since they can be used to continue combos after an opponent has been knocked to the ground.
Block string - a series of attacks that are linked in such a way that if an opponent blocks one, they are forced to block the rest or get hit., because there is no time in between to interrupt with an attack.
Thats really it. I will add these to the first post so people reading from the start will know what they need to know going in. Sorry if I have been speaking in tongues for some of you! Now, onward to Crimson Viper.
Crimson Viper
Much like the last character I wrote up, Crimson Viper has big time potential for the highly skilled tournament level player. I fully expect her to be on many winning teams during this game's tournament life and for many of the same reasons as Chun.
To get away from tournament level discussion for a second, I just want to say that I am in love with what they have done with Viper, but that should suprise no one who has been reading this series because I have been really pleased with every choice Capcom has made where character interpretation is concerned. Of all the characters they could have brought over to represent Street Fighter 4 they couldn't have chosen better than they did. Her design is modern, striking, sexy and badass all at once. With jet boosters and flamethrowers in her shoes and an electricity generating exoskeleton lining her gloves she could just as easily be a Marvel character as a Capcom one. As seems to be par for the course, she also brings with her, all the unique nuances that make her an execution intensive terror in her native game.
In my section on Chun, I outlined how dangerous the combination of a good 8 way air dash and jump cancelable low attacks can be. Viper hits that same perfect storm. Her 8 way seems nearly as good as Chun's and just like in Street Fighter 4, she can super jump cancel her seismic smash, which is a low hitting special move. So low block strings ending with a seismic will be quite abusable when people start super jump cancelling out of them and then instantly 8 way dashing back in for an overhead attack. Shenanigans ensue. Watch Marn show a bit of it off in this vid:
Marnito putting the pieces together.....I sense danger
Super jump cancelled seismics are not the only trick she remembers from SF4. She retains the "focus attack" mechanic from that game as well, though it works a bit differently. During her focus attack, she can't be knocked out of her attack animation, but she takes damage normally. When she unleashed her focus attack, if it hits, the opponent will be put into a crumple stun state to be combo'd.
Other things she retained include here ability to "feint" her special moves to fake out opponents, and like all the members of the SF4 cast, she can do "EX" versions of her special moves (COOL!!!). This actually expends HC meter. Her EX Thunder Knuckle has full screen range and causes a crumple stun to set up for combos. Once the inputs for all this stuff are mastered, SF4 Viper players should be able to play many of the same mind games in MvC3. The original reveal trailer for Viper shows all this stuff in action, and also confirms she has her awesome music theme from SF4 as well:
Viper comes over from SF4 and brings her unique mechanics and awesome theme with her!
There is one more thing that makes Viper very unique and dangerous that is worth mentioning. Her Burn Kick assist hits overhead, meaning it must be blocked high. This means that if you start a low block string with your point character, and call in Burn Kick Viper as an assist, the result is an unblockable situation since you will be hitting your opponent both low and overhead attacks at once. While i am not sure how one might follow this up, having a reliable way to open up your opponents defenses is invaluable and will make Viper a very attractive addition to any team.
Dante
It seems rather superfluous to write an impression piece on Dante at this point. The legendary son of Sparda has more hype behind his entry to this game than perhaps any other character on the roster. Every good gameplay vid you have seen on the web seems to have Mr. Showtime himself. It's like you can't get away from the guy. Not that I am complaining. Devil May Cry sits behind only Street Fighter and Mega Man as far as my list of favorite Capcom properties go. That it took this long to get him into a fighting game is criminal if you ask me, but fortunately, Capcom has made the wait more than worth it. From the casual passers by to the hardened professionals, the verdict is unanimous: Dante is a bonafide , hyper stylish beast!
Similarly to the treatment of all the other "first time contestants" on the Capcom side, the devs gave tremendous love to Dante, furnishing him with purportedly over 40 special moves, all pulled from the exhaustive move list he has compiled across his three award winning (and one not so award winning) games. Hard to say if that number is a matter of "creative marketing", but according to Keits it may be possible I guess we will really see when we head into the lab with him but based on even just what we have seen, its clear his array of moves is vast and varied.
Dante's got moves for days and we haven't seen the half.....
Nailing down his overall style is fairly simple, but communicating its individual elements is difficult, both because there is so much we have seen and because there is apparently so much we have not. While he is definitely a rushdown character with dizzying levels of combo and damage potential, he accomplishes it with a motley mix of fire arms, sword play and varying forms of elemental and dark magics....oh yeah and demonic guitars. To watch him in action, even in the hands of an average player is to behold a wild fireworks display of hacks, slashes, spells and explosions. Following it can be difficult, but describing it proves impossible.
The truth is that right now, even the game's best player (for whatever that is worth after one casual tourney 2 weeks before release) is playing the character in a very linear fashion. Marn's Dante is extremely aggressive and in constant forward motion. His goal is to make you retreat, get in, catch you not blocking and pull off his big money combo. Then he just traps you in the corner with the massive hit boxes on Dante's normals and makes you panic so he can find another opening to hit his combo again until your character is down or you tag out, which doesn't really change his approach. It isn't so much high art as it is like watching a lion devour a zebra after catching it.
Marn uses his signature Dante combo to take out two characters
This is in no way to take away from Marn. On the contrary, the fact that Dante has so many specials and that Marn can put together such a scary combo with just 2 of them speaks both to his ability and to the potential of this character. It's both exciting and frightful to imagine what a fully figured out Dante using all his tools will look like in the hands of an execution savant like Marn. Until we learn what all the moves do, or heck, even what they ARE, we can only speculate as to which roles Dante will be able to effectively fill.
As a quick snippet, it is worth noting that Dante is able to burn a meter to activate Devil Trigger mode, which any fan of the Devil May Cry series is familiar with. This powers him up for a period of time, but in exactly what ways is unclear to me right now. I have seen him fire streams of electricity down towards the ground from the air in this mode, an ability he had in the first DMC game. Like all other "buff" and "debuff" status conditions in the game, he retains the buffs from Devil Trigger when tagged out, where the countdown timer on it freezes until he is put back on point. How exactly this affects his assists is something I have not seen tested or spoken of anywhere yet so that will be a lab visit when I finally get the game in my hands.
While I loathe to say it, Dante seems so invitingly usable, fun and charismatic that he will definitely be MvC3's answer to SF4's Ken. One of his moves is innevitably going to become our next "Fierce DP", and I expect online matches to be overrun by extremely one dimensional, exploitative Dante trolls for the first 2 weeks at least. If it takes longer than a month for someone to make a Dante flowchart then I will retire from the interwebs.
But thats all fine, because Dante, unlike Ken in SF4 is the perfect face for MvC3. With combos that will have stream monsters furiously typing "SO GDLK!1!1!" in their livechat windows, infectious style, layers upon layers of complexity and a metric ton of undeniable swagger, Dante truly embodies everything great about this franchise.