[HvH] Deck Building Thread

Supers that don’t do lots of hits should work. A quick list based on no testing whatsoever and only Hypers that do few hits with large damage.
Wesker-Lost in Nightmares/Rhino Charge.
Zero- Genmu Zero.
Spencer-ARMMMMMM. Maybe Bionic Maneuvers. (Depends on how much damage the last hit does.)
She-hulk-Sunday Driver/Emerald Cannon.
Ghost rider- “Look into my eyes!” (That does 1 to 4 hits right? If not then None.)
Hulk-None.
Taskmaster-None.
Nova-Human Rocket. (Maybe. It only does like 90,000 damage per hit or something.)
Skrull-None.
Akuma-None.
Storm-None.
V-Joe-Six Machine.
Hsien-Ko-None.
Magneto-Gravity Squeeze. (Maybe, whenever i see it used it looks like it’s being mashed and makes the hit counter go up a lot. It depends on how many hits it does without Mashing.)
Deadpool-Cutting Time/Level 3 (Dunno the name of it.)
Haggar-Body slam/Level 3.
Tron-Level 3.
Vergil-None.
Phoenix-None.
Wright-Judgement/Level 3(?)
Firebrand-None.
Ironfist-Level 3.
Dante-Level 3.
Viper-Level 3.
Arthur-None.
Amatarasu-None.
Captain America-None.
Chun-Level 3(?)
Strange-Level 3.
Dormammu-Level 3.
Doom-None.
Felicia-None.
Frank-None.
Hawkeye-Bionic Arrow/Antman.
Iron man-None.
Jill-Raven Spike(?)
MODOK-None.
Morrigan-None.
Nemesis-Level 3.
Rocket Racoon-Spring/Level 3.
Ryu-Level 3.
Sentinel-None.
Shuma-None.
Spiderman-The web grab hyper.
Strider-None.
Thor-Grab hyper(?)
Trish-Level 3(?).
Wolverine-Level 3(?)
X-23-Silent Kill.

That should be everyone. Some hypers may not kill every time because of how much HP is left and the way the hyper’s damage is spread across the hits. The only truly reliable ones are single hit hypers (Arm. Arrow. Spring. Web Grab. Silent Kill. Genmu Zero.) and ones with large damage packed on at the last hit.

So if you use Multiple Man and the card that revives you last char on death, will you get another 3 chars?

Right now I’m running

Mephisto §
Juggernaut (S)
Fantastic Four (S)

Juggernaut for super armor assists and Fantastic Four lets me call in assists even while being combo’d so I can essentially break any combo. Mephisto makes sure I always have enough meter to do so.

Personally, I would rather not sit around fighting the AI for specific cards, and I’m a Herald online, so I need to play as a Hero offline to get them.

The offline AI is terrible. Like…really bad. It doesn’t understand super armor, or much of anything else about the game.

Hence, I put together the following deck:
Grandmaster (Main)
Mephisto
Fin Fang Foom

This gives me permanent X-Factor for a damage boost, 3 bars of meter to start out with, and Grandmaster gives me HC regeneration just in case the computer TACs or something, plus level 3 vitality regeneration. As I type this, the AI just lost to my team, and I still had full health.

All I did was set Launcher and Assist 1 to Turbo, and set my Nintendo DS on the buttons.

This will make your controller scroll through all the menus automatically. Since A1 is set to Turbo, your second character will sometimes be your point character.

You will do nothing but spam launchers, and the AI will get hit by them, over and over. The AI simply doesn’t know how to do enough damage fast enough to kill a character between X-Factor regeneration and Vitality Healing Lvl 3.

Assuming you are P1, your team will always be:
Ryu (Shoryuken)
Frank West (Shopping Cart)
Strider Hiryu (I don’t care enough to look up how to spell this)

A1 is held down because Shopping Cart is a really good assist.

This is probably a better deck, but I don’t have all the cards to make it work yet:
Kaijin No Soki (Main)
The Watcher
The Watcher

Also, giving assists super armor/stun is a good idea, as is maybe poison induction via assist. The AI doesn’t know how to handle assists very well either. Of course, once again my team is about to win at full health as I finish typing this, so maybe my deck is good as it is. Frank West died once though - you could remove the A1 rapid fire and still get good results probably, maybe even better. None of the wins have been time outs. The AI is so terrible that it literally dies to Launcher and A1 mashing.

In conclusion, the AI just X-Factored into Iron Avenger, and by the time I stopped typing this sentence Frank West was back to full health and mashing S like the eternal warrior he is.

I hope this helps people cut down on the drag of grinding these cards - we can all do something more enjoyable and productive with our time until we get the cards we want so this mode can truly be enjoyed. Aaaand I just got Shun Goku Satsu’d, followed by a victory!

Oh, and sometimes Frank’s launcher combos into Ryu’s SRK assist for “big damage” - haha.

i have Prof X , Multiman , Prof X.

i just want Nick fury. :frowning:

is it totaly random what card you get?

You’ll win 95% of the time against 3-star levels, 60% of the time against 4 star levels, and I haven’t won against a 5 star level using that first strategy, but I’m working on something new.

I figured out something to make this even cheesier.

Cards:
Daken (Main)
Servbot
Juggernaut

Daken gives life regen. Servbot lets you spam assists. Juggernaut gives the assists armor. Why Daken in paricular? Reducing red life is actually really, really nice against the CPU, because it loves to tag between characters as they take damage. This essentially removes the additional problem caused by healing on tagged out characters.

Team:
Hawkeye (Triple Shot)
Sentinel (Sentinel Force)
Dr. Doom (Hidden Missiles)

Basically, put H and A1 on turbo instead of S and A1. This is so effective my team just perfected the 3-star AI. In particular, the computer won’t even move against Hawkeye + Hidden Missiles. It’s not 100%, but it’s doing better than the initial combination. It just 100% the final bonus stage, something my previous setup could not do.

If you want to steamroll the AI, just pick Hawkeye and do his QCB+M,H move from more than half screen away over and over again. The AI generally won’t block it unless you’re in X-factor. Call an assist (doesn’t really matter what it is) to keep them from moving when you get too close and buy some time for you to create some distance again, then repeat.

Can someone please explain what Lady’s Card does exactly? I want to know if this will be useful to Chris/Doom or not.

Man, this question get’s asked a lot. It increases the active time of all the traps/trap like moves. It is pretty good or Dormammu and Chris.

On a separate note, I got two Enchantress cards yesterday and it’s kinda funny that it works literally on every character that is not a female. Even on Sentinel or Shuma. I can’t quite test it though, because I need another one for a full test.

Thanks for explaining that, what about the other part that says “Priority of shot attacks will be strengthened”? Does that mean the projectiles will have more durability?

I only got my Lady yesterday, so I didn’t test it, but it is the only thing that makes sense. I used Mephisto before with the trap length increase so I know that one.

I’ve heard that cards that increase the number of special moves you can perform per jump don’t have any effect on Phoenix. I’m going to have to test that out.

I’m talking about how to steamroll the AI without having to be at the console. Obviously the AI is really easy to beat up on. This lets me grind for cards while reading a book or chatting on forums.

Lady increases projectile durability. For example, Rocket Raccoon’s gun, just 1 shot, will beat Dr. Doom’s Plasma Beam H. Someone also said that Hsien-ko’s Henkyo Ki will beat Plasma Beam H, too. So, it’s a good card especially for RR, since he has tons of traps and weak projectile durability.

They do, but you won’t get more fireballs in the air outside of flight mode. If a move made you tank before, it will still make you tank if you have Nina/Wasp on. Disappointing, I know.

So I’m sorry if this question shouldn’t go here and I’m totally prepared to be put on blast for not knowing what I’m about to ask, but here it goes.

Is there a primer somewhere for this mode? I don’t really get the little symbols or how the cards work in conjunction. What is primary and secondary? How do I know which is set? You can change deck order at the before the fight starts.

In short, how does this all work? I’m having fun playing the mode because I like achieving goals, but I’m not getting everything out of it because I’m not sure how the intricacies work.

Thank to all in advance for replies that are helpful in helping me understand what the hell I am doing.

So, what cards would you guys believe go best with ASTAROTH(as a primary)? I was thinking I’d use Fin Fang Foom and Grandmaster or Edward Fokker. Might try this out later too.

@Krasticles: Thanks for letting me know, does that mean projectiles would go through Dormammu’s and Stanges Eye of Agamotto too? I could do some interesting things with Wekser’s gun now. lol

Right. Ignore the symbols focus on the abilities the cards say they have. I honestly have no idea what the symbols mean individually but the card themselves say what they do.

When making a deck you choose three cards. Every deck will have 1 primary and 2 secondary cards. Typically the first card you pick will be your primary and you get whatever effect the card says it has when chosen as a primary.

Example. Lets say you pick a card and it has level 3 attack up as it’s primary and level 1 attack up as it’s secondary ability. That means that if you choose that card to be your primary then you get the +3 attack level. However the other two cards in the deck will be defaulted to their secondary ability because you’ve already chosen your primary. But if you pick another card in the deck as the primary then you’ll get the +1 attack level bonus instead, because that’s it’s secondary ability. You’ll know which is your primary card because it will have a slightly different background than the secondaries. You can switch what card in the deck is your primary by hitting either the L19(PS3)/LB(360) button or the R1(PS3)/RB(360) button while in the deck editing screen.

Hopefully this makes sense and is helpful.

That was simple, lucid, and excellent. Thank you very much.

Feedback Wanted:
I use a, well, unconventional team:
Ammy, Zero and Dormammu.

The basic idea is to be able to identify then counter nearly any tactic.

The main issue is the lack of health,
and the fact that, without Dormammu, not much chip either…

But what if I use the cards Cyclops (Primary), Megaman and Spider Ham?

I don’t have the cards yet, but would love some opinions!

I can explain why Spider Ham later…

I’m using Jill/Chris/Wesker as a team with Jill on point. I’d like some feedback on this deck I’m building:
Elektra(Primary)
Mephisto
Silver Surfer

I was thinking of adding Nightcrawler but I thought it would have been a little gimmicky.

Why get Elektra? Dash cancelling ground normals is pretty meh, IMO. Get yourself secondary Blodia for the same dash speed increase and super armor on dashes, or primary Kenji if you are interested in getting secondary X (Wesker and especially Jill are kind of ridiculous with AD, Chris loses some of his combos though, still, Chris with an air dash is pretty strong). Oh, and if you get Blodia as secondary, you can set Mephisto as primary for improved meter building compared Silver Surfer and you’ll have one extra card slot. And why get daster dashes anyway? I didn’t notice that much of an improvement, at least with Jill and Wesker.