------------------------------------------------------------------------------- ---------------------- [Ultimate Marvel vs Capcom 3] -------------------------- ------------------------------[FAQ/Movelist]----------------------------------- ----------------------------[by Ice Queen Zero]-------------------------------- ------------------- [Playstation 3/XBOX 360/PS Vita] -------------------------- ------------------------------------------------------------------------------- o---------------------o INTRODUCTION o---------------------o Good ol' Capcom is milking the cow (our money) once again. They got $60 out of whoever had bought Marvel Capcom 3 and just like what they do with their Street Fighter series, they are charging $40 for another edition of Marvel vs Capcom 3 and dubbed it Ultimate Marvel vs Capcom 3. Smooth move, Capcom. Charge 40 more dollars for an extra letter and extra characters and then pay more money for DLC characters we paid for in the original Marvel vs Capcom 3. o---------------------o DISCLAIMER o---------------------o Ultimate Marvel vs Capcom 3 and its characters are trademarks of Capcom and Marvel all copyrights belong to them. This FAQ/Movelist is the sole copyright of Andrea "Azul Fria" Castillo aka Ice Queen Zero and cannot be put on other sites or posted without my given permission nor can it be reproduced w/o proper consent. My PSN ID is AzulFria. o--------------------o STORY o--------------------o Villains from the Marvel universe and Capcom universe are brought together by Galactus in an effort to conquer both universes. It is up to characters from both universes to come together and save the Earth from its impending doom. o--------------------o CONTROLS o--------------------o PS3|XBOX 360 []|X = Light Attack /\|Y = Medium Attack ()|A = Heavy Attack ><|B = Special (Air Combo) L1|LB = Assist 1 R1|RB = Assist 2 L2|LT = both Assists R2|RT = Same as Light + Medium + Heavy Select = Taunt On the D-pad, u ub uf b f db df d ub jumps backwards u jumps straight up uf jumps forwards f walks forward d crouches db blocks low attacks and standing attacks b blocks standing and jump attacks (you can block attacks in air) ~ means to hold previous direction briefly before continuing the motion f,f = Dash (also in air) [You can also use f + Light + Medium or f + R2/RT] b,b = Backdash (also in air) [You can also use b + Light + Medium or b + R2/RT] d,u = Super Jump The following are controls for special attacks which will be explained in their own section close, b/f + Heavy = Throw d, df, f + either Assist = Snap Back Light + Medium + Heavy + Special during Hyper Move = X-factor Hold Assist = Tag Out Delayed Hyper Combo = perform a Hyper Combo while another one is in play. d, df, f + both Assists = Team Hyper Combo Light + Medium during guard = Push block Light, Medium, Heavy = Chain Combo start f + Special during block = Crossover Counter Special during air combo = Slam opponent to ground same direction as opponent + Special during aerial combo = Aerial Counter o--------------------o SPECIAL ATTACKS o--------------------o Snap Backs - hit the opponent so hard that it'll literally knock them into next week and bring in one of their partners to fight. The snapbacked fighter will be out of commision for a few seconds and all red life will be lost. X-Factor: A new feature which has a lot of functions: You can use it to do more damage, cancel out your hyper combos, and best of all... you can also reset the damage scaling. It is now possible to destroy your opponent in one combo. That was possible in previous games but now it's much easier. You can also use it to regain some of your health. Delayed Hyper Combo: As before, you can interrupt your Hyper with one of your partner's combos and come in with the third partner's combos. Team Hyper Combo: All active fighter's attack at once. o--------------------o MODES o--------------------o Offline Mode ------------ Single (Arcade) Mode - you formulate a team of three and fight against six CPU controlled teams and take on Galactus and co. in the final fight. Versus - Two players face off against each other 3 on 3 offline. Training - This is just a spot to test your moves, combos, and strategies. You also get to see how much damage you deal with each action. Mission: It's similar to Trial Mode in Vanilla and Super Street Fighter 4. Each character has 10 missions to complete. Network Mode ------------ Ranked Match - Players put it all on the line to rise up in rank. Player Match - nothing at stake here. Just two players fighting each other over the Internet for personal bragging rights. Search Lobby - Find a lobby where a group of players are hanging out and take turns fighting whoever wins the previous match Create Lobby - Self explanatory. You create the lobby yourself and dictate how many people you want in it. Leaderboard - see who has the most points out of all who have played the game in network mode: ranked matches. Gallery Mode ------------ View all character bios, endings, models, artwork, and sound from the game. Some are unlockable via winning the game. Options ------- Just some setting adjustments. o--------------------o MOVELISTS o--------------------o Each character has a set of special moves in addition to the normal attacks given to them. They are executed by moving the joystick in a certain sequence and pressing the appropiate attack button. Movenames in Parenthesis are their names in Japanese. ===================================MARVEL SIDE================================== +---------------------+ CAPTAIN AMERICA +---------------------+ Origin: Captain America o----------------------o SPECIAL MOVES o----------------------o Anti-Ground Kick: d + Heavy in air Air Raid Kick: u + Heavy in air Middle Kick: Medium, Medium Shield Slash: d, df, f + Attack (also in air) Charging Star: d, db, b + Attack Stars and Stripes: f, d, df + Attack Backflip: Attack + Special o----------------------o HYPER COMBO o----------------------o Hyper Charging Star: d, db, b + 2 Attacks Hyper Stars and Stripes: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Final Justice: d, df, f + 2 Attacks --- Anti-Ground Kick: An air kick at a downward pointed angle. Air Raid Kick: An air kick at an upward pointed angle Middle Kick: If the Medium connects, pressing it again does an extra kick to the opponent's midsection. Shield Slash: Captain America throws his shield forward at his opponent. Charging Star: Captain America charges forward with his shield extended. Stars and Stripes: An anti-air uppercut. Backflip: Captain America flips away. Hyper Charging Star: Super version of Charging Star. Hyper Stars and Stripes: Does multiple Stars and Stripes. Final Justice: Captain America runs at opponent if he catches them, does a multi punch n' kick combo. +---------------------+ DEADPOOL +---------------------+ Origin: New Mutants o----------------------o SPECIAL MOVES o----------------------o Mad Wheel: f + Medium Trigger Happy: d, df, f + Attack (also in air) Ninja Gift: Trigger Happy, Attack (also in air) [Gift varies by strength] Quick Work: d, df, f + Attack Katana-Rama!: f, d, df + Attack Chimichangas!: Quick Work or Katana-Rama! (Heavy), Heavy TELEPORT: b, d, db + Attack o----------------------o HYPER COMBO o----------------------o Happy-Happy Trigger: d, df, f + 2 Attacks (also in air) Cuttin' Time: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o 4th-Wall Crisis: b, d, db + 2 Attacks --- Mad Wheel: Overhead roundhouse kick. Trigger Happy: Fires projectiles. Light fires low, Medium fires high, and Heavy fires at an upward angle. This can be done in air and low fires at a downward angle, Medium fires straight, and Heavy still fires at an upward angle. Ninja Gift: Extra projectile Deadpool throws at the end of Trigger Happy. Light throws a three beams, Medium throws a grenade, and Heavy throws ninja bolos to capture the opponent. An airborne opponent falls hard when the bolos connect. Quick Work: A low attack that knocks down opponent on contact. Katana-Rama!: A slash at the opponent. The Heavy version version can OTG and cause the opponent to bounce on the ground for more combo capabilities. Chimichangas!: An extra attack that follows Quick Work or Katana-Rama! TELEPORT: Deadpool with teleport to another part of the screen. Light is to the left, Medium is center, and Heavy to the right. Malufuctions every 3rd time it is used and causes and explosion that does damage to Deadpool along with the opponent. Happy-Happy Trigger: Super version of the Trigger Happy. Air version cann OTG. Cuttin' Time: Slices and dices opponent. Can go through projectiles. 4th-Wall Crisis: Counterattack where Deadpool will go all out on opponent once hit with a physical attack. +---------------------+ DOCTOR DOOM +---------------------+ Origin: Fantastic Four o----------------------o SPECIAL MOVES o----------------------o Hard Kick: f + Heavy Hidden Missile: b + Heavy Foot Dive: f + Heavy in air Plasma Beam: d, df, f + Attack (also in air) Photon Shot: d, db, b + Attack (also in air) Molecular Shield: f, d, df + Attack Flight: f, d, df + Special (also in air) o----------------------o HYPER COMBO o----------------------o Photon Array: d, db, b + 2 Attacks (also in air) Sphere Flame: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Electric Cage: close, d, df, f + 2 Attacks --- Hard Kick: Doctor Doom will do a field goal kick with his far leg. Hidden Missile: A gun comes from underground and targets the opponent's current location. Foot Dive: Doctor Doom flies forward at a downward angle feetfirst at the foe. Plasma Beam: A wave of plasma flies across the screen. Light will hit 4 times. Medium hits 6 times and Heavy hits 10 times. The air version fires at a downward angle and light hits 5, Medium hits 10, and Heavy hits 12 times. Photon Shot: Doctor Doom takes two orbs in each hand and claps them together to send an array of Photon in multiple directions. The air version will make the Photon fly in downward forward angles. Molecular Shield: Surrounds Doctor Doom with rocks before he shoots it at the opponent. The strength determines how long the shield surrounds him before he throws it. Flight: Allows Doctor Doom to fly. Photon Array: Beefed-up version of Photon Shot. Sphere Flame: Doctor Doom charges a Photon Shot and throws it straight up into the air and it explodes into multiple angles. Electric Cage: Encases opponent into the cage that damages them before it blows up. Must be done up close. +---------------------+ DOCTOR STRANGE +---------------------+ Origin: Strange Tales o----------------------o SPECIAL MOVES o----------------------o Impact Palm: f + Heavy (also in air) Illusion: b + Heavy Daggers of Denak (Denak no Hikari Wa): d, df, f + Light or Medium (also in air) Eye of Agamotto (Agamotto no Ma): d, df, f + Heavy (also in air) Mystic Sword: f, d, df + Attack Grace of Hoggoth (Hoggoth no Kage: d, db, b + Light or Medium (also in air) Flame of the Faltine (Faltine no Honoo): d, db, b + Heavy (also in air) Teleportation: b, d, db + Attack Flight: d, db, b + Special (also in air) Bolts of Balthakk (Balthakk no Inazuma): Attack + Special o----------------------o HYPER COMBO o----------------------o Spell of Vishanti (Vishanti no Hijutsu): d, df, f + 2 Attacks (also in air) Seven Rings of Raggadorr (Raggadorr no Nanatsu no Wa): d, db, b + A2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Astral Magic: f, d, df + 2 Attacks --- Impact Palm: Causes the opponent to crumple to the ground. Illusion: Counter physical attacks and appears behind the opponent. Daggers of Denak (Denak no Hikari Wa): Discs that form then advances towards the opponent's location. Light throws one. Medium throws three. Another bonus is that you can add a fourth disc after the Medium version by using the Light one afterwards Eye of Agamotto (Agamotto no Ma): A yellow orb that can hit the opponent up to 10 times. Impact Palms can shoot it at the opponent. Mystic Sword: Dr. Strange slashes the air. Light version stays as a slash but can be used for combos. Medium version throws a straight projectile. Heavy one send the projectile at an upward angle. Grace of Hoggoth (Hoggoth no Kage: Used in coordination with Flames of the Faltine. The light version makes a yellow glyph as a go between for the Flame of the Faltine. You can have up to 3 on the screen and they will move between each other to track the opponent location to hit them. The more you have the more damage the flame causes Medium version sends a red glyph that explodes if the flame hits it. Nice job keeping up with the "if it's red it explodes" trend. Flame of the Faltine (Faltine no Honoo): A green fireball that gets more power from any Grace of Hoggoth's on the screen. Teleportation: Dr. Strange teleports to certain spots. Light appears in front, Medium appears behind, Heavy appears above opponent. Flight: Dr. Strange hovers momentarily. Bolts of Balthakk (Balthakk no Inazuma): Throws a green lightning bolt followed by another. Spell of Vishanti (Vishanti no Hijutsu): Dr. Strange uses a magic book to form a pillar under where the opponent stands. Seven Rings of Raggadorr (Raggadorr no Nanatsu no Wa): Blue Lightning bolt that will strike anyone who hits Dr. Strange with a projectile during the counter phase. Astral Magic: Dr. Strange creates a ghastly hologram of himself that attacks the opponent and binds them with rings. When the hologram returns, seven orbs will form around the opponent and attack the opponent with a deadly blast. +---------------------+ DORMAMMU +---------------------+ Origin: Strange Tales o----------------------o SPECIAL MOVES o----------------------o The Sufferer (Dark Matter): f + Heavy Flame Carpet: df + Heavy Dark Spell - Destruction: d, db, b + Light Dark Spell - Creation: d, db, b + Medium Liberation: d, db, b + Heavy Dark Hole: d, df, f + Attack (also in air) Purification: f, d, df + Attack Mass Change (Teleport): b, d, db + Attack (also in air) Flight: f, df, d, db, b + Special (also in air) o----------------------o HYPER COMBO o----------------------o Chaotic Flame: d, df, f + 2 Attacks Stalking Flare: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Dark Dimension: f, d, df + 2 Attacks --- The Sufferer (Dark Matter): Dormamu throws a dark arrow at the opponent. Flame Carpet: Dormamu throws a pit of fire on the ground in front of him and if the opponent should touch it, it explodes for multiple hits. Dark Spell - Destruction: Absorbs red energy in the away hand. After doing this 3 times, the fourth time will make the full attack come out which is a flaming attack across the lower part of the screen. If you did the move once, perform a Liberation to do a short range fireball. Two times will do a midscreen fireball and three times will be the same full screen attack as before. Dark Spell - Creation: Absorbs blue eneregy in the close hand to the screen. If you do this attack 3 times, the next one will make the full attack come out and it stuns the opponent temporarily so they can't jump but does minimal damage if any. One in conjuction with Liberation to make a spike appear in front. Two of them will make multiple spikes appear in a wave motion. Three will do the same full screen ground attack. Liberation: WIthout a energy ball, it is a full body burst. If you have a red and a blue energy ball. Dormamu claps his hands and makes meteros rain upon the opponent. Dark Hole: Creates a black hole that damages foes. Light attacks foes who are close. Medium attacks foes about a jump away. Heavy attacks foes from afar. Purification: Dark pillar rises from the ground, Light attacks foes who are up close. Medium attacks foes from a jump away. Heavy attacks foes from afar. Mass Change (Teleport): Dormamu will teleport to a spot depending on the button strength. Left is away from the opponent. Medium is on the other side of the opponent. Heavy is close to the opponent. Flight: Dormamu hovers for a few seconds. Chaotic Flame: A giant stream of flame across the screen. Stalking Flare: A ball of flaming rock flies across the screen. Dark Dimension: Encases opponent into a dark ball and explodes. +---------------------+ GHOST RIDER +---------------------+ Origin: Marvel Spotlight o----------------------o SPECIAL MOVES o----------------------o Angry Chain (Ikari no Kusari): Heavy (must hit or be blocked), Heavy Flaming Walls of Cruelty (Mujou no Honoo Kabe): b + Heavy Hellfire (Jigoku no Gouka): d, df, f + Attack Chain of Rebuttal (Togame no Honoo Kusari): f, d, df + Light Chain of Punishment (Imashime no Honoo Kusari): f, d, df + Medium Judgement Strike (Sabaki no Honoo Kusari): f, d, df + Heavy Chaos Bringer (Konton no Kusari Imajime): d, db, b + Light Hell's Embrace (Rengoku no Kusari Imajime): d, db, b + Medium Conviction Slam (Danzai no Kusari Imajime): d, db, b + Heavy o----------------------o HYPER COMBO o----------------------o Hellfire Maelstorm (Funnu no Kyou Kusari): d, df, f + 2 Attacks Spirit of Vengeance (Fukushuu no Shouryou): f, d, df + 2 Attacks, follow with any button o----------------------o LVL 3 HYPER COMBO o----------------------o Penance Stare (Shokuzai no Me): f, df, d, db, b + 2 Attacks --- Angry Chain (Ikari no Kusari): Connect with the Heavy first and then you can use this to pull the opponent to you. Flaming Walls of Cruelty (Mujou no Honoo Kabe): Summons a spike from in front of Ghost Rider. It nullifies projectiles and OTGs. Hellfire (Jigoku no Gouka): Fire breath. Light will attack low similar to the fatality of Scorpion's in the first few Mortal Kombats. Medium attacks straight ahead. Heavy is an anti-air flame that attacks at an upward angle. Chain of Rebuttal (Togame no Honoo Kusari): Ghost Rider will lash out with a red chain for a multihit strike. Chain of Punishment (Imashime no Honoo Kusari): Anti-air version of the Chain of Rebuttal. Judgement Strike (Sabaki no Honoo Kusari): Sends fireballs across the screen. Chaos Bringer (Konton no Kusari Imajime): Pull the opponent closer. Hell's Embrace (Rengoku no Kusari Imajime): Pulls the opponent a little closer then hangs them in the air to burn them. Conviction Slam (Danzai no Kusari Imajime): Ghost Rider uses the chain to grab the opponent and spins them around and tosses them to the pavement. Hellfire Maelstorm (Funnu no Kyou Kusari): A fire tornado surrounds Ghost Rider as he swings his chain around. The chain itself will eventually cover the whole screen and cause a fiery eruption. Spirit of Vengeance (Fukushuu no Shouryou): Ghost Rider will ride his motor- cycle and uses it to attack the enemy. Follow with Light to run the opponent over at high speed. Medium will make the motorcycle jump. Heavy will make it spin and hit the opponent hard. Special hits the opponent with a wheelie. Penance Stare (Shokuzai no Me): Grabs opponent and stares directly into their eyes and the opponent suffers heavy damage. This can kill opponents with low maximum HP instantly namely Phoenix (Jean Grey). +---------------------+ HAWKEYE +---------------------+ Origins: Tales of Suspense o----------------------o SPECIAL MOVES o----------------------o Shock Value: f + Medium Hard Staff: f + Heavy Hop Toad: df + Heavy Quick Shot - Greyhound: d, df, f + Light (also in air) Quick Shot - Hunter: d, df, f + Medium (also in air) Quick Shot - Spritzer: d, df, f + Heavy (also in air) Trick Maneuver: d, db, b + Attack Trick Shot [Violet Fizz]: Trick Maneuver, Light Trick Shot [Ice Breaker]: Trick Maneuver, Medium Trick Shot [Rusty Nail]: Trick Maneuver, Heavy Ragtime Shot [Jack Rose]: f, d, df + Light Ragtime Shot [Kamikaze]: f, d, df + Medium Ragtime Shot [Balalaika]: f, d, df + Heavy o----------------------o HYPER COMBO o----------------------o Gimlet: d, df, f + 2 Attacks (also in air) Kiss of Fire: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o X, Y, Z: d, db, b + 2 Attacks --- Shock Value: Blue projectile with electric properties. Hard Staff: Does two roundhouse kicks. Hop Toad: A slide attack that hits low. Quick Shot - Greyhound: Hawkeye shoots three projectiles at the opponent. Quick Shot - Hunter: Temporarily renders opponents motionless with a net. Quick Shot - Spritzer: Eats up projectiles as it travels forward. Trick Maneuver: Haweye will make move forward or backward to get into position to use his Trick Shot. Light flips backward. Medium rolls forward. Heavy flips forward. Trick Shot [Violet Fizz]: Shoots poison arrow that slowly drains his opponent's lifebar momentarily as long as Hawekye is not hit during the whole duration as it'll stop the poison instantly. Trick Shot [Ice Breaker]: Can make the enemy bounce on the ground to open them up for more combo damage. Trick Shot [Rusty Nail]: Fires a beamlike arrow. Ragtime Shot [Jack Rose]: Explosive arrows will come down after Hawkeye shoots them up. Ragtime Shot [Kamikaze]: Arrows will split into more arrows on the way down. Ragtime Shot [Balalaika]: Three arrows fall from the sky. Gimlet: Shoots a deadly arrow that does massive damage. Kiss of Fire: Multiple exploding arrows that Hawkeye shoots up into the air and rains down on the opponent and they explode. X,Y,Z: Shoots an arrow on the ground and Ant Man appears and grows. He will go after the opponent and attack them then Giant Man stomps on the opponent. +---------------------+ HULK +---------------------+ Origin: Incredible Hulk o----------------------o SPECIAL MOVES o----------------------o Incredible Punch: f + Medium Gamma Wave: b~f + Attack Gamma Charge: d, df, f + Attack (also in air) Gamma Charge Second: Gamma Charge, Attack Vertical Gamma Charge: f, d, df + Attack Vertical Gamma Charge Second: Vertical Gamma Charge, Attack Gamma Tornado: close, f, df, d, db, b + Attack o----------------------o HYPER COMBO o----------------------o Gamma Tsunami: d, df, f + 2 Attacks Gamma Crush: d, db, b + 2 Attacks Gamma Quake: f, d, df + 2 Attacks --- Incredible Punch: Hulk will do a Hammer Punch Gamma Wave: Lifts up a piece of ground that waves in pieces. Gamma Charge: Charges forward with a sliding punch Gamma Charge Second: Extra punch Vertical Gamma Charge: Hulk charges upward with a headbutt Vertical Gamma Charge Second: Extra vertical headbutt Gamma Tornado: Close range Minesweeper throw. Gamma Tsunami: Beefed up version of the Gamma Wave that spans the whole screen. Gamma Crush: Hulk goes high up into the air and comes down hard with a huge rock in hand. Gamma Quake: Hulk will pound the ground so hard rocks will rain from the sky. +---------------------+ IRONFIST +---------------------+ Origin: Marvel Premiere o----------------------o SPECIAL MOVES o----------------------o Dual Palm: b + Heavy Quick Kick: f + Heavy CHI: f, d, df + Attack Lotus Whip(Dragon Whip): d, df, f + Light Dragon's Touch (Dragon Touch): d, df, f + Medium Surging Fist (Dragon Claw): d, df, f + Heavy Wall of K'un-Lun(Dragon Wall): Do two of the above, d, df, f + Special Dragon Tail: d, db, b + Light Crescent Heel(Dragon Stomp): d, db, b + Medium Twin Snakes(Dragon Horn): d, db, b + Heavy Rising Fang(Dragon Fang): Do two of the above, d, db, b + Special o----------------------o HYPER COMBO o----------------------o Iron Rage (Dragon Rage): d, df, f + 2 Attacks Volcanic Roar (Dragon Roar): d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Dragon's Prey (Dragon Fist): f, d, df + 2 Attacks --- Dual Palm: Double palm thrust. Quick Kick: A surprise kick used to catch opponents off-guard. CHI: Gather's Chi (energy) that has three different properties based on button strength. Light version increases attack power (red). Medium increases defense (blue). Heavy increases super meter (green). Lotus Whip (Dragon Whip): A surprise backhand fist that is quick. Dragon's Touch (Dragon Touch): Short range punch that crumples opponent. If you are a fan of King of Fighters, this is similar to K' and Kula's One Inch (f + A) Surging Fist (Dragon Claw): Punches opponent hard enough to wallbounce them. Wall of K'un-Lun (Dragon Wall): A devastating shoulderblock that can wallbounce the opponent. Dragon Tail: A fast kick that hits low. Crescent Heel(Dragon Stomp): Iron Fist does a Crescent Kick that can also OTG. Twin Snakes (Dragon Horn): Iron Fist will kick the opponent twice to juggle them and open them up for more damage. Rising Fang(Dragon Fang): Flaming Kick across the screen. Similar to Liu Kang's flying kick in Mortal Kombat series with flames attached (which is an EX version in MK9). Iron Rage (Dragon Rage): Pretty much looks the Beserker Barrage X without the slashes but with punches instead. Volcanic Roar (Dragon Roar): Iron Fist will create a pink pillar and damage any opponent who is close enough. Dragon's Prey (Dragon Fist): Iron Fist gathers some energy and then punches the opponent hard. You can say it's a non-fatal version of Liu Kang's fatality from Mortal Kombat 2011 (MK9). +---------------------+ IRON MAN +---------------------+ Origin: Iron Man (debuted in Tales of Suspense) o----------------------o SPECIAL MOVES o----------------------o Focus Shot: u or d + Heavy in air Unibeam: d, df, f + Attack (also in air) Repulsor Blast: d, db, b + Attack Repulsor Spread: Repulsor Blast, d, db, b, Heavy Smart Bomb: f, d, df + Attack (also in air) Flight: d, db, b + Special (also in air) o----------------------o HYPER COMBO o----------------------o Proton Cannon: d, df, f + 2 Attacks Angled Proton Cannon: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Iron Avenger: d, db, b + 2 Attacks --- Focus Shot: A medium range air beam blast. Use up or down to shoot it it in that angle. Unibeam: A screen-length beam that hits 5 times if light, 7 or 8 if Medum, and 9 to 10 if Heavy. Repulsor Blast: Iron Man holds an orb aboves his head that lifts the opponent high above him if it connects. Button strenght determines the attack range and hits up to 5 times. Repulsor Spread: Blast the opponent away. Smart Bomb: Drops two bombs in front of the opponent. Flight: Iron Man hovers for a few seconds. Proton Cannon: A cannon forms out of nowhere and fires a beam across the screen. Angled Proton Cannon: Fires the Proto Cannon at an upward angle. Iron Avenger: Iron Man flies in and catches the opponent then fires a vicious Proton Beam at them for a total of 68 hits. +---------------------+ MAGNETO +---------------------+ Origin: X-Men o----------------------o SPECIAL MOVES o----------------------o Electromagnetic Disruptor: d, df, f + Attack (also in air) Magnetic Blast: u, uf, f + Attack in air Hyper Gravitation: d, db, b + Attack (also in air) Force Field: f, d, df + Attack Flight: d, db, b + Special Attraction: b, d, db + Light Repulsion: b, d, db + Medium Gravitation: b, d, db + Heavy o----------------------o HYPER COMBO o----------------------o Magnetic Shockwave: d, df, f + 2 Attacks Magnetic Tempest: d, db, b + 2 Attacks (also in air) o----------------------o LVL 3 HYPER COMBO o----------------------o Gravity Squeeze: f, d, df + 2 Attacks --- Electromagnetic Disruptor: Magneto fires a screen length beam. Light hits once. Medium hits twice. Heavy hits 3 times. Magnetic Blast: Magneto throws two plasma blades at a downward angle. Hyper Gravitation: Four orbs will grab the opponent's limbs and drag them to Magneto. Strength determines how far the orbs travel before they dissipate. Force Field: Magneto forms a barrier which if hit, he will counterattack with a Shockwave. Flight: Makes Magneto hover for a few moments. Attraction: New move that draws the opponent in. Repulsion: New move that repels the opponent away. Gravitation: Keeps the opponent grounded momentarily. Magnetic Shockwave: Sends pillars of shockwaves across the screen. Magnetic Tempest: Throws a lot of rocks in multiple direction towards the foe. Gravity Squeeze: Encases opponent into a dark orb which sucks in rocks before it explodes. +---------------------+ M.O.D.O.K. +---------------------+ Origin: Tales of Suspense o----------------------o SPECIAL MOVES o----------------------o Heavy Blaster: f or df + Heavy Barrier: b + Heavy Hyper Barrier: Analysis Cube, b + Special Mountain Dew: d + Medium Battering Ram: Any direction + Attack + Special (also in air) Psionic Blast: d, df, f + Attack (also in air) Balloon Bomb: f, d, df + Attack (also in air) Analysis Cube: d, db, b + Attack (also in air) Psionic High Blaster: After Analysis Cube has hit, d, df, f + Special Jamming Bomb: After Analysis Cube has hit, f, d, df + Special Flight: d, db, b + Special (any non-super jump will do the trick too). o----------------------o HYPER COMBO o----------------------o Hyper Psionic Blast: d, df, f + 2 Attacks (also in air) Hyper Battering Ram: d, db, b + 2 Attacks (also in air) o----------------------o LVL 3 HYPER COMBO o----------------------o Killer Illmension: close, f, d, df + 2 Attacks --- Heavy Blaster: Hard punch that wall bounces opponent. The crouching one acts as an anti-air attack. Barrier: Keeps opponent from approaching forward from the ground momentarily. Hyper Barrier: A bigger barrier big enough to stop normal jumps. Mountain Dew: Goo attack Battering Ram: Modok will rocket forward with a headbutt. Psionic Blast: Full screen blast attack. Light hits 3 times. Medium hits 4 times and Heavy hits 5 times. Balloon Bomb: Fires a bomb at the opponent. Light trashes short and rises. The medium version travels further then stops. The Heavy one travels full screen. Analysis Cube: Throws a small cube on the ground. Distance determines where the cube travels to hit. Light is up close, Medium is airborne, Heavy is a far hit. A successful hit adds the amount of times you can do the next two moves in one sitting. Psionic High Blaster: Powerful Psiconic Blast thats full screen and does double damage. Jamming Bomb: Throws a homing mine at the opponent. If it hits, it reverses the opponent's controls. Flight: M.O.D.O.K. can fly for several seconds. He can do this just by jumping as long as it's not a super jump. Hyper Psionic Blast: Beefed up Psionic Blast. In conjuction with Analysis Cube, it can do more damage to a total of 99 hits. Hyper Battering Ram: Beefed up Battering Ram Killer Illmension: M.O.D.O.K takes two wires and shocks opponent high above his head. +---------------------+ NOVA +---------------------+ Origin: Nova o----------------------o SPECIAL MOVES o----------------------o Nova Slam: f + Heavy Gravimetric Pulse: d, df, f + Attack (also in air) Centurion Rush: f, d, df + Attack Nova Strike: d, db, b + Attack (also in air) Energy Javelin: Attack + Special Flight:d, db, b + Special (also in air) o----------------------o HYPER COMBO o----------------------o Gravimetric Blaster: d, df, f + 2 Attacks (also in air) Human Rocket: d, db, b + 2 Attacks (also in air) Super Nova: f, d, df + 2 Attacks (also in air) --- Nova Slam: Makes Nova do an OTGable overhead punch similar to Ryu's Sakotsu Wari Gravimetric Pulse: Creates an energy blast that can expand if Nova has any red energy remaining. The Heavy version can nullify projectiles. Centurion Rush: Nova will rush in and perform either a slide that hits low using the Light Attack, leaping divekick similar to Cammy's Cannon Strike with the Medium attack or a flaming uppercut with the Heavy attack. Nova Strike: Rushing flame punch. Light version is normal. Medium version will bounce the enemy off the wall. Heavy version will make them crumple. Energy Javelin: Dr. Doom's Hidden Missiles move that can ground bounce the foe. Flight: Makes Nova hover temporarily. Gravimetric Blaster: A screenwide beam that can increase in damage if Nova has any red energy. Human Rocket: Devastating Torpedo attack. Hits up to three times by changing the direction of the attack. Super Nova: An orange energy ball will surround Nova and damage anyone who is close to him. +---------------------+ PHOENIX +---------------------+ Origin: X-Men (Jean Grey) o----------------------o SPECIAL MOVES o----------------------o Burning Axe Kick: f + Medium Flare Sword: f + Heavy (also in air) Burnout Beak: d + Heavy in air TK Shot: d, df, f + Attack TK Trap: d, db, b + Attack TK Overdrive: f, d, df + Attack Teleportation: b, d, db + Attack Flight: d, db, b + Special o----------------------o HYPER COMBO o----------------------o Phoenix Rage: d, df, f + 2 Attacks Healing Field: d, db, b + 2 Attacks o----------------------o LVL 5 HYPER COMBO o----------------------o Dark Phoenix: Lose while at full super bar (Level 5) --- Burning Axe Kick: Flaming Axe Kick. Adds three flames in Dark Phoenix mode. Flare Sword: Lunging flame kick. Adds flame projectiles in Dark Phoenix mode. Burnout Beak: Flaming orb that travels straight down. Adds flame projectiles in Dark Phoenix mode. TK Shot: Phoenix throws a fire orb. Two orbs come out in Dark Phoenix mode. TK Trap: Flaming circle on the floor that burns opponent if they step on it. An exploding Phoenix flame comes out in Dark Phoenix mode. TK Overdrive: Flaming torpedo attack. Medium version travels at an upward angle. Does more hits in Dark Phoenix mode. Teleportation: Teleport to a different spot on the screen. Flight: Hovers for a few seconds. Phoenix Rage: Sends a giant flaming phoenix at the opponent. Healing Field: Restores health as long as the force field is touches the foe. Dark Phoenix: Phoenix resurrects upon defeat when at Level 5 and does massive damage and has higher speed. Energy slowly goes down. Her attacks change too including adding flame projectiles with normal attacks. +---------------------+ ROCKET RACCOON +---------------------+ Origin: Marvel Premiere o----------------------o SPECIAL MOVES o----------------------o Wild Ripper: f + Heavy Spitfire: d, df, f + Attack (also in air) Spitfire Twice: Spitfire, Attack (also in air) Oil Bomb: f, d, df + Light Mr. Flapper: f, d, df + Medium Pendulum: f, d, df + Heavy Boulder Trap (Angel Gift): d, db, b + Light Claymore: d, db, b + Medium Net Trap (Grab Bag): d, db, b + Heavy Play Tag (Tunnel Rat): d, d + Attack Rocket Skates: Attack + Special (also in air) o----------------------o HYPER COMBO o----------------------o Rock and Roll: d, df, f + 2 Attacks Mad Hopper: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Rocky Raccoon: f, d, df + 2 Attacks --- Wild Ripper: Rushing attack. Spitfire: Rocket Raccoon will take his gun and shoot at the opponent. Light shoots at downward angle and can OTG. Meduim fires ahead. Heavy fires at an upward angle as an anti-air. Spitfire Twice: Extra shot with the same properties as the first shot. Oil Bomb: Tosses oil on the ground. If hit with a fire attack, it explodes into flames. Mr. Flapper: Summons a beartrap from the ground that can OTG. Pendulum: A large log comes from the sky and swings into the opponent. Boulder Trap (Angel Gift): If the opponent steps on the trap, a boulder will fall on top of the opponent. Claymore: If the opponent steps on the trap, bullets shoot directly upwards at the opponent. Net Trap (Grab Bag): If the opponent steps on the trap, an electric net will snare the opponent and render them helpless momentarily. Play Tag (Tunnel Rat): Rocket Raccoon digs into the ground. Light appears in front of opponent. Medium appears behind the opponent. Heavy (when held) allows him to move anywhere and pop up when released or after a few seconds. Rocket Skates: Rocket Racoon moves throw the air on rocket skates in the given direction. Rock and Roll: Shoots a rapid fire gun followed by a huge plasma orb that homes in on the opponent. Mad Hopper: Sets a large trap on the ground that stays even when Rocket Raccoon is hit. A spring will launch the opponent when stepped on. Rocky Raccoon: Buries opponent up to their shoulders and then beats them upside the head with a shovel and retreats as a helicopter drops a napalm bomb on them. +---------------------+ SENTINEL +---------------------+ Origin: X-Men o----------------------o SPECIAL MOVES o----------------------o Rocket Punch: d, df, f + Attack (also in air) Human Catapult: close, f, d, df + Attack Sentinel Force: d, db, b + Attack Flight: d, db, b + Special (also in air) o----------------------o HYPER COMBO o----------------------o Plasma Storm: d, df, f + 2 Attacks Hard Drive: d, df, f + 2 Attacks in air Hyper Sentinel Force: d, db, b + 2 Attacks --- Rocket Punch: Sentinel shoots it fist forward to punch opponet from afar. Human Catapult: Tosses opponent sky high in the air for them to land hard. Sentinel Force: Sentinel calls for backup and has them attack opponent. Flight: Allows Sentinel to fly through the air temporarily Plasma Storm: Forces a huge plasma orbs in its hands and damages the opponent when close. Hard Drive: An air torpedo charge. Hyper Sentinel Force: Sends waves of Sentinel Forces at the opponent. +---------------------+ SHE-HULK +---------------------+ Origin: Savage She-Hulk o----------------------o SPECIAL MOVES o----------------------o Greeting Punch: f + Heavy Savage Swing: d + Heavy Senton: d + Heavy in air Heavy Strike: d, df, f + Attack Somersault Kick: f, d, df + Attack (f + Heavy after Running Start or to repeat) Runner's Start: d, d + Special Chariot: Runner's Start, f Catapult: Runner's Start, b Torpedo: Runner's Start, f + Light Clothesline: Runner's Start or Sommersault Kick, f + Medium Shooting Star: Runner's Start or Somersault Kick, b + Light Flying Drop Kick: Runner's Start or Somersault Kick, b + Medium Diving Senton: Runner's Start or Somersault Kick, b + Heavy o----------------------o HYPER COMBO o----------------------o Emerald Cannon: d, df, f + 2 Attacks Emerald Impulse: Emerald Cannon, d, df, f + Special Emerald Disaster: Emerald Impulse, d, df, f + Special Taking out the Trash (Criminal Laundrey): f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Road Rage (Terrible Accident): close, d, db, b + 2 Attacks --- Greeting Punch: Overhand haymaker punch. She-Hulk runs if you hold forward and backflip against the wall and spring back if you hold back. Savage Swing: She-Hulk swing a lampost at the opponent. Senton: She does a flip and lands on her back known in wrestling as a senton. Heavy Strike: Grabs opponent and dizzies them with a cheap shot. Light grabs the opponent ahead and elbowsmashes. Medium grabs from the air and punches them in the gut. Heavy does a running grab that ends with a knee to the face. Somersault Kick: Looks similar to Guile's Flash kick. Strength determines the height of the backflip. Runner's Start: She-Hulk gets into a 4-point stance then... Chariot: she'll run towards the opponent or... Catapult: backflip against the wall and flip back into the original position. Torpedo: Sliding punch. Clothesline: Self-explanatory Shooting Star: Dive bomb attack Flying Drop Kick: Self-explanatory Diving Senton: Senton from off the wall. Emerald Cannon: Super dropkick that wallbounces opponent. Emerald Impulse: Diving splash followup. Emerald Disaster: Senton finish. Taking out the Trash (Criminal Laundrey): Anti-air grab that swings opponent over She-Hulks head afterwards and throws them hard into the side of the screen. Road Rage (Terrible Accident): She-Hulk tries to save the opponent from getting ran over and ends up tossing the car onto them which explodes. If done from far away, the car will run them over instead. +---------------------+ SHUMA-GORATH +---------------------+ Origin: Marvel Premiere He is a DLC o----------------------o SPECIAL MOVES o----------------------o Strange Gaze: f + Heavy or u + Heavy in air Mystic Stare: b~f + Attack Mystic Smash: d, df, f + Attack (also in air) Mystic Ray: d~u + Attack Devilization: close, f, df, d, db, b + Attack o----------------------o HYPER COMBO o----------------------o Hyper Mystic Smash: f, d, df + 2 Attacks Hyper Mystic Ray: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Chaos Dimension: d, df, f + 2 Attacks, Heavy (follow up can be done in air too) --- Strange Gaze: An short range eye beam. The air version aims up at an angle. Mystic Stare: Fires a spiraling ring of eyes that will stick to the opponent. Range determines the range the eyes travel before they dissipate. Light will travel 1/2 screen, Medium travels 3/4 screen, Heavy travels full screen. Mystic Smash: Shuma rolls into a spike ball and launches himself at the opponent Strength determines how steep the arc is for the ground version and the how wide the decent is for the air version. Mystic Ray: Shuma sweeps a beam along the surface starting from the ground up. Strength determines the area covered. Light covers up to eye level, Medium will cover till an upward forward angle, Heavy covers up to above him. Devilization: Grabs opponent, spins them into the air and slams them followed by a tentacle hammer smash. Hyper Mystic Smash: Sends multiple copies of himeslf doing the Mystic Smash. Hyper Mystic Ray: Does two deadlier Mystic Rays. The medium version followed by the Heavy version as far as looks are concerned. Chaos Dimension: Does a chomp that does minimal damage but following the move with a Heavy attack afterwards will initiate the actual move. He will encase the opponent within himself then attack with a pillar of energy. +---------------------+ SPIDERMAN +---------------------+ Origin: Amazing Spiderman (debuted in Amazing Fantasy) o----------------------o SPECIAL MOVES o----------------------o Web Ball: d, df, f + Attack (also in air) Spider Sting: f, d, df + Attack Spider Bite: Spider Sting (Heavy), Heavy Web Throw: close, f, df, d, db, b + Attack Web Swing: b, d, db + Attack (also in air) Web Glide: any direction + Attack + Special (also in air) o----------------------o HYPER COMBO o----------------------o Maximum Spider: d, df, f + 2 Attacks (also in air) Crawler Assault: f, d, df + 2 Attacks Ultimate Web Throw: f, df, d, db, b + 2 Attacks --- Web Ball: Encases opponent completely in spiderweb. Strengthe determines how fast the web ball travels. Air versions travel down at an angle. Spider Sting: A rising uppecut good for anti-air attacks. Spider Bite: Knocks opponent to the ground. Web Throw: Spiderman uses his webbing to swing opponent over his head and toss them aside. Light shoots straight forward, Medium shoots at an angle and Heavy shoots straight up. Web Swing: Spiderman uses his web to swing feetfirst into the opponent. Web Glide: Shoots a web at a spot on the screen and vaults to that spot. Does minimal damage to opponent if he manages to hit them on route. Maximum Spider: Spiderman does a wall jump then strikes with a flurry of zigzag punches that encase the opponent in web then ends with a foot stomp. Crawler Assault: Charging attack with a flurry of uppercuts and overhands ending with a kick that wallbounces the opponent. Ultimate Web Throw: Spiderman jumps into the sky and tosses some web. If it does connect, he will spin with the opponent and slam them into the ground. +---------------------+ STORM +---------------------+ Origin: X-Men o----------------------o SPECIAL MOVES o----------------------o Whirlwind: d, df, f + Attack (also in air) Double Typhoon: d, db, b + Attack (also in air) Lightning Attack: Any direction + Attack + Special (also in air) Lightning Sphere: f, d, df + Attack in air Fair Wind: f, d, df + Special Foul Wind: b, d, db + Special Flight: d, db, b + Special o----------------------o HYPER COMBO o----------------------o Lightning Storm: d, df, f + 2 Attacks (also in air) Hail Storm (Ice Storm): d, db, b + 2 Attacks (also in air) Power of Gaia (Elemental Rage): f, d, df + 2 Attacks --- Whirlwind: Sends waves of tornadoes across the screen. Strength determines how far it goes. Light travels 1/2 screen, Medium travels 3/4 screen, Heavy travels full screen. Double Typhoon: Summons two typhoons from the ground. Strength determines how far away from Storm the typhoons sprout. Light is close, Medium is mid-screen and Heavy is for far attacks. Lightning Attack: Electric torpedo charge attack. Lightning Sphere: Self explanatory here. Light travels at downward angle, Medium travels forward, Heavy travels at an upward angle. Fair Wind: Repels the opponent away. Foul Wind: Draws the opponent in. Flight: Allows Storm to hover momentarily. Lightning Storm: Wide range Lighting Barrier attack. Looks like it is a full screen attack but it's not. Hail Storm (Ice Storm): Storm rises up and brings down a hail of Hail onto the opponent. Power of Gaia (Elemental Rage): Freezes opponent into a block of ice and sends tornados to damage them. +---------------------+ SUPER-SKRULL +---------------------+ Origin: Fantastic Four o----------------------o SPECIAL MOVES o----------------------o Elastic Punch: f + Heavy Elastic Punch Upper: df + Heavy Brutal Pale Banger: d + Heavy in air Rolling Hook: f, f, f + Heavy Worm Squash: d, d + Heavy Stone Dunk: Hold Special in air Stone Smite: Hold Heavy Flame Kick: Hold Heavy when crouching Orbital Grudge: d, df, f + Attack Fatal Blaster: Orbital Grudge, d, db, b + Heavy Tenderizer (Killing Beat): Attack rapidly (also in air) Elastic Slam (Invisible Menace): close, d, db, b + Attack Meteor Smash: f, d, df + Attack (also in air) o----------------------o HYPER COMBO o----------------------o Skrull Torch: d, df, f + 2 Attacks (also in air) Inferno (Gevena Flame): d, db, b + 2 Attacks (also in air) o----------------------o LVL 3 HYPER COMBO o----------------------o Death Penalty: f, d, df + 2 Attacks --- Elastic Punch: Extended forward punch Elastic Punch Upper: Extended anti-air punch Brutal Pale Banger: Ground pound attack. Can damage opponent if close enough. Rolling Hook: Stepping clothesline Worm Squash: Ground stomp that OTG's Stone Dunk: Flaming Overhead smash. Stone Smite: Dashing Overhead smash. Flame Kick: Flaming foot sweep. Orbital Grudge: Super Skrull flames spins at opponent. Strength determines how far he moves forward. Fatal Blaster: An added flaming upper smash for goof measire. Tenderizer (Killing Beat): Rapid punch attack. Elastic Slam (Invisible Menace): A grab that slams opponent left and right. The light version is short range. Medium version has longer range. Heavy version is an anti-air. Meteor Smash: Super Skrull rises up and comes down with a ground punch. Light punches the left side of the screen. Medium punches the middle. Heavy punches the right. All this regardless of which side he is on or where he is. Skrull Torch: Upward angling spiral flame torpedo. Inferno (Gevena Flame): Flaming barrier that damages opponent if close. Death Penalty: Beefed up version of Meteor Smash where contact will make him beat the opponent senseless. Light + Medium attacks the left side of the screen. Light + Heavy attacks the middle. Medium + Heavy attacks the right. +---------------------+ TASKMASTER +---------------------+ Origin: The Avengers o----------------------o SPECIAL MOVES o----------------------o Charging Star: b + Heavy Spidey's Swing (Web Swing): f + Heavy (also in air) Aim Master: d, df, f + Attack (also in air) Guard Master: d, db, b + Attack Sword Master (SM): f, d, df + Attack Lights Out Set Up: Blocked SM (Light), Heavy Lights Out Set Up 2: Blocked SM (Medium), Heavy, Medium, Heavy Lights Out Set Up 3: Blocked SM (Heavy), Heavy, Medium, Heavy x2, Medium Lights Out: After set up, d, df, f + Heavy Sting Master: d, df, f + Special o----------------------o HYPER COMBO o----------------------o Legion Arrow: d, df, f + 2 Attacks (also in air) Aegis Counter: d, db, b + 2 Attacks --- Charging Star: Does Captain America's Charging star with a shoulderbutt with his shield extended. Spidey's Swing (Web Swing): Does Spiderman's web swing. Swings into opponent feet first. Aim Master: Shoots an arrow. Light shoots straight. Medium is an anti-air. Heavy shoots straight up. Charge for more arrows. Guard Master: Taskmsater uses his shield to guard against attacks and counter. Light counters High and mid attacks, Medium counters low attacks. Heavy reflects projectiles. Sword Master (SM): Spinning sword attack after a small hop. Lights Out Set Up: Unblockable headbutt Lights Out Set Up 2: 3 unblockable attacks Lights Out Set Up 3: 5 unblockable attacks Lights Out: Raises opponent by belly with sword and shoots them in the face. Sting Master: Basically the Lights Out and Guard Master without the setup parts. Legion Arrow: Shoots multiple arrows at opponent. Light + Medium shoots straight ahead. Light + Heavy act as anti-airs. Medium + Heavy shoots straight up then rain down. Aegis Counter: Counter super which if successfull will punish enemies with a lot of slashes. +---------------------+ THOR +---------------------+ Origin: Journey Into Mystery o----------------------o SPECIAL MOVES o----------------------o Mighty Speech: d, d + hold Heavy Mighty Spark: d, df, f + Attack (also in air) Mighty Smash: f, d, df + Attack (also in air) Mighty Strike: b, db, b + Attack (also in air) Mighty Hurricane: close, f, df, d, db, b + Attack (also in air) Flight: b, d, db + Special o----------------------o HYPER COMBO o----------------------o Mighty Tornado: d, df, f + 2 Attacks (also in air) Mighty Thunder: f, d, df + 2 Attacks Mighty Punisher: close, f, df, d, db, b + 2 Attacks --- Mighty Speech: Just a silly taunt that's useless in a fight but earns full bars if it finishes. Mighty Spark: Electric beam that spans the screen. Can't hit small foes while they are standing (Spiderman and Amaretsu for example). Mighty Smash: Upward angle electric charges followed by a ground smash. Strength determines the height of the electric charges before Thor smashes the ground. Mighty Strike: Electric torpedo charge. Light charges straight. Medium charges upward at an angle. Heavy charges straight up. Mighty Hurricane: Takes opponent in to the air, spins and slams them to the ground. Flight: Take flight momentarily. Mighty Tornado: Forms a huge electric tornado around Thor and damages enemies who are close to him. Mighty Thunder: Thor slams the ground with Mjolnir and creates an electric spike pillar. Mighty Punisher: Thor attaches Mjonir to the opponent and tosses them into the air and they end up crashing to the ground. +---------------------+ WOLVERINE +---------------------+ Origin: X-Men (debuted in Incredibule Hulk) o----------------------o SPECIAL MOVES o----------------------o Sliding: df + Medium Diving Kick: d + Heavy in air Berserker Barrage: d, df, f + Attack Tornado Claw: f, d, df + Attack Drill Claw: Any Direction + Attack + Special (also in air) Berserker Slash: d, db, b + Attack Berserker Rage: Any Attack button rapidly o----------------------o HYPER COMBO o----------------------o Berserker Barrage X: d, df, f + 2 Attacks Fatal Claw: d, db, b + 2 Attacks Berserker Charge: d, d + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Weapon X: f, d, df + 2 Attacks --- Sliding: Slides on belly fangsfirst into opponent's legs. Diving Kick: Downward angled air kick. Berserker Barrage: Upward slash followed by downward slash. Light hits twice, medium hits 4 times, Heavy hits 6 times. Tornado Claw: Slashing uppercut. Strength determines how high it rises thus more hits. Light hits 3 times. Medium hits 4 times. Heavy hits 5 times. Drill Claw: Spiraling Torpedo with fangs pointed out. Berserker Slash: Rushing cross slash. Strenght determine how far Wolverine runs at opponent. Berserker Rage: Rapid stabbing attack. Strength determines the speed of the slashes. Berserker Barrage X: Beefed up Berserker Barrage. Fatal Claw: Takes to the sky an makes a giant energy X that slashes opponent. Berserker Charge: Speed boost to Wolverine. Weapon X: Multiple slashes then sends opponent upwards in a tornado then adds an extra cross slash. +---------------------+ X-23 +---------------------+ Origin: NYX/X-Men Evolution o----------------------o SPECIAL MOVES o----------------------o Foreign Claw: d + Heavy in air Neck Slice: d, df, f + Light (chargeable) Ankle Slice: d, df, f + Medium (chargeable) Decapitating Slice: d, df, f + Heavy Mirage Feint: d, db, b + Attack (chargeable) Crescent Scythe: f, d, df + Attack (also in air) Talon (Hornet Needle): d, df, f + Attack in air o----------------------o HYPER COMBO o----------------------o Rage Trigger: d, df, f + 2 Attacks Weapon X Prime: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Dirtnap (Silent Killing): d, db, b + 2 Attacks --- Foreign Claw: Downward slash drop. Neck Slice: Rushing slash. Hold to delay it. Ankle Slice: Rushing low slash. Hold to delay. Decapitating Slice: Dash jump and if it connects, does a scissor neck twist and kicks opponent into the air. Mirage Feint: Makes X-23 leap forward with afterimages. Light is a short hop, medium hops to the other side of opponent, Heavy leaps upward. Crescent Scythe: Sort of like a slashing flash kick. Strength determines how high she rises. Light hits 3 times. Medium hits 4 times. Heavy hits 5 times. Talon (Hornet Needle): Air torpedo attack. Light attacks at a downward angle. Medium attacks straight. Heavy attacks at an upward angle. Rage Trigger: Multiple slashes followed by a Crescent Slash Weapon X Prime: Multiple slashes that ends with a cross slash. Dirtnap (Silent Killing): Makes X-23 invisible momentarily. If you press Special when close, she will appear overhead and stab opponent in the back area. ================================CAPCOM SIDE===================================== +---------------------+ AKUMA/GOUKI +---------------------+ Origin: Super Street Fighter 2 Turbo o----------------------o SPECIAL MOVES o----------------------o Zugai Hasatsu: f + Medium Senpu Kyaku: f + Heavy Tenma Kujin Kyaku: d + Medium in air Gohadouken: d, df, f + Attack Zankuu Hadouken: d, df, f + Attack in air Goshoryuuken: f, d, df + Attack Tatsumaki Zankukyaku: d, db, b + Attack Hyakkishu: b, d, db + Attack Hyakki Gosho: Hyakkishu, Light Hyakki Gojin: Hyakkishu, Medium Hyakki Goho: Hyakkishu, Heavy Ashura Senku: f, d, df + Special or b, d, db + Special o----------------------o HYPER COMBO o----------------------o Messatsu-Gohado Agyo: d, df, f + 2 Attacks (also in air) Messatsu-Gohado Ungyo: Messatsu-Gohado Agyo, hold Heavy (also in air) Messatsu-Goshoryu: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Raging Demon: Light, Light, f, Medium, Heavy --- Zugai Hasatsu: Overhead karate chop Senpu Kyaku: Standing spin kick Tenma Kujin Kyaku: Sharp-angled downward kick. Gohadouken: A purple fireball is launched across the screen. Zankuu Hadouken: Air version of Gohadouken that ankles downward. Goshoryuuken: A rising uppercut that is quick and deadly. Tatsumaki Zankukyaku: Akuma spins across the air with his leg extended out. Hyakkishu: Akuma does a front flip. Hyakki Gosho: Downward angle palm thrust that groundbounces opponent. Hyakki Gojin: Flaming version of his Tenma Kujin Kyaku Hyakki Goho: Hyakki Gosho except it shoots a fireball on the way down instead of a palm thrust Ashura Senku: Teleportation move Messatsu-Gohado Agyo: Fires lots of purple fireballs ahead. Air version fires at a downward angle. Messatsu-Gohado Ungyo: Fires a large purple beam instead of fireballs. Messatsu-Goshoryu: Multiple Goshoryuukens that run along the ground and the last one goes airborne. Raging Demon: Akuma dashes forward and if he grabs the opponent, the screen goes black and a bunch of hit marks appear all over the screen. If the opponent is defeated, the "Ten" symbol (translates to "heaven" appears on the screen. +---------------------+ AMATERASU +---------------------+ Origin: Okami o----------------------o SPECIAL MOVES o----------------------o Power Slash: d, db, b + Attack Head Charge: d, df, f + Attack in air Weapon Change: d, d + Attack Solar Flare: w/ Solar Flare, f, d, df + Heavy Thunder Edge: w/ Thunder Edge, d, df, f + Attack Glaive Chop: w/ Thunder Edge, d, df, f + Special in air Cold Star: w/ Devout Beads, d, df, f + Attack rapidly o----------------------o HYPER COMBO o----------------------o Okami Shuffle: d, df, f + 2 Attacks Vale of Mist: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Divine Instruments: f, d, df + 2 Attacks --- Power Slash: Throws a talisman at the opponent. Light attacks straight. Medium attacks at an upward angle. Heavy attacks directly above Amaterasu and can hit the opponent as it falls down. Head Charge: Amaterasu charges headfirst at her opponent. Light attacks at an upward angle. Medium charges forward. Heavy charges directly downwards. Weapon Change: Changes the type of weapon Amaretsu uses. Light for Solar Flare, Medium for Thunder Edge, Heady for Cold Star. Solar Flare: Amaterasu projects a shield in front of her. Light counters high and mid attacks and Medium counters low attacks. Both perform a piledriver move. Heavy reflects or nullifies projectiles depending on the time. Thunder Edge: This is her Power Slash + Head Charge combined as she will use the Head Charge with electric properties and the angle of the charge is similar to where her talismans go when she used the Power Slash. Glaive Chop: Comes down with an electric sword that hits up to 8 times. Cold Star: Shoots several iceballs at the oppoent when pressed rapidly. Okami Shuffle: Uses moves of all elements one after the other in the order of Fire, Ice, and Thunder Vale of Mist: Amaterasu howls and creates a purple cloud that slows the opponent down. Divine Instruments: Knocks the opponent in the air with a fire uppercut then attacks them with a ice whip and finishes them off with a thunder charge. +---------------------+ ARTHUR +---------------------+ Origin: Ghosts N' Goblins o----------------------o SPECIAL MOVES o----------------------o Joust: f + Heavy Magic Sword: b + Heavy Dagger (Danken): d, df, f + Light (also in air) Lance Toss (Yari): d, df, f + Medium (also in air) Scatter Crossbow (Bowgun): d, df, f + Heavy (also in air) Fire Bottle Toss (Taimatsu): d, db, b + Light (also in air) Axe Toss (Ono): d, db, b + Medium Scythe Toss (Kama Boomerang): d, db, b + Heavy Shield Deflect (Tate): f, d, df + Light Heavenly Slash (Kishi no Ken - Ten): f, d, df + Medium Hellbound Slash (Kishi no Ken - Jigoku): f, d, df + Heavy o----------------------o HYPER COMBO o----------------------o Goddess' Bracelet (Megami no Udewa): d, df, f + 2 Attacks Golden Armor (Yoroi Soubi): d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o For the Princess (Fire Dragon no Maryoku): f, d, df + 2 Attacks --- Joust: Charges forward with his lance extended out. Magic Sword: Throws a magic sword that flies in wierd directions. Dagger (Danken): Tosses a dagger at the opponent. Golden Armor throws it faster. Lance Toss (Yari): Tosses a lance at the opponent. Golden Armor throws it a little bit faster. Scatter Crossbow (Bowgun): Shoots arrows at opponent with the crossbow. Golden Armor shoots homing arrows. Fire Bottle Toss (Taimatsu): Lobs a fire bottle that sends a wave of blue flames at the opponent. Golden Armor makes the flames span the whole floor. Axe Toss (Ono): Tosses an axe at the opponent that spins towards them. Golden Armor lobs the axe before it spins at the opponent. Scythe Toss (Kama Boomerang): Tosses a scythe at the opponent that pull them towards Arthur if it connects. Golden Armor pulls opponent to Arthur completely. Shield Deflect (Tate): Defelects projectiles. Heavenly Slash (Kishi no Ken - Ten): Stepping upward slash. Hellbound Slash (Kishi no Ken - Jigoku): Stepping upward slash followed by a hard downward slash. Goddess' Bracelet (Megami no Udewa): Arthur raises his fist the shoots multiple projectiles at the opponent. Golden Armor (Yoroi Soubi): Puts on his Golden Armor and can do extra damage. He loses his armor when the move runs its course. Use this move again to replace his normal armor. For the Princess (Fire Dragon no Maryoku): Firey explosion fill the screen as a blue dragon flies by (don't know if that's an icy one or a blue flame one). +---------------------+ CHRIS REDFIELD +---------------------+ Origin: Resident Evil o----------------------o SPECIAL MOVES o----------------------o Handgun: f + Medium Air Handgun: d + Heavy in air Stun Rod: f + Heavy Flamethrower: b + Heavy Sneaking Mode: d, d + 2 Attacks Gunfire: d, df, f + Attack (also in air) Grenade Throw: f, d, df + Attack Combination Punch (CP): d, db, b + Attack Magnum Combo: CP (Medium), Heavy Body Blow: CP, Light Heavy Blow: Body Blow, Meidum Finish Combo: Heavy Blow, Heavy o----------------------o HYPER COMBO o----------------------o Grenade Launcher: d, df, f + 2 Attacks Sweep Combo: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Satellite Laser: d, db, b + 2 Attacks --- Handgun: Fires a shot at the opponents feet. Air Handgun: Fires a shot at the opponents from the air. Stun Rod: Swings an electric stun stick at the oppoent. Flamethrower: Burns the opponent for up to 25 hits. Sneaking Mode: Chris lies down in a prone positon on the floor. Gunfire: Chris shoots opponent with a different type of gun. Light uses shotgun. Medium uses an uzi. Heavy uses a magnum. Grenade Throw: Chris uses an explosive to attack the opponent. Light lays down a mine. Medium lobs a grenade that explodes once. Heavy lobs a grenade that will explode rapidly. Combination Punch (CP): Two punches in succession. Light does two hooks. Medium does a hook followed by a straight punch. Heavy does a hook followed by a back- fist. Magnum Combo: Finishes with a Magnum shot. Body Blow: Punch to gut followed by... Heavy Blow: Punch to the face and finished with... Finish Combo: several more punches. Grenade Launcher: Shoots an ice grenade to freeze opponent then fires a grenade in the air the shoots a fire grenade and finish with a thunder grenade as the air grenade falls into place. Sweep Combo: Chris takes out every weapon in his arsenal then attacks the foe with each one at a time. Satellite Laser: Summons a satellite and a recticle that can be controlled to shoot a bazooka at the opponents location. +---------------------+ CHUN LI +---------------------+ Origin: Street Fighter 2 o----------------------o SPECIAL MOVES o----------------------o Yousou Kyaku: d + Medium in air Kaku Kyaku Raku: f + Heavy Hyakuretsu Kyaku: Attack button repeatedly (also in air) Kikoken: b, db, d, df, f + Attack Kikoanken: Kikoken (Heavy), Heavy Tenshou Kyaku: f, d, df + Attack (also in air) Spinning Bird Kick: d~u + Attack (also in air) Spinning Hornet Kick: Hold d longer before pressing u + Attack Note: Her taunt can do minimal damage. o----------------------o HYPER COMBO o----------------------o Kikosho: d, df, f + 2 Attacks Hoyokusen: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Shichisei Ranka: f, d, df + 2 Attacks --- Yousou Kyaku: Does a downard heel stomp that can be used as long as she is in the air so she can do this over and over. Kaku Kyaku Raku: Flipping knee attack. Hyakuretsu Kyaku: Rapid kicks in succession. Kikoken: Throw a purple energy ball at the opponent. Light travels slow but it reaches full screen. Medium travels faster but not as far. Heavy has short range but comes out quick. Kikoanken: You must press the Heavy button twice in rapid succession to make this move come out. It is a close range fireball palm thrust that crumples the opponent. Tenshou Kyaku: Takes Chun Li skyward as she spins her legs in a tornado fashion. The strength determines how high she goes and thus more hits. Spinning Bird Kick: Chun Li spins upside down toward the opponent. Light hits twice. Medium hits three times. Heavy hits four times. Spinning Hornet Kick: Basically the EX version of her SBK from SF4 and SSF4 Kikosho: Gathers a large purple orb and surrounds herself with it and it can damage any opponent close enough to it. Hoyokusen: Does her Hyakurestu Kyaku with one leg then the other then finishes with an upward thrust kick. Shichisei Ranka: Does several spinning kicks and ends with a deadly stomp into the ground. +---------------------+ CRIMSON VIPER +---------------------+ Origin: Street Fighter 4 o----------------------o SPECIAL MOVES o----------------------o Thunder Knuckle: d, df, f + Attack Thunder Knuckle EX: d, df, f + Special (consume 1 gauge) Burning Kick: d, db, b + Attack (also in air) Burning Kick EX: d, db, b + Special (also in air) (consume 1 gauge) Seismic Hammer: f, d, df + Attack Seismic Hammer EX: f, d, df + Special (consume 1 gauge) Focus Attack: Attack + Special Optic Laser: Hold Attack and release o----------------------o HYPER COMBO o----------------------o Emergency Combination: d, df, f + 2 Attacks Burst Time: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Viper Full Throttle (Burning Dance): f, d, df + 2 Attacks --- Thunder Knuckle: Lunges forward with a electric punch. Light and Medium lunge straight. Heavy is an anti-air. Thunder Knuckle EX: Charges straight forward regardless of strength and it is more powerful version of Thunder Knuckle that crumples the opponent. Consumes a stock of power. Burning Kick: Hops forward with a burning kick. Burning Kick EX: Bigger explosion with the kick. Seismic Hammer: Pounds the ground and makes a shockwave. Strength determines how far away from Crimson Viper the shockwave appears. Seismic Hammer EX: Creates three shockwaves up close. Focus Attack: Charges up for an elbow strike. Hold till maximum to crumple the opponent with an unblockable hit. Optic Laser: Charges up a eye laser blast and unleashes it. Emergency Combination: Two Thunder Knuckles followed by an upward spinning fire kick. Burst Time: Powerful Seismic Hammer that knocks the opponent in the air and does an upward spinning fire kick. Viper Full Throttle (Burning Dance): Takes opponent into the sky with electric fists and slams them into the ground. +---------------------+ DANTE +---------------------+ Origin: Devil May Cry o----------------------o SPECIAL MOVES o----------------------o Stinger: f + Heavy Million Stab: d + Heavy Stinger, Heavy rapidly Scat Shot: Heavy, Heavy Weasel Shot: Heavy, b + Heavy rapidly Clay Pidgeon: Special, Heavy Prop Shredder: Scat Shot/Cold Shower/Clay Pigeon, Special Rain Storm: Heavy rapidly in air Cold Shower (Ebony and Ivory): df + Heavy rapidly Bold Move: Attack + Special Artemis: d, df, f + Light (chargeable) Acid Rain: Artemis, d, df, f + Light Crystal: d, df, f + Medium Million Carats: Crystal, d, df, f + Medium Hysteric: d, df, f + Heavy Grapple: Hysteric, d, df, f + Heavy Drive: d, df, f + Special Reverb Shock: d, db, b + Light Revolver: d, db, b + Medium Jet Stream: d, db, b + Heavy Beehive (Fire Wax): Reverb Shock or Revolver or Jet Stream, Hard Crazy Dance: Reverb Shock, Special Jet Stream, d, db, b + Special Twister: f, d, df + Light Tempest: Twister, f, d, df + Light Volcano: f, d, df + Medium (can Jump cancel) Beowulf Combo 2: Volcano, f, d, df + Medium Jam Session: f, d, df + Heavy Air Trick: d, d + Special Killer Bee: d, df, f + Light in air Hammer: Killer Bee, d, df, f + Light Air Play: d, df, f + Medium in air Sky Dance: d, df, f + Heavy in air Devil Trigger Mode ------------------ Flight: d, db, b + Special Thunderbolt: d, df, f + Special in air Vortex: f, d, df + Special in air o----------------------o HYPER COMBO o----------------------o Million Dollar: d, df, f + 2 Attacks Devil Trigger: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Devil Must Die: f, d, df + 2 Attacks --- Stinger: Forward lunging stab attack. Million Stab: Rapid stabbing attack that can do more hits if canceled from the Stinger. Scat Shot: Uses his guns to shoot rapidly forward. Clay Pidgeon: A couple shots at the opponent after they are knocked airborne by the Special. Prop Shredder: Dante spins his sword in front of him many times. Rain Storm: Dante turns himself upside down and shoots at the floor. Cold Shower (Ebony and Ivory): Rapidly shoots at the ground. Best used to OTG. Bold Move: A simple forward flip. Artemis: Fires a purple ball that will eventually home in on where the opponent stands. You can charge this up by holding Light and shoot up to four balls. Acid Rain: Sends the ball airborne to rain down onto the opponent. Do it before he shoots the ball out. Crystal: Fires a ice shot at the ground and it waves across the floor and can freeze the opponent. Million Carats: Forms a protective ice barrier around Dante that damages anybody close to it. Hysteric: Lays his big gun on the ground and shoots missiles from it. Grapple: Pulls the enemy towards him with the knife attacked to the gun. Drive: Delayed upward slash. Reverb Shock: Short electric dash Revolver: Dante leaps through the air spinning in circles with his extended sword and slashes opponent with icy effects. Jet Stream: Dashes full screen charge with flaming effects and knocks them away with a windy slash. Beehive (Fire Wax): Smacks opponent crazy with the sword. Crazy Dance: Multiple dark slashes followed by Dante spinning on his sword to create a tornado then knocks opponent away. Twister: Creates a flaming tornado around Dante. Tempest: Extra flaming tornado only shorter than the first. Volcano: Pounds the ground to create a shockwave to knock the opponent into the air. Beowulf Combo 2: Rapid kicks followed by an axe kick. Jam Session: Creates an electric shockwave that hits multiple times. Air Trick: Vanishes then reappears above and behind opponent. Killer Bee: Downward angle dive kick. Hammer: Does a hammer blow to the opponent on the way down instead. Air Play: Throws an electric purple ball down at the opponent. Sky Dance: Multiple wind and flame slashes on the way down. Flight: Momentarily hovers in the air Thunderbolt: Downward angled electric beam Vortex: Electric torpedo attack. Million Dollars: Shoots enemy with several guns. Devil Trigger: Enter Devil Trigger mode which increases damage given and regain health and adds speed. Devil Must Die: Multiples slashes followed by a monsterous slash at the end. +---------------------+ FELICIA +---------------------+ Origin: Darkstalkers o----------------------o SPECIAL MOVES o----------------------o Toy Touch: df + Medium Kitty Slash: b + Heavy EX Charge: d, d, + hold Heavy Wall Clinch: jump towards wall, hold b or ub Rolling Buckler (RB): d, df, f + Attack Neko Punch: RB, Light Rolling Slide: RB, Medium Rolling Uppercut: RB, Heavy Cat Spike: f, d, df + Attack Delta Kick: b, d, db Attack Sand Splash: b~f+ Attack Hellcat: close, f, df, d, db, b + Attack Cat and Mouse: Attack + Special o----------------------o HYPER COMBO o----------------------o Dancing Flash: d, df, f + 2 Attacks Kitty the Helper: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Please Help Me!: d, db, b + 2 Attacks --- Toy Touch: Crouching claw swipe that OTGs. Kitty Slash: Felicia jumps onto her tale and thrusts both of her legs forward. EX Charge: Blue aura surrounds Felicia as she increases her super meter as long as the Heavy button is held down. Wall Clinch: Clings to the wall. If she doesn't jump off she slide down it. Rolling Buckler(RB): Felicia rolls towards the opponent. Button strength will determine how far she rolls. Neko Punch: Sneaky punch that knocks down on contact. Rolling Slide: Slide attack that hits low and knocks down. Rolling Uppercut: Surprise uppercut that hits up to three times. Cat Spike: Felicia throws a ball and tries to slash it but slashes the opponent by accident. Light is a short hop forward. Medium is a long hop forward. Heavy will do a complete high jump in an arc and groundbounces. Delta Kick: Felicia leaps upward with a kick then kicks the opponent twice for as she angles downward. Button strength determines how wide the trajectory of the descent is on the downward kick. Sand Splash: Kicks sand at the opponent. Light creates one splash. Medium will create a wave of two splashes. Heavy creates splashes that wave across almost the whole screen. Hellcat: Grabs opponent and spins around them starting on the lower part of the body till she reaches the head. Cat and Mouse: Dodge attack where Felicia will run along the ground to avoid attacks. Dancing Flash: Rolls into the opponent and follows up with furious slashes and a slashing uppercut. Kitty the Helper: Summons Kitty and when Felicia attacks, she will use diving slashes for a certain amount of time. Please Help Me!: Kitty jumps in and if she makes contact. More catgirls come in to slash the opponent into submission. +---------------------+ FIREBRAND/RED ARREMER +---------------------+ Origin: Ghosts n' Goblins o----------------------o SPECIAL MOVES o----------------------o Devil Claw: d + Heavy in air Hell's Spitfire (Fire): d, df, f + Attack (also in air) Demon Missile (Hell Hunt): f, d, df + Attack Bon Voyage (Hell Voyage): d, df, f + Special (also in air) Hell's Elevator (Hell Flip): d, db, b + Attack Hell Dive: d, db, b + Attack in air Hovering: d, db, b + Special (also in air) o----------------------o HYPER COMBO o----------------------o Dark Fire: d, df, f + 2 Attacks (also in air) Luminous Body: d, db, b + 2 Attacks (also in air) o----------------------o LVL 3 HYPER COMBO o----------------------o Chaos Tide: f, d, df + 2 Attacks --- Devil Claw: Downward divekick. If this hits, Firebrand will hover. Hell's Spitfire (Fire): Spits a fireball at the opponent. Light fires straight, Medium fires at a upward angle as an anti-air, Heavy spits at the ground and it erupts into a flame pit. The air Medium fires at a downward angle. Demon Missile (Hell Hunt): Torpedo attack at the opponent. Light bounces off the opponent and enters Hovering. Medium pierces through opponent. Heavy does a backflip before the torpedo. Hold heavy for more damage and go into Hovering. Bon Voyage (Hell Voyage): Flies at opponent and grabs them, drags them then they are thrown into the wall. Hell Flip: Firebrand jumps to a designated spot before he hovers. Light goes straight up. Medium forward. Heavy jumps back. Hell Dive: An air dash. Light flies down. Medium flies forward. Heavy flies backwards. Can do this up to three times in succession. Hovering: Makes Firebrand fly momentarily. Dark Fire: Spits purple flames that sweeps across the surface from in front of him to directly above him. Luminous Body: Firebrand turns white and gets a speed boost. Chaos Tide: Another Red Arremer will assist Firebrand in battle. Press Light for it to spit a fireball. Press Medium to charge through opponents. Press Heavy to do a swoop attack. +---------------------+ FRANK WEST +---------------------+ Origin: Dead Rising Note: Frank West has a photo level that levels up with Prestige Points (PP). You can get PP by taking a snapshot. You need 5 PP for level 2, 20 PP for level 3, 50 PP for level 4, and 100 PP for level 5 (max level). Leveling up gives you access to move moves and extra damage. o----------------------o SPECIAL MOVES o----------------------o Object throw (Wild Pitch): f + Heavy Knee Drop: d + Heavy in air Tools of Survival (How To Use): d, df, f + Attack (also in air) Snapshot: d, df, f + Special Hammer Throw: b~f + Attack Bottoms Up (Nice Bottle): d, d + Special Roundhouse Kick: f, d, df + Attack (must be at photo level 2+) Giant Swing: d, db, b + Attack Barrel Roll (Flying Dodge): Attack + Special (must be at photo level 2+) o----------------------o HYPER COMBO o----------------------o Blue Light Special (Dead Riding): d, df, f + 2 Attacks Survival Techniques (CASE: WEST): d, db, b + 2 Attacks Funny Face Crusher: f, d, df + 2 Attacks (must be at photo level 3) --- Wild Pitch: Throws an object that depends on his Photography level. Pie (Level 1/2), Orange Juice (Level 3), Wine (Level 4/5). Knee Drop: Falling kneedrop from the air Tools of Survival (How To Use): Attacks with a random item depending on the photo level. Light uses Plunger (Level 1/2), Broom (Level 3), Paddlesaw (Level 4/5) and smack the opponent around. Medium uses Baseball Bat (Level 1/2), Spiked Bat (Level 3), Chainsaw (Level 4/5) and wallbounces. Heavy uses a Fireaxe (Level 1/2), Sledgehammer (Level 3), Defiler (Level 4/5) and groundbounces. Snapshot: Snaps a photo of the opponent and stuns them. This increases PP which eventually levels you up. Leveling up to five will cast a blue aura over Frank and increase the damage he does. Hammer Throw: Frank will throw a zombie into the opponent. The light and medium hits the opponent and the heavy makes the zombie chomp the opponent. Bottoms Up (Nice Bottle): Frank drinks some wine that makes it easier to gain PP but after 10 seconds, he gets a hangover and leaves him open for attack. Tag out to regain his composure. Not a good idea to use if he is the last character on his team. Roundhouse Kick: Does a backward roundhouse kick. Light fakes the move. Medium knocks opponent to the ground. Heavy attacks low and OTGs. Giant Swing: Grabs zombie by the legs and swings it around while hitting the opponent before he tosses it aside. Light hits twice and knocks down on the last hit Barrel Roll (Flying Dodge): Frank avoids all attacks except grabs. Blue Light Special (Dead Riding): Runs opponent over with a shopping cart full of chainsaws, zombies, and other weapons. Survival Techniques (CASE: WEST): Frank will bumrush the opponent then beats on them with various weapons and ends with a baseball swing. Photo Level 3 make him invincible on startup, Photo Level 4/5 makes him invincible for the whole move. Funny Face Crusher: Leaps into the air to grab the airborne opponent then puts a Servbot mask on them. He will do the Giant Swing with them instead of using a zombie then as they get up, he will bury their face in the dirt. +---------------------+ HAGGAR +---------------------+ Origin: Final Fight o----------------------o SPECIAL MOVES o----------------------o Iron Pipe: f + Heavy Violent Axe: d, df, f + Attack Hoodlum Lancer: f, d, df + Attack Flying Piledriver: close, f, df, d, db, b + Attack Sky High Backdrop: close, f, df, d, db, b + Attack in air Double Lariat: Attack + Special Giant Swing: d, df, f + Special in air o----------------------o HYPER COMBO o----------------------o Deskwork Gatling (Rapid Fire Fist): d, df, f + 2 Attacks rapidly Giant Haggar Press: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Final Haggar Buster: close, f, df, d, db, b + 2 Attacks --- Iron Pipe: Smashes an iron pipe onto the opponent's skull. It isn't an overhead despite its looks. Violent Axe: Attacks opponent with an axehandle upward smash. Medium version adds a shoulderbutt before the attack. Heavy dashes full screen and hits with a shoulderbutt followed by an upward smash followed by a hammer smash. Hoodlum Lancer: Hagger will lunge and grab the opponent. Light tosses them up outright. Medium delays the lunge. Heavy is an anti-air grab that tosses them up on contact. Flying Piledriver: Grabs opponent and jumps into the sky with them to execute a devastating piledriver. Sky High Backdrop: Grabs opponent in the air and does a german suplex to the ground. Double Lariat: Haggar will spin around on his toes with his arms extended and it costs him some life which will turn red and can be recovered when tagged out. He is totally invincible during the start of the move. The sacrificed life refers to his role in Final Fight series where you sacrifice life to do special moves. Giant Swing: Catches airborne opponent and does a minesweeper before throwing them to the ground. Deskwork Gatling (Rapid Fire Fist): Throws a punch to the midsection, if it does connect, Haggar does several punches to the gut and does a deadlier version of the Heavy Violent Axe. He also does the last part if the punch whiffs. Giant Haggar Press: Haggar jumps into the air and comes down like a meteor. Final Haggar Buster: Variation of Zangeif's Final Atomic Buster. Grabs the opponent to do a suplex then does a minesweepr before tossing them into the air and finishing them off with a deadly piledriver. +---------------------+ HSIEN-KO (LEI-LEI) +---------------------+ Origin: Darkstalkers 3 o----------------------o SPECIAL MOVES o----------------------o Anki Hou: d, df, f + Attack Henkyou Ki: b, d, db + Attack (also in air) Senpuu Bu: f, d, df + Attack (also in air) Edoga (Houten Geki): close, f, df, d, db, b + Attack o----------------------o HYPER COMBO o----------------------o Chireitou: d, df, f + 2 Attacks Tenrai Ha: d, db, b + 2 Attacks Rimoukon: f, d, df + 2 Attacks --- Anki Hou: Throws random objects that range from a kunai, throwing star, bracelet that Chun Li wears, bomb or a shooting star. The Shooting star will dizzy. The bomb will stay there for a few seconds then explode. Light is a straight toss. Medium is a lob. Heavy is a sharp lob. Other stuff I've scene a Yashichi, axe, a pile of turds, a gear and a kitchen knife. Henkyou Ki: Produces a soundwave that travels across the screen. Light is close ranged. Medium is mid-ranged. Heavy is long ranged. Senpuu Bu: Throws a chain upwards and swings across the screen slashing as she goes. She can followed this up with another immediately afterwards before she touches the ground or use any other air specials for that matter. Edoga (Houten Geki): Tosses opponent up into the air and spins them around onto her claws. Light hits 8 times. Medium hits 12 times. Heavy hits 16 times. Chireitou: A wave of swords rise up through the floor. Tenrai Ha: Drops a load of spiked balls onto the opponent. Rimoukon: Hsien Ko dons a golden aura as her sister will also come to life and stand beside her. +---------------------+ JILL VALENTINE +---------------------+ Origin: Resident Evil She is a DLC. o----------------------o SPECIAL MOVES o----------------------o Flip Kick: d, df, f + Light Cartwheel Kick: d, df, f + Medium Arrow Kick: d, df, f + Heavy Double Knee Drop: d, df, f + Attack in air Fallen Prey: f, d, df + Light Ensnarement: f, d, df + Medium Position Exchange: close, f, d, df + Heavy Feral Crouch: d, d + Special Low Sweep: Feral Crouch, Light Jumping Roundhouse: Feral Crouch, Medium Somersault Kick: Feral Crouch, Heavy Teleport: Feral Crouch, (no down direction) Mad Beast, any direction o----------------------o HYPER COMBO o----------------------o Machine Gun Spray: d, df, f + 2 Attacks Raven Spike: f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Mad Beast: d, db, b + 2 Attacks --- Flip Kick: Backflip kick that puts her in Feral Mode at the end. Cartwheel Kick: Cartwheel kick that puts her in Feral Mode at the end. Arrow Kick: Leaps forward and lunges forward with her leg out and if she hits the opponent, she will jump off of them and in the process, bounce them off the wall. Double Knee Drop: Dives straight down with her knees to crash into the opponent underneath her. Fallen Prey: Does a crouching flip kick which, if connected, cause the opponent to fall and Jill dives on them with her knees. Ensnarement: Does a roundhouse kick which, if connected, tosses the opponent to the opposite side of the screen. Position Exchange: Grabs opponent and jumps onto the other side of them. Feral Crouch: Jill crouches down in attack mode. Low Sweep: Does a low spinning kick across the floor. Jumping Roundhouse: Does a leaping roundhouse kick. Somersault Kick: Does a Flash Kick type backflip. Teleport: Does a mad dash in the given direction. Machine Gun Spray: Leaps through the air spinning as she shoots her machinegun everywhere. Raven Spike: Several Arrow Kicks, followed by a Somersault and a final arrow kick. Mad Beast: Allows Jill to dash all over the place while in beefed up Feral Mode. +---------------------+ MORRIGAN +---------------------+ Origin: Darkstalkers o----------------------o SPECIAL MOVES o----------------------o Dark Quills (Splash Libido): f + Medium Deep Crescendo: f + Heavy Soul Fist: d, df, f + Attack (also in air) Shadow Blade: f, d, df + Attack (also in air) Vector Drain: close, f, df, d, db, b + Attack Dark Harmonizer: Assist exclusive Shell Kick: Special in air Flight: d, db, b + Special (also in air) Soul Drain: d, df, f + Special o----------------------o HYPER COMBO o----------------------o Finishing Shower: d, df, f + 2 Attacks (also in air) Shadow Servant: f, d, df + 2 Attacks Astral Vision: d, d + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Darkness Illusion: d, db, b + 2 Attacks (also in air) --- Dark Quills (Splash Libido): Attacks opponent with her multiple spike tails. Deep Crescendo: Slashing upward kick that knocks opponent upwards. Soul Fist: Morrigan throws a projectile at the opponent. Shadow Blade: Rising uppercut. Vector Drain: Morrigan takes the opponent into the sky and comes down in a Spinning Piledriver motion. Shell Kick: Turns her legs into a drill to hit opponent several times on the way down. Dark Harmonizer: Morrigan blows a kiss to the active player and grants them 30% to the hyper gauge. Flight: Morrigan will fly for a few seconds. Soul Drain: Morrigan's new move. It's an ES version of the soul first and it lowers the opponent's Super Meter by 30% Finishing Shower: Shoots several rockets that home in onto the opponent. Shadow Servant: Summons 5 shockwaves from the ground that sweep across the floor Astral Vision: Creates a clone behind the opponent that mirrors her actions. Hyper Combos cancel it out prematurely. Darkness Illusion: Morrigan airdashes and upon impact, A clone joins her into beating down the opponent. +---------------------+ NATHAN SPENCER +---------------------+ Origin: Bionic Commando o----------------------o SPECIAL MOVES o----------------------o Wire Grapple: d, df, f + Attack (also in air) Reel In Punch: Wire Grapple, Light Zip Kick: Wire Grapple, Medium Come 'ere (Hikiyoseru): Wire Grapple, Heavy Jaw Breaker: close, f, d, df + Attack Smash Kick: Jaw Breaker (Medium or Heavy), Heavy Armor Piercer: d, df, f + Special Wire Movement (Wire Idou): direction + Attack + Special o----------------------o HYPER COMBO o----------------------o Bionic Maneuvers: d, df, f + 2 Attacks Bionic Lancer: d, db, b + 2 Attacks --- Wire Grapple: Nathan sends his grapple arm at the opponent. Reel In Punch: Reels opponent in and punches them. Zip Kick: Reels opponent in and dropkicks them. Come 'ere (Hikiyoseru): Just reels opponent in without an extra attack. Jaw Breaker: Nathan will grab then uppercut the opponent into the air. Heavt version is an anti-air. Smash Kick: Extra roundhouse kick that wallbounces. Armor Piercer: Powerful palm thrust with his bionic arm that wallbounces the opponent. Wire Movement (Wire Idou): Grapples the ceiling or opponent. Nathan then reels himself to where it grappled. Does minimal damage to opponent. Bionic Maneuvers: Reels in opponent then pounds them senselessly then slams them into the ground to finish them off with a Reel-In Punch. Bionic Lancer: You can refer to this as a combination of Crimson Viper's Thunder Knuckle (w/o effects) and the first part of Rock Howard's Shine Knuckle from Garou: Mark of the Wolves. +---------------------+ NEMESIS T-TYPE +---------------------+ Origin: Resident Evil 3/Biohazard 3 o----------------------o SPECIAL MOVES o----------------------o Deadly Reach (T/H06): f + Heavy Air Deadly Reach (T/H06A): f + Heavy in air Angled Deadly Reach (T/H03A): d + Heavy in air Clothesline Rocket (P/A): d, df, f + Attack Launcher Slam (P/R06): f, d, df + Attack Rocket Launcher (W/R06): d, df, f + Special Anti-Air Rocket Launcher (W/R09): f, d, df + Special Air Rocket Launcher (W/R01A): d, df, f + Special in air Tentacle Slam (T/C): f, df, d, db, b + Attack o----------------------o HYPER COMBO o----------------------o Bioweapon (W/R*): d, df, f + 2 Attacks Biohazard Rush (P/A*): f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Fatal Mutation (IRREGULAR*): f, df, d, db, b + 2 Attacks --- Deadly Reach (T/H06): Nemesis extends his arm to release tentacles. Air Deadly Reach (T/H06A): Air version of Deadly Reach Angled Deadly Reach (T/H03A): Air Deadly reach pointed down at an angle. Clothesline Rocket (P/A): Nemesis clotheslines the opponent. Medium adds a rocket shot. Heavy adds an angled rocket shot. Rocket Slam (P/R06): Smashes the opponent with the rocket launcher. Light will knock them airborne. Medium groundbounces. Heavy wallbounces. Rocket Launcher (W/R06): Fires a rocket at the opponent. Travels straight. Anti-Air Rocket Launcher (W/R09): Fires rocket at an upward angle. Air Rocket Launcher (W/R01A): Fires rocket at a downward angle from the air. Tentacle Slam (T/C): grabs opponent with a tentacle and bodyslams them. Light is a forward grab, medium is at upward angle, heavy is straight up. Bioweapon Assault (W/R*): Shoots three rockets then jumps onto opponent. Biohazard Rush (P/A*): Punches opponent three times, uppercuts and finishes them off with a body slam. Fatal Mutation (IRREGULAR*): Nemesis morphs, grabs opponent and then takes and eats them. +---------------------+ PHOENIX WRIGHT +---------------------+ Origin: Phoenix Wright: Ace Attorney o----------------------o SPECIAL MOVES o----------------------o Slip Up: f + Medium Questioning [Investigation]: f + Heavy Cross Examination [Trial]: f + Heavy Bridge to the Turnaout [Trial]: f + Heavy or d + Heavy in air (needs 3 Good Evidence) Mode Change [Investigation or Trial Mode]: d, d + Special Investigate and Discard [Investigation Mode]: Attack + Special Evidence Projectiles [Trial Mode]: Attack + Special M-Maya!? [Investigation Mode]: d, df, f + Attack Paperwork High [Trial Mode]: d, df, f + Attack Paperwork Low [Trial Mode]: d, db, b + Attack Paper Storm High [Trial Mode]: d, df, f + Attack Paper Storm Low [Trial Mode]: d, db, b + Attack Press the Witness [Trial or Turnabout Mode]: f, d, df + Attack o----------------------o HYPER COMBO o----------------------o Steel Samurai Maya Smelting!: d, df, f + 2 Attacks Order in the Court [Courtroom or Turnabout]: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o The Ace Attorney [Turnabout Mode]: f, d, df + 2 Attacks --- Slip Up: An overhead attack where Phoenix slips on a banana pill and falls onto the opponent. Questioning: Shouts "Hold It!" during Investigation mode and adds to a hidden stun meter. 100% will dizzy the opponent. Cross Examination: Shouts "Hold It!" during Trial mode and adds to a hidden stun meter. 100% will dizzy the opponent. Bridge to the Turnaout: In Courtroom mode, he will shout "Objection!" and enter Turnabout mode if you have three pieces of strong evidence. Mode Change: Switch between Investigation and Trial Mode Investigate and Discard: Digs for evidence. Good evidence will lighten a slot, bad evidence darkens a slot. Use the appropiate button + Special to fill the slot. If te slot is taken then the old evidence is thrown at the opponent. Evidence Projectiles: Uses collected evidence to attack the opponent. If there is bad evidence or no evidence, Phoenix will be embarrased and left open for an attack. Usable in Trial or Turnabout mode. Knife throws three knives in a 3-way attack. Flower Pot is lobbed at opponent. Watch throes a circle. Cell Phone shoots two lock-on orbs. Photo fires a beam. Portfolio fires a explosive circle. M-Maya!?: Maya comes in and either blocks an attack or trip abd attack the foe. Paperwork High/Paper Storm High: Usable in Trial or Turnabout Mode. Throws paper at the opponent at an upward arc. Paperwork/Paper Storm Low: Usable in Trial or Turnabout Mode. Throws paper at the opponent at an downward arc. Throws more papers in Turnabout Mode. Press the Witness: Looks at the paper while walking and bumps into the opponent and throws it at them. Steel Samurai Maya Smelting!: Maya runs in and bum rushes the opponent. Order in the Court: The Judge will appear in the background and slam his gavel onto the floor. The Ace Attorney: A real deadly super. Phoenix sits at his desk points an energy beam at his opponent that shocks them and finishes them with a Take That! speech bubble. +---------------------+ RYU +---------------------+ Origin: Street Fighter 1 o----------------------o SPECIAL MOVES o----------------------o Sakotsu Wari: f + Medium Attack Roundhouse Kick (Mawashi Geri): f + Heavy Attack Hadouken: d, df, f + Attack (also in air) Baku Hadouken: d, df, f + Hold Attack Muraji Hadouken: d, df, f + Special rapidly Shoryuken: f, d, df + Attack (can charge it) Hadou Shoryuken: f, d, f + Special Tatsumaki Senpuukyaku: d, db, b + Attack (also in air) Joudan Sokutou Geri: b, d, db + Attack o----------------------o HYPER COMBO o----------------------o Shinkuu Hadouken: d, df, f + 2 Attacks (also in air) Shinkuu Tatsumaki Senpuukyaku: d, db, b + 2 Attacks Hadou Kakusei: d, d + 2 Attacks (Strengthen) Shin Hadouken: Hadou Kakusei, d, df, f + 2 Attacks Shin Tatsumaki Senpuukyaku: Hadou Kakusei, d, db, b + 2 Attacks o----------------------o Lvl 3 HYPER COMBO o----------------------o Shin Shoryuken: f, d, df + 2 Attacks --- Sakotsu Wari: Ryu lunges forward with an overhead punch that hits twice. Roundhouse Kick (Mawashi Geri): Self-Explanatory. Hadouken: Ryu thrusts his arms forward and shoots a blue fireball across the screen. Baku Hadouken: A Hadouken that can richochet off of walls. Muraji Hadouken: Ryu throws up to 5 short range Hadoukens. Shoryuken: Ryu leaps in the air fist first. Heavy hits twice if close. Hadou Shoryuken: Supercharged Shoryuken with blue flames attached to it. Tatsumaki Senpuukyaku: Ryu spins across the screen with his leg out. Knocks down opponent on contact. Joudan Sokutou Geri: Ryu will do some sort of mule kick that knocks opponent into the wall on contact. Shinkuu Hadouken: A deadly version of the Hadouken that comes out as a stream. Shinkuu Tatsumaki Senpuukyaku: This will hit multiple times as it sucks in the opponent if they are close enough to get hit. Hadou Kakusei: Powers up Ryu's other supers so he can perform the next 2 supers listed below. Shin Hadouken: Allows the Shinkuu Hadouken to ricochet off walls. Shin Tatsumaki Senpuukyaku: Adds a tornado effect to the Shinkuu Tatsumaki Senpuukyaku. Shin Shoryuken: Ryu will dish a blow to the gut then an uppercut to the chin and finish it off with a leaping uppercut. Will only do the uppercut if not close enough. +---------------------+ STRIDER HIRYU +---------------------+ Origin: Strider o----------------------o SPECIAL MOVES o----------------------o Arch Cut (Kiriharau): f + Heavy Sliding: df + Heavy Ame no Murakumo: d, df, f + Attack Excalibur: d, df, f + Attack in air Gram: f, d, df + Attack Vajura: b, d, db + Attack Formation A1: d, db, b + Light Formation A2: d, db, b + Medium Formation C: d, db, b + Heavy Formation B: d, db, b + Special Formation B Shot: Formation B, d, db, b + Special Wall Cling (Kabe Haritsuki): d, df, f + Special o----------------------o HYPER COMBO o----------------------o Legion: d, df, f + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Ouruboros: d, db, b + 2 Attacks Ragnarok: f, d, df + 2 Attacks --- Arch Cut (Kiriharau): Arching downward slash Sliding: Low hiting slide attack. Ame no Murakumo: Rushing downward arc slash. Light as a short rush, Medium has a longer rush, Heavy reaches full screen. Excalibur: Dashing crash attack through the air. Hits up to four times. Light attacks at a downward angle. Medium attacks forward. Heavy attacks at an upward angle. Gram: Creates a shockwave. Light attacks close, medium attacks mid range. Heavy attacks full screen. Vajura: Makes Strider vanish and reappear in a different area. Light teleports above opponent. Medium teleports behind. Heavy performs an added kick. Formation A1: Sends a panther across the screen Formation A2: Sends an eagle to attack from above Formation C: Sends an eagle to parachute a bomb. Formation B: Sends a satellite that strider can use to attack the opponent. Formation B Shot: Fires a projectile at the opponent. Wall Cling (Kabe Haritsuki): Cling to the wall. Legion: Sends panthers and eagles across the screen. Ouruboros: Surrounds Strider with two satellites that revolve around him and can fire projectile. Ragnarok: Dashing grab and uses shadow clones to beat up the opponent with cross slashes. +---------------------+ TRISH +---------------------+ Origin: Devil May Cry o----------------------o SPECIAL MOVES o----------------------o Stiletto Kick: d + Heavy in air Low Voltage: d, df, f + Attack (also in air) Trick "Hopscotch": d, db, b + Light (also in air) Trick "Peek-A-Boo": d, db, b + Medium (also in air) Round Trip: d, db, b + Heavy (also in air) Switch Sign: Round Trip, f, d, df + Attack (also in air) Flight: d, db, b + Special (also in air) o----------------------o HYPER COMBO o----------------------o Maximum Voltage: d, df, f + 2 Attacks (also in air) Round Harvest: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Duet Pain: f, d, df + 2 Attacks --- Stiletto Kick: Wide angle divekick from the air. Low Voltage: Throws an electric projectile. Light throws one. Medium throws two. Heavy throws three. The air version throws them at a downward angle. Trick "Hopscotch": Throws a trap on the floor that shocks the opponent if they step on it. Trick "Peek-A-Boo": Close-range trap that lifts the opponent off the ground if they are not airborne already and the trap will center on them and damage them with electricity. Round Trip: Trish throws her schyte at the opponent and then it comes back like a boomerang. Switch Sign: Calls the scythe back prematurely by having it stop in midflight before returning. Flight: Take flight momentarily. Maximum Voltage: Beefed up version of the Low Voltage. Round Harvest: Beefed up version of the Round Trip. Duet Pain: Uppercuts her opponent into the air then shoots them all over the place then finishes with a body slam and a deadly shockwave. +---------------------+ TRON BONNE +---------------------+ Origin: Megaman Legends/Rockman Dash o----------------------o SPECIAL MOVES o----------------------o Gustaff Fire: f + Medium Bandit Boulder: f + Heavy Bonne Strike: b, d, db + Attack (also in air) Beacon Bomb: d, df, f + Attack Servbot Launcher: f, d, df + Attack Bonne Mixer: close, f, df, d, db, b + Attack o----------------------o HYPER COMBO o----------------------o Servbot Takeout: d, df, f + 2 Attacks Servbot Surprise (King Kobun): f, d, df + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Shakedown Mixer: close, f, df, d, db, b + 2 Attacks --- Gustaff Fire: Miniature flamethrower. Bandit Boulder: Picks up a boulder from the ground and throws it at the opponent Bonne Strike: Dashing drill attack. Light hits 4 times. Medium hits six times. Heavy hits eight times. Beacon Bomb: Tron fires a tractor beam that locks onto the opponent as they are motionless while a Servbot dryhumps them. Heavy version is an anti-air. Medium version has longer range than Light. Servbot Launcher: Launches Servbot into the air to drop onto opponent. Button strength determines the trajectory of the launch. Bonne Mixer: Grabs opponent and slams them into the ground and spins them around before tossing them away. Servbot Takeout: Tron fires a shot that knocks opponent into the air then a lot of Servbots (I assume it's 40 not including the one with Tron) rush in and run over the opponent. Servbot Surprise (King Kobun): The head servbot runs in and grows to a larger size and pounds on the opponent. Shakedown Mixer: Beefed up version of Bonne Mixer only Tron tries to end it with a piledriver and she slips out of the gustaff before it finishes the maneuver but it still goes through and she falls facefirst back into her gustaff. +---------------------+ VERGIL +---------------------+ Origin: Devil May Cry 3 (Debuted in DMC1 as Nelo Angelo) o----------------------o SPECIAL MOVES o----------------------o Stinger: f + Heavy High Time: df + Heavy Helm Breaker: d + Heavy in air Upper Slash: Special, Heavy Star Fall: Special in air Judgement Cut: d, df, f + Attack Rising Sun: f, d, df + Light Lunar Phase: f, d, df + Medium Rapid Slash: f, d, df + Heavy Round Trip: Hold Attack and release (also in air) Trick: d, db, b + Attack o----------------------o HYPER COMBO o----------------------o Dimension Slash: d, df, f + 2 Attacks Devil Trigger: d, db, b + 2 Attacks Spiral Swords: f, d, df + 2 Attacks Blistering Swords: Spiral Swords, d, df, f + Special Sword Storm: Spiral Swords, Special + Attack o----------------------o LVL 3 HYPER COMBO o----------------------o The Dark Angel: Devil Trigger, d, db, b + 2 Attacks --- Stinger: Lunging sword attack. High Time: Rising upward slash. Press Heavy again to warp to the ground. Helm Breaker: Downward slash from the air. Upper Slash: Followup to Vergil's Special attack. Star Fall: Downward angle dive kick. Judgement Cut: Slices the air to summon a hole in the screen. Button strength determines the spot of the hole. Rising Sun: Kicks the opponent twice and launches them into the air. Lunar Phase: Rapidly flip kicks the opponent and creates a shockwave. Rapid Slash: Dashes and slashes opponent multiple times after dashing past them. Round Trip: Throws his sword at the opponent and it spins around the opponent. Trick: Teleportaion move. Dimension Slash: Beefed up version of the Judgement Cut with more holes. Devil Trigger: Powers up Vergil with extra speed, replinishing stamina, and extra damage. Spiral Swords: Swords will surround Vergil and damage any opponent who's close to him. Blistering Swords: Sword hovers above opponent and flies towards them. Light + Special shoots diagonally down. Medium + Special fires straight. Heavy + Special fires diagonally up. Sword Storm: Swords will tilt to point forward towards opponent. And fly at them one at a time. The Dark Angel: Multiple slashes while in Devil Trigger Mode. At the end of the mode, Devil Trigger wears off and two swords fall onto the opponent. +---------------------+ VIEWTIFUL JOE +---------------------+ Origin: Viewtiful Joe o----------------------o SPECIAL MOVES o----------------------o Voomerang: d, df, f + Attack (also in air) (chargeable) Shocking Pink: d, db, b + Attack Red Hot Kick: d, db, b + Attack in air Groovy Upper: f, d, df + Attack Air Joe: Attack rapidly in air o----------------------o HYPER COMBO o----------------------o Desperado (Six Cannon): d, df, f + 2 Attacks (also in air) Viewtiful God Hand: d, db, b + 2 Attacks Mach Speed: f, d, df + 2 Attacks --- Voomerang: Throws a large sword at the opponent. If it is charged up it will take on flame properties and it will revolve around opponent to hit a couple more times. Light throws it forward. Medium makes it fly upwards off the screen and Heavy makes it fly backwards. Shocking Pink: Throws a bomb that can even damage Joe if explodes on him. Button strength determines how long before the bomb goes off. In the meantime it can be knocked around in a "You take it. No no you take it." fasion. Red Hot Kick: Joe does a diving kick. Light travels straight down. Medium comes down at an angle. Heavy adds flaming properties for extra hits. Groovy Upper: Used an anti-air technique but hits grounded opponents too. Light goes straight up. Medium goes up at an angle. Heavy does two short upward angle uppercuts. Air Joe: Rapidly punches opponent on the way down. Desperado (Six Cannon): Shoots a massive fireball with his cannon. Viewtiful God Hand: Grabs opponent and displays a video reel and the opponent is slowed down. Mach Speed: Attacks rapidly with flaming uppercuts. +---------------------+ WESKER +---------------------+ Origin: Resident Evil o----------------------o SPECIAL MOVES o----------------------o Samurai Edge: f + Heavy Samurai Edge (low): df + Heavy Samurai Edge (air) d + Heavy in air Cobra Strike: d, df, f + Light (can follow from Jaguar Kick) Ghost Butterfly: d, df, f + Medium Jaguar Dash: d, df, f + Heavy Jaguar Kick: Jaguar Dash, Heavy Tiger Uppercut: b, d, db + Attack Phantom Move: f, d, df + Attack Mustang Kick: close, f, df, d, db, b + Attack o----------------------o HYPER COMBO o----------------------o Phantom Dance: d, df, f + 2 Attacks Rhino Charge: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Lost In Nightmare: f, d, df + 2 Attacks --- Samurai Edge: Shoots opponent with his pistol. Samurai Edge (low): Shoots at the ground. It can OTG. Samurai Edge (air): Shoots opponent from the air at a downward angle. Cobra Strike: Short range palm thrust that knocks opponent away. Ghost Butterfly: Dual palm thrust that wallbounces the opponent. Jaguar Dash: Dashes through the opponent for multiple hits. Jaguar Kick: Diving knee thrust. Tiger Uppercut: Countermove. Light counters High and Mid attacks and knocks them into the sky. Medium counters Low attacks and teleports behind them with a palm thrust. Heavy counters projectiles and beams and attacks from behind. Phantom Move: Teleportation move. Mustang Kick: Grabs opponent and kicks them away. Heavy version wallbounces. Phantom Dance: Wesker removes his glasses and zips across the screen hitting the opponent as he moves. Rhino Charge: Counters physical attacks with a hard punch to the gut and makes the opponent crumple. Lost In Nightmare: Beats opponent all over the place and throws a missile down at them. +---------------------+ ZERO +---------------------+ Origin: Megaman X o----------------------o SPECIAL MOVES o----------------------o Shippuuga: f + Heavy Ryuenjin: d, df, f + Attack Hadangeki: f, d, df + Attack Hienkyaku: d, db, b + Attack (also in air) Hyper Zero Blaster: Hold Attack and release (also in air) Sentsuizan: d, df, f + Attack in air Raikousen: f, d, df + Attack in air o----------------------o HYPER COMBO o----------------------o Rekkoha: d, df, f + 2 Attacks Sougenmu: d, db, b + 2 Attacks o----------------------o LVL 3 HYPER COMBO o----------------------o Genmu Zero: f, d, df + 2 Attacks --- Shippuuga: Dashing foward stab. Ryuenjin: Zero slashes the air and a green crescent projectile travels across the screen. Hadangeki: Rising fire uppercut slash. Button strength determines how high he jumps off the ground. Hienkyaku: Despite it's name, it's not a kick but a running dash to avoid the opponent's attacks. Heavy version takes to the sky. Hyper Zero Blaster: Zero readies a shot. The longer you hold the attack button down, the bigger and more powerful it is on release. Sentsuizan: Zero will perform a dive kick at the opponent. Light version is a fake-out. Raikousen: Zero dives forward with an electric stab. Light travels down at an angle. Medium travels straight. Heavy travels at an upward angle. Rekkoha: Creates a massive shockwave in front of Zero after he punches the floor for 30 hits. Sougenmu: Zero summons a doppleganger that mirrors his actions. His soul body from Megaman X4 you might recognize it from. Genmu Zero: Massive screenwide slash. o--------------------o MISSIONS o--------------------o Coming Soon o--------------------o ENDINGS o--------------------o Coming Soon o--------------------o TROPHIES o--------------------o A Friend in Need (Bronze) Perform 100 Crossover Assists. (Arcade/Online only) A Warrior Born (Bronze) Earn 5,000 Player Points (PP). Above Average Joe (Bronze) Land a Viewtiful Combo. (Arcade/online only) Advancing Guardian (Bronze) Perform 100 Advancing Guards. (Arcade/Online only) Assemble! (Bronze) Participate in an 8 player Lobby online. Big Bang Theory (Bronze) Perform 30 Hyper Combo Finishes. (Arcade/online only) Brave New World (Bronze) Participate in any mode online. Comic Collector (Gold) Unlock all items in the Gallery. Crazy Good (Bronze) Surpass the rank of Fighter. Defender (Bronze) Block 100 times. (Arcade/Online only) Devil with a Blue Coat (Bronze) Earn 30,000 Player Points (PP). Divine Brawler (Silver) Earn 100,000 Player Points (PP). Dominator (Silver) Collect 100 titles. Dreaded Opponent (Bronze) Participate in 200 matches online. Fighting Machine (Silver) Win 100 battles in Ranked Match. First Strike (Bronze) Land 50 First Attacks. (Arcade/Online only) Forged From Steel (Silver) Participate in 300 matches online. Full Roster (Silver) Battle against all characters online. Gravity? Please... (Bronze) Land 50 Team Aerial Combos. (Arcade/Online only) Hard Corps (Bronze) Perform 30 Crossover Combination Finishes. (Arcade/online only) Hellbent (Bronze) Participate in 100 matches online. High-Score Hero (Silver) Earn 500,000 points in Arcade mode. Hotshot (Bronze) Win 10 battles in Ranked Match. Incredible (Bronze) Win without calling your partners or switching out in an online match. Master of Tasks (Silver) Clear 480 missions in Mission mode. Mega Buster (Bronze) Use 1,000 Hyper Combo Gauge bars. (Arcade/online only) Mega Good (Silver) Surpass the 6th rank of any class. Mighty Teamwork (Bronze) Land 30 Team Aerial Counters. (Arcade/Online only) Missions? Possible. (Bronze) Clear 120 missions in Mission mode. Mutant Master (Bronze) Land an Uncanny Combo. (Arcade/online only) Need a Healing Factor (Bronze) Win without blocking in an online match. Noble Effort (Bronze) Get a 5-game win streak in Ranked Match. Passport to Beatdown Country (Bronze) Fight in all of the stages. Perfect X-ample (Bronze) Use X-Factor 50 times. (Arcade/Online only) Quick Change-Up (Bronze) Perform 50 Crossover Counters. (Arcade/Online only) Rivals Welcome (Silver) Play in Online Mode for over 30 hours. Savage Playing (Bronze) Perform 50 Snap Backs. (Arcade/Online only) Saving My Quarters (Bronze) Beat Arcade mode without using any continues. Seductive Embrace (Bronze) Play in Online Mode for over 5 hours. Slam Master (Bronze) Win 50 battles in Ranked Match. The Best There Is (Bronze) Beat Arcade mode on the hardest difficulty. The Points Do Matter (Bronze) Earn 400,000 points in Arcade mode. The Ultimate (Platinum) Obtain all Trophies. Training in Isolation (Silver) Play in Offline Mode for over 30 hours. Training Montage (Bronze) Play in Offline Mode for over 5 hours. Up To The Challenge (Silver) Clear 240 missions in Mission mode. Waiting for the Trade (Gold) View all endings in Arcade mode. o--------------------o ACHIEVEMENT POINTS o--------------------o A Friend in Need (20) Perform 100 Crossover Assists. (Arcade/Xbox LIVE) A Warrior Born (10) Earn 5,000 Player Points (PP). Above Average Joe (10) Land a Viewtiful Combo. (Arcade/Xbox LIVE) Advancing Guardian (10) Perform 100 Advancing Guards. (Arcade/Xbox LIVE) Assemble! (15) Participate in an 8 player Lobby over Xbox LIVE. Big Bang Theory (15) Perform 30 Hyper Combo Finishes. (Arcade/Xbox LIVE) Brave New World (10) Participate in any mode over Xbox LIVE. Comic Collector (50) Unlock all items in the Gallery. Crazy Good (10) Surpass the rank of Fighter. Defender (10) Block 100 times. (Arcade/Xbox LIVE) Devil with a Blue Coat (15) Earn 30,000 Player Points (PP). Divine Brawler (50) Earn 100,000 Player Points (PP). Dominator (30) Collect 100 titles. Dreaded Opponent (20) Participate in 200 matches in Xbox LIVE. Fighting Machine (40) Win 100 battles in Ranked Match. First Strike (10) Land 50 First Attacks. (Arcade/Xbox LIVE) Forged From Steel (30) Participate in 300 matches in Xbox LIVE. Full Roster (30) Battle against all characters over Xbox LIVE. Gravity? Please... (10) Land 50 Team Aerial Combos. (Arcade/Xbox LIVE) Hard Corps (15) Perform 30 Crossover Combination Finishes. (Arcade/Xbox LIVE) Hellbent (20) Participate in 100 matches in Xbox LIVE. High-Score Hero (30) Earn 500,000 points in Arcade mode. Hotshot (15) Win 10 battles in Ranked Match. Incredible (20) Win without calling your partners or switching out in a Xbox LIVE match. Master of Tasks (40) Clear 480 missions in Mission mode. Mega Buster (20) Use 1,000 Hyper Combo Gauge bars. (Arcade/Xbox LIVE) Mega Good (40) Surpass the 6th rank of any class. Mighty Teamwork (10) Land 30 Team Aerial Counters. (Arcade/Xbox LIVE) Missions? Possible. (20) Clear 120 missions in Mission mode. Mutant Master (10) Land an Uncanny Combo. (Arcade/Xbox LIVE) Need a Healing Factor (20) Win without blocking in an Xbox LIVE match. Noble Effort (15) Get a 5-game win streak in Ranked Match. Passport to Beatdown Country (10) Fight in all of the stages. Perfect X-ample (10) Use X-Factor 50 times. (Arcade/Xbox LIVE) Quick Change-Up (10) Perform 50 Crossover Counters. (Arcade/Xbox LIVE) Rivals Welcome (30) Play on Xbox LIVE for over 30 hours. Savage Playing (10) Perform 50 Snap Backs. (Arcade/Xbox LIVE) Saving My Quarters (10) Beat Arcade mode without using any continues. Seductive Embrace (20) Play on Xbox LIVE for over 5 hours. Slam Master (20) Win 50 battles in Ranked Match. The Best There Is (10) Beat Arcade mode on the hardest difficulty. The Points Do Matter (20) Earn 400,000 points in Arcade mode. The Ultimate (50) Unlock all achievements. Training in Isolation (30) Play in Offline Mode for over 30 hours. Training Montage (20) Play in Offline Mode for over 5 hours. Up To The Challenge (30) Clear 240 missions in Mission mode. Waiting for the Trade (50) View all endings in Arcade mode. o--------------------o CREDITS o--------------------o God - creator of all Capcom whom created the game CheatCC for hosting My sisters Renea and Chigura Castillo (aka Roja Calor/Captain Caliente & Kage Negra/Tiggy Smalls) - helping me play this game and writing this FAQ. Their PSN IDs are EnbaBlaze and KageNegra. Guard Master - trophies/APs o---------------------o CONTACT ME o---------------------o azulfria[at]hotmail[dot]com [at] = @ and [dot] = . Don't want any email bots. You can also check me and my sisters' Youtube page for retrogame entertainment at youtube.com/PurrfectTrio My facebook is http://www.facebook.com/icequeenzero Thank you for reading -Ice Queen Zero