OTG= if a body hits the floor this combo aint over.
Any moves usable as one are to be treasured and explored. MVC3 vanilla lacked good OTG's for the whole cast and a lot of guys had to make teams with OTG capabilities to get the most out of them.
Things that are cool with OTG's.
- SPEED-any fast OTG means you have less of a chance of dropping your combo because it didn't come out quick enough. Faster the better.
- RANGE- you want it to be close enough that you wont whiff it if you are on top of a body when it falls. Back dashing to OTG properly is a bit hectic sometimes so close up is good.
- AIR- Some folks have OTG's that can be done in the air. This is great because it means you can do jump ins or air attacks at any point in your combo and if they drop out below you then you can OTG and by the time you land they will be plenty high enough to keep juggling. More options exist if you can do an air OTG in a combo. Taskmaster was great at this.
- SUPER SETUPS- sometimes you have scaled a combo damned far and you just cant setup a super. Most any super ever can be done straight off an OTG so extend your combo as far as you can. Just remember to keep in mind the range of your OTG and super so you know how to position yourself at the end to finish with OTG into super for bigger damage.