Should triple hyper combos synergy be used to measure team dynamics?

For example, I currently use Zero/Dante/Hulk and Zero’s hyper tends to lift my opponents over Dante’s. Others have told me that triple hypers are useless but if that’s the case, why would they be included? Is the fact that my team’s hypers don’t mesh well a sign that I should rethink my team?

If THC synergy happens to be good in a team, fine. But it should mostly be an incidental thing. Rather, it’s not advisable to sacrifice a good assist/character just to achieve good THC synergy. With Zero in particular you’re going to be hard-pressed to find one that really works outside of the corner, though in it most beam hypers will work.

Possibly should have just been in the general thread, also.

Should be literally the last thing you think about.

DHC synergy is far and away more important than team hyper combo synergy. DHC allows you to use only the hypers you need/want to, gives you access to all hyper options and not just one based on your assist type, and if you do it right, should give you all the hits without worry about the opponent falling out of it. Plus there’s the DHC trick.

ChrisG’s team has great team hyper synergy and he puts it to use, but a team without that can still do extremely well.

It’s only a consideration if one of your characters needs it/can make great use of it, i.e. Wesker and Trish. Otherwise, it’s totally fine if you never use it at all.

Wesker’s only cancel after his otg gun is into team hyper combo, so it can get his damage output higher. It’s not absolutely necessary though, as decent assist planning can also help him land a super when need be.

Trish’s round trip coupled with someone on point having a very short hyper combo can leave the enemy pinned for a while, giving you a mixup opportunity. It’s somewhat useful.

There are ways to make it work for you, but it’s not more important than many other team building factors.

I don’t think the THC is a good way to measure your team’s dynamics. How often do you THC(probably when your opponent’s last character is almost dead & you haven’t used any supers in awhile). Most people are going to do DHC instead.

Team synergy should be measured by effectivness. However you achieve that.

If you build a rushdown team you don’t worry about how well they keepaway. Likewise if your team is mostly about keepaway you won’t care too much about rushdown.

That said people saying THC’s are useless are just wrong. They may be for the majority of teams but if you build for them they can be pretty devastating. I forgot who, but someone out there runs a chris/storm team that can ToD weaker characters by using THC to combo into his grenade super. That’s a kill on pixy’s for 2 bars, and if the DHC glitch ever goes that’s going to be a big deal. That’s certainly not the only example of THC’s doing good damage(wesker is another one where it’s worth considering.)

if you have like storm on your team its worth thinking about. dhc and assist importance tend to switch off for most important, and alot of good teams create their team with the idea of strong point, high damage dhc middle, and good assist third. Cheap hard to deal with character into easy damage with dumb assist to help land a big hit at low risk. This is what the formula for storm sentinal cyclops and the like in mvc2.
other formulas could be strong character, DHC, anchor character/xfactor user, and 2 high damage rushdown, top assist, or meter building zoner, zoning assist/meter user, get off me assist.

THC is more of a side effect of a team rather than a goal because its usually not a reliably or inexpensive way to consistanly kill characters, still its good to be aware of it if you have it, since you might be able to see them throw out an unsafe move and you could punish it and maybe there assist too for like 400k-500k or something.

I recently started running Wesker/Storm/Sent and the Team Hyper combos are a huge boost to Weskers combo game, mainly do to Storms Hail Storm. Since the hailstorm will hit anywhere it doesnt matter where WEskers crazy ass takes them with his hyper.
And with Weskers ability as a battery, having >2bars is not unreasonable by the time I do my final Hard Knockdown, dash, :df::h:.
So I wind up with a 800k combo instead of a 550k, thanks to Team Hyper Combo synergy.

So I dont think its critical to every team, but I know that Ill be considering it whenever I pick a Wesker team.
And im curious what other characters allow you to cancel into Team Hyper Combos where normal cancels wont work.

So I dont think I really addressed anything here…
I just wanted to jabber about Wesker and Storm.

I really liked some of the stuff going on with THC’s in this video:

[media=youtube]ONo_t1UCO90&#t=3m45s[/media]

Take it to the General thread plz.