Marvel vs. Capcom 3: Fate of Two Worlds Primer

Worlds collide in this fighting mega mix. Our Marvel vs. Capcom 3: Fate of Two Worlds Primer Guide gets you ready for the action with full move lists, details on crossover assists, and strategies for taking down the enemy.

Worlds collide in this fighting mega mix. Our Marvel vs Capcom 3 Primer Guide gets you ready for the action with full move lists, details on crossover assists, and strategies for taking down the enemy. Here's what's inside:

  • Basic Moves: Learn the basics that all characters can make use of
  • Character Details: Learn about each character's stats, moves and assists
  • Arcade Bosses: Learn how to take down the final encounter of Arcade mode
  • Xbox 360 Achievements: Boost your Gamerscore with a huge list of Achievements
  • Playstation 3 Trophies: Gain new Trophies for your collection

Basic Moves

Chain Combos

Chain Combos can be made by hitting the basic attacks in order: Light, then Medium, and finally Hard. Depending on the character, additional combos can be created by stringing together crouching and jumping attacks, or reversing from Medium attacks to Light attacks.

Air Combos

Air Combos are performed by launching the enemy into the air and quickly tapping up. From here you can execute a combo in a similar manner to on the ground. However, because they will fall quickly you must be extra swift with your attacks. Hitting the basics of Light to Medium to Hard will be a quick bet for getting in hits.

Special Moves

Special Moves are attacks and moves specific to each character. Everyone has a range of attacks from projectiles and anti-air to grapples and counters. Check out each character's page to see a list of their special moves.

Hyper Combos

Hyper combos are similar to special moves but require one to three hyper gauges to be performed. They typically use the same motions of special moves, but require pressing two attack buttons at the same time. Depending on the character's assist, they can also unleash a quick hyper by hitting both Partner buttons. Hypers are powerful and a great means of dealing pain to the opponent, however they can still be blocked like any other move to reduce the damage. It's best to leave hypers ready to hit the enemy when they are stunned from another attack, especially a long chain combo.

Throw

Throws can be done by moving close to the enemy and hitting Hard attack along with either back or forward. Throws are deadly in that they can bypass an enemy's guard. To avoid being thrown yourself, input the throw command just before you are thrown to escape.

Snap Back

Snap Backs can be used from a quarter circle forward and either of the partner buttons. It will also use up a hyper gauge bar. If done correctly it will send the opponent flying off screen and summon one of his other teammates. If the partner one button is used, the enemy's first partner will appear, while partner two buttons sends in the second partner. This will also stop the enemy from calling in allies or using assists for a short time.

Guard

Guarding is the basic defense for resisting attacks. Holding back can be used to reduce damage from standing, crouching, and jumping positions. It can be used to block off multi-hit hypers or stop powerful grapple hypers.

Advancing Guard

Advancing Guard can be used while guarding close range attacks. Press two attack buttons while guarding to send the enemy back. This is great for creating distance and interrupting opponent combos.

Crossover Assist

Prior to starting the match you can pick from a list of Crossover Assists. By tapping the Partner button you can call in one of your allies during the fight. They will use a special move before leaping back. Keep in mind however that they can be attacked while on screen, making assists somewhat punishable.

Crossover Counter

Crossover Counters combine assists and guarding to make a great counter attack. While guarding an enemy attack, press forward and a partner button to switch out character and come in with a potent special move. While this can be brutal to the enemy, you will now be playing as one of your reserve team.

Team Hyper Combo

Team Hyper Combos can be performed by inputting another hyper command while the first one is still being used. This will switch out the current character and bring in one of the other team members. This will of course require at least two hyper bars, or three if you wish to use all three characters. You'll want to time in calling in an ally to just before the attack ends, as this will maximize the number of hits and overall damage. Keep in mind that some hypers finish to quickly too be chained in this way.

Crossover Combination

Crossover Combinations uses all three members by hitting both Partner buttons. Crossover Combinations are similar to Team Hyper Combos, but instead of each team member attacking one at a time, all three will use their hypers at once. You will need to store up two gauges to use two characters, and three to use the whole team. It's best to use hypers that won't conflict each other, and instead build off one another. If you use an area attack such as Kikosho, try pairing it with another similar move such as Lightning Storm.

Team Aerial Combo

During an Aerial Combo you can send the enemy flying by hitting the special button along with a direction. Pressing forward or back will deal a small amount of damage, pressing up will increase the damage, and pressing down will slam them and gain a hyper combo gauge. You'll want to mix up your attacks to avoid being countered.

Team Aerial Counter

If you are caught in a Team Aerial Combo you can break free and damage the enemy by inputting the same command as the enemy. If they try to send you upward, counter by pressing up and special. Remember that forward for them is back for you, so press the stick in the same direction that they are.

X-Factor

X-Factor can be used per match by pressing all three attacks along with the special/launcher button. X-Factor can be used to boost damage, pile on defenses and restore lost life. The more teammates that are dead, the stronger and longer lasting X-Factor will be. It's best to wait on using X-Factor until two team members are down.

Power Ups and Debuffs

Some hypers and specials don't cause direct damage, instead they power up your character or hinder the enemy from reaching their full potential. Some moves such as Thor's Mighty Speech will fill the hyper gauge, while others like Arthur's Gold Armor will boost all of his skills for a short time. Among the negative stats in the game include dizzy, slow, disable jump, and confusion.

Ryu

Ryu is a staple character of the Street Fighter series and a basis for many other fighters' move sets. His special moves allow for strong projectiles, quick anti-air attacks, and ease of combos. His hypers are powered up versions of his specials. His Shinku Hadoken can be shot vertically or horizontally by pressing in a direction during the hyper's start-up animation. It can be further adjusted during the move itself by pointing in the desired direct, though the movement is slow.
  • Stamina: 1,000,000
  • Standing Light: 50,000
  • Standing Medium: 75,000
  • Standing Hard: 90,000
  • Crouching Light: 45,000
  • Crouching Medium: 68,000
  • Crouching Hard: 90,000
  • Jumping Light: 55,000
  • Jumping Medium: 66,000
  • Jumping Hard: 90,000

Assists

Assist Name Assist Slot Features Quick Hyper
Shoryuken Alpha Direct, Tilt Up Shinku Tatsumaki Senpukyaku
Hadoken Beta Shot, Front Shinku Hadoken
Tatsumaki Senpukyaku Gamma Direct, Front Shinku Tatsumaki Senpukyaku

Moves

Move Name Command Move Type Damage
Hadoken
Special (in Air ok) 100,000
Shoryuken
Special 100,000-120,000
Tatsumaki Senpukyaku
Special (in Air ok) 90,000-135,800/5 hits
Jodan Sokuto Geri
Special 100,000
Shinku Hadoken
Hyper (can be directed, in air ok) 261,700/25 hits
Shinku Hadoken (Vertical Up)
Hyper (can be directed) 261,700/25 hits
Shinku Hadoken (Vertical Down)
Hyper (can be directed) 261,700/25 hits
Shinku Tatsumaki Senpukyaku
Hyper (can be directed) 226,300/43 hits
Shinku Shoryuken
Hyper (can be directed) 380,000/3 hits

Morrigan

Morrigan is one of the main characters of Darkstalkers. Although she posses both a fireball and rising uppercut, she plays very little like Ryu. Using the Hard versions of her Soul Fist allows her to fire in alternate directions (Upward while on the ground, forward in the air). Her Dark Harmonizer assist allows her to boost the hyper combo meter quickly. While most of her hypers are offensive, Astral Vision will instead make a mirror image of Morrigan on the other side of the enemy. This clone will mirror all attacks and inputs, but will also be stunned by hits the real Morrigan takes.
  • Stamina: 950,000
  • Standing Light: 40,000
  • Standing Medium: 55,000
  • Standing Hard: 79,500/4 hits
  • Crouching Light: 52,500/2 hits
  • Crouching Medium: 53,000
  • Crouching Hard: 60,000
  • Jumping Light: 40,000
  • Jumping Medium: 55,000
  • Jumping Hard: 60,000

Assists

Assist Name Assist Slot Features Quick Hyper
Shadow Blade Alpha Direct, Tilt Up Shadow Servant
Soul Fist Beta Shot, Front Finishing Shower
Dark Harmonizer Gamma Extra, Instant Finishing Shower

Moves

Move Name Command Move Type Damage
Soul Fist
Special (in Air ok) 70,000
Shadow Blade
Special(in Air ok) 80,00-114,500/5 hits
Vector Drain
Special 120,000-170,000
Flight
Stance(in Air ok) N/A (Stance)
Finishing Shower
Hyper (in Air ok) 231,300/31 hits
Astral Vision
Hyper N/A (Buff)
Shadow Servant
Hyper 171,100/3 hits
Dark Illusion
Level 3 Hyper (in Air ok) 405,000/33 hits

Chris

Chris is star of the Resident Evil series, and makes his fighting game debut here. He uses different types of weapons and grenades as his special moves. Switching between Light, Medium, and Hard will cause Chris to draw a different weapon from machineguns to land mines. He can also move into a prone position that will allow instant pistol fire from Hard attacks. Additionally, he also has access to several special punch combos that can be stringed together for good damage.
  • Stamina: 1,100,000
  • Standing Light: 48,000
  • Standing Medium: 65,000
  • Standing Hard: 80,000
  • Crouching Light: 45,000
  • Crouching Medium: 80,000
  • Crouching Hard: 90,000
  • Jumping Light: 50,000
  • Jumping Medium: 70,000
  • Jumping Hard: 90,000
Assist Name Assist Slot Features Quick Hyper
Combination Punch Alpha Direct, Front Sweep Combo
Gun Fire Beta Shot, Front Grenade Launcher
Grenade Toss Gamma Shot, Tilt Down Grenade Launcher

Moves

Move Name Command Move Type Damage
Combination Blow
Special 104,000/2 hits
Body Blow
Follow-Up Special 144,400/3 hits
Heavy Blow
Follow-Up Special 180,800/4 hits
Payoff
Follow-Up Special 257,400/7 hits
Magnum Combo
Follow-Up Special 230,300/3 hits
Grenade Toss
Special 130,000-195,000/6 hits
Gun Fire
Special 120,900/8 hits-150,000
Prone Position
Stance N/A (Stance)
Grenade Launcher
Hyper 343,700/4 hits
Combo Sweep
Hyper 290,400/22 hits
Satellite Laser
Level 3 Hyper 445,500/27 hits

Dante

Dante is the main character of Devil May Cry. He has very powerful and useful assists in the form of Jam Session and Crystal. Dante has a huge array of specials that can be performed by using Light, Medium, or Hard after the command. Further, he can cancel out of nearly all of these moves to add in powerful follow ups such as Fireworks and Million Carats. His huge arsenal of close range sword attacks and long range gunfire provides Dante with a lot of option and variety, making it difficult to prepare for. His Devil Trigger is a buff that gives around a 15% damage boost. It further gives him access to two special moves that can only be used during Devil Trigger mode.
  • Stamina: 900,000
  • Standing Light: 43,000
  • Standing Medium: 55,000
  • Standing Hard: 70,000
  • Crouching Light: 45,000
  • Crouching Medium: 50,000
  • Crouching Hard: 102,500/4 hits
  • Jumping Light: 40,000
  • Jumping Medium: 58,000
  • Jumping Hard: 70,000

Assists

Assist Name Assist Slot Features Quick Hyper
Jam Session Alpha Direct, Front Million Dollars
Crystal Beta Shot, Front Million Dollars
Weasel Shot Gamma Shot, Tilt Down Million Dollars

Moves

Move Name Command Move Type Damage
Multi-Lock
Special (can be charged) 50,000-135,400/3 hits
Acid Rain
Follow-Up Special 102,300/5 hits
Crystal
Special 120,300/4 hits
Million Carats
Follow-Up Special 130,000
Hysteric
Special 113,600/8 hits
Grapple
Follow-Up Special 60,000
Reverb Shock
Special 81,700/5 hits
Fireworks (Reverb Shock)
Follow-Up Special 134,00/26 hits
Crazy Dance (Reverb Shock)
Follow-Up Special 178,200/15 hits
Revolver
Special 103,000/4 hits
Fireworks (Revolver)
Follow-Up Special 145,300/14 hits
Crazy Dance(Revolver)
Follow-Up Special 200,300/13 hits
Jet Stream
Special 153,900/6 hits
Fireworks (Jet Stream)
Follow-Up Special 196,400/22 hits
Crazy Dance (Jet Stream)
Follow-Up Special 240,700/16 hits
Twister
Special 97,300/10 hits
Tempest
Follow-Up Special 139,800/17 hits
Volcano
Special 110,000
Beehive
Follow-Up Special 135,000/9 hits
Jam Session
Special 90,800/10 hits
Killer Bee
Special 80,000
The Hammer
Follow-Up Special 90.000
Air Play
Special (can be charged) 50,000-122,600/5 hits
Sky Dance
Special 125,100/7 hits
Air Trick
Special N/A (Movement)
Drive
Special 143,000/2 hits
Million Dollars
Hyper 254,200/28 hits
Devil Trigger
Hyper N/A (Buff)
Air Raid
Stance (while in Devil Trigger) N/A (Stance)
Thunder Bolt
Special (while in Devil Trigger) 130,700/8 hits
Vortex
Special (while in Devil Trigger) 141,100/5 hits
Devil Must Die
Level 3 Hyper 440,000/6 hits

Felicia

Felicia is yet another Darkstalkers character. Several of her moves require following-up from a Rolling Buckler to produce more hits and damage. Her Hard Delta Kick has a long range, almost enough to over shoot enemies or miss a few hits if they are at the wrong distance. Her EX Charge allows for quick restoration of the hyper combo meter, but leaves her vulnerable during the animation. Kitty's Helper will call in a smaller cat girl that will leap each time Felicia make an attack, however this buff will disappear if you tag her out.
  • Stamina: 875,000
  • Standing Light: 35,000
  • Standing Medium: 55,000
  • Standing Hard: 77,100/3 hits
  • Crouching Light: 44,000
  • Crouching Medium: 53,000
  • Crouching Hard: 65,000
  • Jumping Light: 45,000
  • Jumping Medium: 55,000
  • Jumping Hard: 70,000

Assists

Assist Name Assist Slot Features Quick Hyper
Rolling Buckler Alpha Direct, Front Dancing Flash
Sand Splash Beta Shot, Front Dancing Flash
Cat Spike Gamma Direct, Front Dancing Flash

Moves

Move Name Command Move Type Damage
Rolling Buckler
Special 50,000-70,000
Neko Punch
Follow-Up Special 86,000/2 hits-106,000/2 hits
Rolling Slide
Follow-Up Special 104,000/2 hits-124,00/2 hits
Rolling Uppercut
Follow-Up Special 147,400/4 hits-167,400/24 hits
Cat Spike
Special 80,000-100,000
Delta Kick
Special 101,000/3 hits
Sand Splash
Special 25,000-85,900/4 hits
Hell Cat
Special 102,000/7 hits-156,000/13 hits
EX Charge
Special N/A (Charges Hyper Meter)
Dancing Flash
Hyper 246,700/12 hits
Kitty's Helper
Hyper N/A (Buff)
Please Help Me
Level 3 Hyper 400,000/30 hits

Trish

Trish is yet another new comer from the Devil My Cry games. Her main moves consist of the Trick traps that can be used to bait or surprise enemies, and several ranged attacks. The amount of bolts fired from Low Voltage increase when using Light, Medium or Hard. Switch signs can be used to slow down Round-Trip, adding in more hits and damage as it returns back to Trish. Round Harvest is a powered up version of Round-Trip that tracks the enemy. However, it quickly exits the hyper animation, making difficult to chain team hyper combos.
  • Stamina: 850,000
  • Standing Light: 38,000
  • Standing Medium: 50,000
  • Standing Hard: 70,000
  • Crouching Light: 40,000
  • Crouching Medium: 48,000
  • Crouching Hard: 68,000
  • Jumping Light: 43,000
  • Jumping Medium: 52,000
  • Jumping Hard: 75,000

Assists

Assist Name Assist Slot Features Quick Hyper
Trick Hopscotch Alpha Shot, Tilt Down Maximum Voltage
Trick Peekaboo Beta Shot, Tilt Up Round Harvest
Low Voltage Gamma Shot, Front Maximum Voltage

Moves

Move Name Command Move Type Damage
Low Voltage
Special (in air ok) 70,000-121,900/3 hits
Trick "Hopscotch"
Special (in air ok) 80,000
Trick "Peekaboo"
Special (in air ok) 10,000
Round-Trip
Special (in air ok) 115,200/14 hits
Switch Sign
Follow-Up Special (in air ok) 139,600/22 hits
Air Raid
Stance (in air ok) N/A (Stance)
Round Harvest
Hyper 2244,700/24 hits
Maximum Voltage
Hyper (in air ok) 269,300/30 hits
Duet Pain
Level 3 Hyper (in air ok) 400,000/18 hits

Chun-Li

Chun-Li is another star of the Street fighter series. Unlike Ryu and other characters projectiles, Chun-Li's Kikoken crosses a longer distance the slower it travels; using it with a Light command will cause it to cross a long distance at a slow rate, while a Hard will allow it to move quickly over a very short range. When used as an assist Chun-Li will opt for the Light Kikoken. Despite being the hyper version of her fireball, Chun-Li's Kikosho fires in an area of effect bubble rather than as a projectile or beam. For Crossover combinations you may want to consider pairing it with other circular burst attacks such as Super-Skrull's Inferno.
  • Stamina: 850,000
  • Standing Light: 35,000
  • Standing Medium: 50,000
  • Standing Hard: 70,000
  • Crouching Light: 33,000
  • Crouching Medium: 48,000
  • Crouching Hard: 60,000
  • Jumping Light: 40,000
  • Jumping Medium: 55,000
  • Jumping Hard: 70,000

Assists

Assist Name Assist Slot Features Quick Hyper
Kikoken Alpha Shot, Front Kikosho
Tenshokyaku Beta Direct, Tilt Up Kikosho
Hyakuretsukyaku Gamma Direct, Front Hoyokusen

Moves

Move Name Command Move Type Damage
Kikoken
Special 50,000-90,000
Kikoanken
Follow-Up Special 100,000
Spinning Bird Kick
Special (in air ok) 76,000/2 hits-113,400/4 hits
Hyakuretsukyaku
(rapidly)
Special (in air ok) 51,500/4 hits-78,000/7 hits
Tenshokyaku
Special (in air ok) 78,400/3 hits-120,000/7 hits
Kikosho
Hyper 286,300/14 hits
Hoyokusen
Hyper 230,000/14 hits
Shichisei Ranka
Level 3 Hyper 410,000/14 hits

Amaterasu

Amaterasu is the main character of the Okami games. She uses three different weapons: Solar Flare, Thunder Edge, and Devout Beads. Equipping each of these items changes the attacks and special moves available to you at a given time. Vale of Mist will slow down the enemy's movements and fall speed, making it easer to evade their attacks and perform air juggles.
  • Stamina: 800,000
  • Standing Light: 30,000
  • Standing Medium: 50,000
  • Standing Hard: 60,000
  • Crouching Light: 28,000
  • Crouching Medium: 50,000
  • Crouching Hard: 60,000
  • Jumping Light: 35,000
  • Jumping Medium: 48,000
  • Jumping Hard: 60,000

Assists

Assist Name Assist Slot Features Quick Hyper
Solar Flare Alpha Extra, Instant Okami Shuffle
Cold Star Beta Shot, Tilt Down Okami Shuffle
Bloom Gamma Extra, Instant Okami Shuffle

Moves

Move Name Command Move Type Damage
Head Charge
Special 70,000
Power Slash
Special 80,000
Weapon Change (Solar Flare)
Stance N/A
Weapon Change (Thunder Edge)
Stance N/A
Weapon Change (Devout Beads)
Stance N/A
Solar Flare
Special (with Solar Flare Weapon) 150,000 (Or enemy projectile reflect)
Thunder Edge
Special (with Thunder Edge Weapon) 100,000
Glaive Chop
Special (with Thunder Edge Weapon) 87,400/7 hits
Cold Star
(rapidly)
Special (with Devout Beads Weapon) 113,600/8 hits
Okami Shuffle
Hyper (in air ok) 251,400/19 hits
Vale of Mist
Hyper (in air ok) N/A (Buff)
Divine Instruments
Level 3 Hyper 400,000/25 hits

Viewtiful Joe

Joe has several moves that can be charged by holding down the attack button. In some cases this can increase the damage output, increase the move's distance, while other times it will simply delay the attack. His Air Joe move differs from other rapid tap attack in that it requires being in the air and will not continue upon reaching the ground. Unlike most massive projectile hypers that hit many times, Desperado only fires a single power shot.
  • Stamina: 950,000
  • Standing Light: 38,000
  • Standing Medium: 50,000
  • Standing Hard: 65,000
  • Crouching Light: 35,000
  • Crouching Medium: 48,000
  • Crouching Hard: 60,000
  • Jumping Light: 38,000
  • Jumping Medium: 50,000
  • Jumping Hard: 65,000

Assists

Assist Name Assist Slot Features Quick Hyper
Voomerang Alpha Shot, Front Desperado
Groovy Uppercut Beta Direct, Tilt Up Mach Speed
Shocking Pink Gamma Shot, Tilt Down Desperado

Moves

Move Name Command Move Type Damage
Voomerang
Special (in air ok) 70,000-50,000 x 3 (non-combo hits)
Shocking Pink
Special 80,000
Red Hot Kick
Special 80,000-94,800/3 hits
Air Joe
(rapidly)
Special 96,800/4 hits-136,800/4 hits
Groovy Uppercut
Special 80,000-104,000/2 hits
Desperado
Hyper (in air ok) 250,000
Viewtiful God Hand
Hyper 145,000/2 hits + Slow Debuff
Mach Speed
Hyper 252,000/15 hits

Tron

Tron has several powerful multi-hit attacks just in her basic standing and crouching attacks. She can even unleash a constant projectile attack--throwing boulders--from her command standing Hard. In addition she is reasonably tough with a bonus amount of stamina. Her Beacon Bomb doesn't actually combo on its own, but can be used quickly in succession while the enemy is stunned.
  • Stamina: 1,200,000
  • Standing Light: 55,000
  • Standing Medium: 73,800/4 hits
  • Standing Hard: 100,000
  • Crouching Light: 65,600/6 hits
  • Crouching Medium: 75,000
  • Crouching Hard: 95,500/4 hits
  • Jumping Light: 69,300/3 hits
  • Jumping Medium: 80,000
  • Jumping Hard: 100,000

Assists

Assist Name Assist Slot Features Quick Hyper
Bonne Strike Alpha Direct, Front Servbot Surprise
Gustaff Fire Beta Shot, Tilt Up Servbot Surprise
Bandit Boulder Gamma Shot, Front Servbot Surprise

Moves

Move Name Command Move Type Damage
Bonne Strike
Special (in air ok) 75,900/4 hits-118,400/8 hits
Beacon Bomb
Special 50,000-124,000/2 hits
Servbot Launcher
Special 70,000
Bonne Mixer
Special 120,000/4 hits-210,000/10 hits
Servbot Takeout
Hyper 251,800/41 hits
Servbot Surprise
Hyper 320,700/10 hits
Shakedown Mixer
Level 3 Hyper 440,000/18 hits

Wesker

Wesker relies on quick strings of deceptive attacks and elusive escapes. He can whip out his pistol during Hard command attacks while standing, crouching, and even jumping. His Phantom Move can be used to teleport all over the area; Light will bring him closer to the enemy, Medium will cause a retreat, and Heavy will warp him right above the opponent. This can be a great means for getting a jump on the enemy. His Tiger Uppercut is a counter attack that can punish attacks or reflect projectiles (the Hard version). His Rhino Charge is also a counter that requires the enemy to be making an attack in order to take damage.
  • Stamina: 1,100,000
  • Standing Light: 55,000
  • Standing Medium: 73,000
  • Standing Hard: 92,500/2 hits
  • Crouching Light: 53,000
  • Crouching Medium: 75,000
  • Crouching Hard: 80,000
  • Jumping Light: 55,000
  • Jumping Medium: 73,000
  • Jumping Hard: 88,000

Assists

Assist Name Assist Slot Features Quick Hyper
Ghost Butterfly Alpha Direct, Front Phantom Dance
Samurai Edge Beta Shot, Tilt Down Phantom Dance
Jaguar Kick Gamma Direct Front Phantom Dance

Moves

Move Name Command Move Type Damage
Cobra Strike
Special 100,000
Ghost Butterfly
Special 120,000
Phantom Move
Follow-Up Special N/A (Movement)
Jaguar Dash
Special 122,600/5 hits
Jaguar Kick
Follow-Up Special 152,100/6 hits
Cobra Strike
Follow-Up Special 205,200/7 hits
Phantom Move
Special (in air ok) 120,000/2 hits
Tiger Uppercut
Special Counter 120,000 (or enemy projectile reflect)
Phantom Dance
Hyper 191,800/9 hits
Rhino Charge
Hyper Counter 250,000
Lost in Nightmares
Level 3 Hyper 450,000/12 hits

Arthur

Arthur can make use of Gold armor to give himself a 20% defense boost and change the effects of several of his attacks. Scatter Crossbow for instance will gain an additional third hit. Other attacks will actually deal fewer hits but cause more damage, such as Lance Toss. When using gold Armor a meter will appear just above the hyper combo gauge. When this depletes Arthur's armor will break and he will instead take a 30% defense penalty. Gold Armor can be used again to restore him back to normal. Because of this, it's best to wait on changing armors until either you have a second bar or are able to call in a partner to build your gauge. Better yet, he will retain his boosts when being called in to assist, making him a very powerful reserve partner.
  • Stamina: 800,000
  • Standing Light: 30,000
  • Standing Medium: 48,000
  • Standing Hard: 65,000
  • Crouching Light: 28,000
  • Crouching Medium: 45,000
  • Crouching Hard: 63,000
  • Jumping Light: 30,000
  • Jumping Medium: 47,000
  • Jumping Hard: 63,000

Assists

Assist Name Assist Slot Features Quick Hyper
Heavy Slash Alpha Direct, Front Goddess' Bracelet
Dagger Toss Beta Shot, Front Goddess' Bracelet
Fire Bottle Toss Gamma Shot, Tilt Down Goddess' Bracelet

Moves

Move Name Command Move Type Damage
Dagger Toss
Special (in air ok) 108,300/3 hits
Lance Toss
Special (in air ok) 114,000/2 hits
Scatter Crossbow
Special (in air ok) 95,000/2 hits
Shield Deflect
Special N/A (Counter)
Heavy Slash
Special 90,000
Hellbound Slash
Special 104,000/2 hits
Fire Bottle Toss
Special (in air ok) 40,000
Ax Toss
Special (in air ok) 100,000
Scythe Toss
Special (in air ok) 95,000/2 hits
Goddess' Bracelet
Hyper 281,800/20 hits
Golden Armor
Hyper N/A (Buff)
For the Princess
Level 3 Hyper 400,000/10 hits

Spencer

Spencer combines an interesting blend of having a range grapple. He can use Wire Grapple to clutch an enemy in front or above of him and follow up with an attack, or simply drag them closer. Jaw Breaker and Smash Kick are also very power close range throws that can be used. Following-Up with Smash Kick very quickly can cause a Critical Smash for bonus damage. His Bionic Lancer will launch enemies into the air, so for team hyper combos its best used with attacks that will also hit vertically or at an angle, such as Zero's Rekkoha.
  • Stamina: 1,050,000
  • Standing Light: 48,000
  • Standing Medium: 67,000
  • Standing Hard: 88,000
  • Crouching Light: 45,000
  • Crouching Medium: 70,000
  • Crouching Hard: 80,000
  • Jumping Light: 45,000
  • Jumping Medium: 63,000
  • Jumping Hard: 83,000

Assists

Assist Name Assist Slot Features Quick Hyper
Wire Grapple (H. Shot) Alpha Shot, Front Bionic Lancer
Wire Grapple (Slant Shot) Beta Shot, Tilt Up Bionic Lancer
Armor Piercer Gamma Direct, Front Bionic Lancer

Moves

Move Name Command Move Type Damage
Wire Grapple
Special (in air ok) 30,000
Reel in Punch
Follow-Up Special 102,000/2 hits
Zip Kick
Follow-Up Special 120,000/2 hits
Come 'ere!
Follow-Up Special 30,000 + drag enemy
Jaw Breaker
Special 35,000
Smash Kick
or
Follow-Up Special 129,500/2 hits
Critical Smash
or
Follow-Up Special 192,500/2 hits
Armor Piercer
Special 180,000
Bionic Maneuvers
Hyper 304,500/6 hits
Bionic Lancer
Hyper 250,000

Zero

Zero can make use of several projectile attacks, including both the Hadangeki sword beam and his charged Hyper Zero Blaster. The latter can be held on during other moves, including supers. His Hienkyaku can be used to travel close, behind, or even above the enemy quickly. His Sougenmu will create a Zero clone that will mirror all of his actions. You can even use this hyper combo and switch Zero out. Each time he is used as an assist the Sougenmu double will also appear to deal extra punishment.
  • Stamina: 800,000
  • Standing Light: 35,000
  • Standing Medium: 53,000
  • Standing Hard: 64,200/3 hits
  • Crouching Light: 30,000
  • Crouching Medium: 56,000
  • Crouching Hard: 70,000
  • Jumping Light: 33,000
  • Jumping Medium: 55,000
  • Jumping Hard: 46,200/2 hits

Assists

Assist Name Assist Slot Features Quick Hyper
Ryuenjin Alpha Direct, Tilt Up Rekkoha
Hadangeki Beta Shot, Front Rekkoha
Shippuga Gamma Direct, Front Rekkoha

Moves

Move Name Command Move Type Damage
Hadangeki
Special 70,000-104,500/2 hits
Ryuenjin
Special 70,000-102,300/5 hits
Raikousen
Special 102,300/5 hits
Hienkyaku
Special (in air ok) N/A (Movement)
Sentsuizan
Special 60,000-80,000
Hyper Zero Blaster
(hold)
Special(in air ok) 70,000-108,300/3 hits
Rekkoha
Hyper 269,300/30 hits
Sougenmu
Hyper N/A (Buff)
Genmu Zero
Level 3 Hyper 350,000

Crimson Viper

C.Viper is a fighter introduced in Street Fighter IV. She can use EX version of her specials by using the Special/launcher button after the motion command. However, this will expend a hyper gauge. It's prudent to wait for at least two bars of hyper before recklessly using EX moves.
  • Stamina: 900,000
  • Standing Light: 40,000
  • Standing Medium: 63,000
  • Standing Hard: 75,000
  • Crouching Light: 38,000
  • Crouching Medium: 60,000
  • Crouching Hard: 72,000
  • Jumping Light: 43,000
  • Jumping Medium: 60,000
  • Jumping Hard: 73,000

Assists

Assist Name Assist Slot Features Quick Hyper
Thunder Knuckle Alpha Direct, Tilt Up Emergency Combination
Seismic Hammer Beta Shot, Tilt Down Burst Time
Burning Kick Gamma Direct, Front Burst Time

Moves

Move Name Command Move Type Damage
Thunder Knuckle
Special 90,000-100,000
EX Thunder Knuckle
Special (Uses 1 Hyper Gauge) 150,000
Burning Kick
Special (in air ok 90,000
EX Burning Kick
Special (Uses 1 Hyper Gauge, in air ok) 119,700/4 hits
Seismic Hammer
Special 80,000
EX Seismic Hammer
Special (Uses 1 Hyper Gauge) 95,000/2 hits
Emergency Combination
Hyper 274,400/4 hits
Burst Time
Hyper 273,200/5 hits
Viper Full Throttle
Level 3 Hyper 430,000/22 hits

Haggar

Haggar is rather durable with an increased amount of stamina. His attacks use a series of grapples and close range hits to deal brutal damage. Because both his specials and a few hypers require grappling an enemy, they are difficult to combo or link into team hypers. However, the sheer amount of damage can out weight the number of hits.
  • Stamina: 1,200,000
  • Standing Light: 65,000
  • Standing Medium: 83,000
  • Standing Hard: 100,000
  • Crouching Light: 62,000
  • Crouching Medium: 80,000
  • Crouching Hard: 97,000
  • Jumping Light: 58,000
  • Jumping Medium: 75,000
  • Jumping Hard: 100,000

Assists

Assist Name Assist Slot Features Quick Hyper
Double Lariat Alpha Direct, Instant Giant Haggar Press
Violent Axe Beta Direct, Front Giant Haggar Press
Steel Pipe Gamma Direct, Front Giant Haggar Press

Moves

Move Name Command Move Type Damage
Violent Axe
Special 110,000-160,000/3 hits
Hoodlum Launcher
Special 140,000/2 hits
Flying Pilediver
Special 160,000-220,000
Skyhigh Back Drop
Special 160,000-220,000
Double Lariat
+
Special 108,300/3 hits
Wild Swing
Special 152,300/6 hits
Rapid Fire Fist
Hyper 276,800/12 hits
Giant Haggar Press
Hyper 220,00/2 hits
Final Haggar Buster
Level 3 Hyper 450,000/8 hits

Akuma

Akuma is boss from the Street Fighter series. He is the first character unlocked by acquiring player points. Akuma is similar to Ryu, but sacrifices stamina for more deadly offense options. His Zanku Hadoken fires at an angle rather than horizontally. His Hyakkishu allows for quick leaps and a diverse amount of follow-ups. Ashura Senku will quickly advance Akuma either closer or further from the enemy, and can be a great way to get behind them. The Ungyo version of his hypers can be achieved by holding down the Hard attack during the attack animation. This will turn the projectile into a single focused beam, rather than a series of multiple fireballs.
  • Stamina: 800,000
  • Standing Light: 53,000
  • Standing Medium: 72,000/2 hits
  • Standing Hard: 88,000
  • Crouching Light: 48,000
  • Crouching Medium: 75,000
  • Crouching Hard: 85,000
  • Jumping Light: 53,000
  • Jumping Medium: 70,000
  • Jumping Hard: 88,000

Assists

Assist Name Assist Slot Features Quick Hyper
Gohadoken Alpha Shot, Front Messatsu-Gohado Agyo/Ungyo (Hold H)
Tatsumaki Zamkukyaku Beta Direct, Front Messatsu-Goshoryu
Hyakki Gojin Gamma Direct, Tilt Down Messatsu-Gohado Agyo/Ungyo (Hold H)

Moves

Move Name Command Move Type Damage
Gohadoken
Special 90,000
Zanku Hadoken
Special 90,000
Goshoryuken
Special 90,000-132,600/3 hits
Tatsumaki Zankukyaku
Special (in air ok) 110,000-166,200/5 hits
Hyakkishu
Special N/A (Movement)
Hyakki Gosho
Follow-Up Special 100,000
Hyakki Gojin
Follow-Up Special 90,000
Hyakki Goho
Follow-Up Special 90,000
Ashura Senku
or
Special N/A (Movement)
Messatsu-Gohado Agyo
Hyper 265,000/42 hits
Messatsu-Gohado Ungyo
Hyper 260,300/25 hits
Tenma-Gozanku Agyo
Hyper 218,100/30 hits
Tenma-Gozanku Ungyo
Hyper 260,300/25 hits
Messatsu-Goshoryu
Hyper 292,000/9 hits
Raging Demon
Level 3 Hyper 456,000/15 hits

Hsien-Ko

Hsien-Ko is the third member of the Darkstalkers. She is the third character unlocked by gaining player points. Anki Hou will toss out random objects that can cause various damage or even cause a dizzy effect; in some rare cases it will also launch timed bombs. Senpu Bu can be used over and over, but due to the fact that it will likely send Hsien Ko to the other side of the enemy, you will have to constantly reverse the motion. Henkyo Ki fires a projectile, but can also be used to absorb or reflect some enemy projectiles; however some range attacks such as Deadpool's Trigger Happy can't be blocked in this way.
  • Stamina: 900,000
  • Standing Light: 40,000
  • Standing Medium: 60,000
  • Standing Hard: 84,800/3 hits
  • Crouching Light: 40,000
  • Crouching Medium: 60,000
  • Crouching Hard: 70,000
  • Jumping Light: 42,000
  • Jumping Medium: 63,000
  • Jumping Hard: 84,800/3 hits

Assists

Assist Name Assist Slot Features Quick Hyper
Senpu Bu Alpha Direct, Front Chireitou
Henkyo Ki Beta Shot, Front Tenrai Ha
Anki Hou Gamma Shot, Tilt Up Chireitou

Moves

Move Name Command Move Type Damage
Anki Hou
Special 70,000 (may Dizzy enemy)
Senpu Bu
Special (in air ok) 102,300/5 hits-142,100/8 hits
Henkyo Ki
Special (in air ok) 70,000
Houten Geki
Special 96,000/8 hits-1920,000/16 hits
Chireitou
Hyper 317,700/6 hits
Tenrai Ha
Hyper 273,500/9 hits
Rimoukon
Hyper N/A (Buff)

Wolverine

Wolverine is among the most popular X-men. His attacks are all about rush downs and closing the distance with the enemy. Drill Claw is a great way to get up close and personal. Fatal Claw can be tricky to use, as it attacks in an "X" shaped burst around Wolverine; it can be used easier as an anti-air move.
  • Stamina: 950,000
  • Standing Light: 53,000
  • Standing Medium: 67,000
  • Standing Hard: 95,000
  • Crouching Light: 48,000
  • Crouching Medium: 70,000
  • Crouching Hard: 78,000
  • Jumping Light: 50,000
  • Jumping Medium: 70,000
  • Jumping Hard: 80,000

Assists

Assist Name Assist Slot Features Quick Hyper
Tornado Claw Alpha Direct, Tilt Up Fatal Claw
Berserker Slash Beta Direct, Front Berserker Barrage X
Berserker Barrage Gamma Direct, Front Berserker Barrage X

Moves

Move Name Command Move Type Damage
Berserker Barrage
Special (can be chained) 66,500/2 hits-131,000/6 hits
Tornado Claw
Special (can be chained) 81,200/3 hits-122,600/5 hits
Drill Claw
+
Special 80,000
Berserker Slash
Special 100,000
Berserker Barrage X
Hyper 286,200/17 hits
Fatal Claw
Hyper (in air ok) 302,100/13 hits
Berserker Charge
Hyper N/A (Buff)
Weapon X
Level 3 Hyper 440,000/27 hits

Iron Man

Iron Man can make use of several projectile attacks and has access to great range. UniBeam fires a constant beam that can land a series of nasty hits. Repulsor Blast can be used to drag the enemy in closer, while a quick Repulsor Spread will blast them back. Both forms of his Proton Cannon are excellent additions to any hyper team combo or crossover combination.
  • Stamina: 950,000
  • Standing Light: 47,000
  • Standing Medium: 70,000
  • Standing Hard: 90,000
  • Crouching Light: 45,000
  • Crouching Medium: 68,000
  • Crouching Hard: 80,000
  • Jumping Light: 50,000
  • Jumping Medium: 70,000
  • Jumping Hard: 80,000

Assists

Assist Name Assist Slot Features Quick Hyper
UniBeam Alpha Shot, Front Proton Cannon
Repulsor Blast Beta Shot, Upward Angled Proton Cannon
Smart Bomb Gamma Shot, Tilt Down Proton Cannon

Moves

Move Name Command Move Type Damage
UniBeam
Special 81,700/5 hits-129,900/10 hits
Repulsor Blast
Special 81,700/5 hits-122,600/5 hits
Repulsor Spread
Follow-Up Special 155,400/5 hits
Smart Bomb
Special (in air ok) 57,000/2 hits-103,700/10 hits
Flight
Stance N/A (Stance)
Proton Cannon
Hyper 276,800/26 hits
Angled Proton Cannon
Hyper 276,800/26 hits
Iron Avenger
Level 3 Hyper 430,000/68 hits

Hulk

Hulk has a high amount of defense, allowing him to survive some deadly attacks. His Hard attacks are nothing to scoff at either. His big advantage is being able to string together Gamma Charges. For his normal Gamma Chare, a Light attack will add a second horizontal attack, Medium will turn it into an anti-air, and Hard will provide an escape. For his anti-air Gamma Charge Light will perform a second anti-air, Medium will attack forward, and Hard will slam in a downward angle. To mix things even further Hulk has access to three different team hyper combos, allowing for a lot of versatility with his partners.
  • Stamina: 1,200,000
  • Standing Light: 85,000
  • Standing Medium: 90,000
  • Standing Hard: 120,000
  • Crouching Light: 58,000
  • Crouching Medium: 85,000
  • Crouching Hard: 100,000
  • Jumping Light: 60,000
  • Jumping Medium: 90,000
  • Jumping Hard: 110,000

Assists

Assist Name Assist Slot Features Quick Hyper
Gamma Wave Alpha Shot, Front Gamma Tsunami
Gamma Charge (Anti-Air) Beta Direct, Upward Gamma Quake
Gamma Charge Gamma Direct, Front Gamma Crush

Moves

Move Name Command Move Type Damage
Game Wave
Special 76,000/2 hits-108,300/3 hits
Gamma Charge
Special 135,400/3 hits-204,600/5 hits
Gamma Charge 2nd
Follow-Up Special 186,400/4 hits-245,900/6 hits
Gamma Charge (Anti-Air)
Special 135,400/3 hits-204,600/5 hits
Gamma Charge 2nd (Anti-Air)
Follow-Up Special 186,400/4 hits-245,900/6 hits
Gamma Tornado
Special 60,000/2 hits
Gamma Tsunami
Hyper 216,700/3 hits
Gamma Crush
Hyper 403,700/8 hits
Gamma Quake
Hyper 301,400/11 hits

Deadpool

Deadpool can use different levels of Light, Medium and Hard to change the properties of his Trigger Happy and Ninja Gift attacks. These can range from fire from an angle, to tossing out grenades. With his TELEPORT the attack command will correspond to his position on screen and not the distance from the enemy. Light attack will send him to the left of the screen, Medium to the center, and Hard to the right. Every third TELEPORT will cause a failure that will both damage Deadpool and the enemy.
  • Stamina: 900,000
  • Standing Light: 43,000
  • Standing Medium: 63,000/2 hits
  • Standing Hard: 80,000
  • Crouching Light: 37,000
  • Crouching Medium: 60,000
  • Crouching Hard: 70,000
  • Jumping Light: 44,000
  • Jumping Medium: 60,000
  • Jumping Hard: 75,000

Assists

Assist Name Assist Slot Features Quick Hyper
Quick Work Alpha Direct, Front Happy-Happy Trigger
Katana-Rama Beta Direct, Tilt Down Happy-Happy Trigger
Trigger Happy Gamma Shot, Tilt Up Happy-Happy Trigger

Moves

Move Name Command Move Type Damage
Trigger Happy
Special (in air ok) 97,300/10 hits
Ninja Gift
Follow-Up Special (in air ok) 10,000-80,000
Quick Work
Special 90,000-130,000
Katana-Rama!
Special 70,000
Chimichangas!!
Follow-Up Special 133,000/2 hits
TELEPORT
Special 0-100,000 (after third use)
Happy-Happy Trigger
Hyper (in air ok) 238,400/40 hits
Cuttin' Time
Hyper 322,800/8 hits
4th-Wall Crisis
Level 3 Hyper Counter 400,000/3 hits

Captain America

Captain America's Shield Slash can hit twice: once when coming towards the enemy and a second time on the return. Charging Star can be a good way of rushing down the enemy and Stars & Stripes is Captain America's anti-air. Despite the name, Backflip will actually send Captain America closer to the enemy instead of being used as a retreat. However, it can also be used to get behind the opponent.
  • Stamina: 1,050,000
  • Standing Light: 46,000
  • Standing Medium: 68,000
  • Standing Hard: 80,000
  • Crouching Light: 30,000
  • Crouching Medium: 48,000
  • Crouching Hard: 75,000
  • Jumping Light: 50,000
  • Jumping Medium: 65,000
  • Jumping Hard: 70,000

Assists

Assist Name Assist Slot Features Quick Hyper
Shield Slash Alpha Shot, Front Hyper Charging Star
Stars & Stripes Beta Direct, Tilt Up Hyper Stars & Stripes
Charging Star Gamma Direct, Front Hyper Charging Star

Moves

Move Name Command Move Type Damage
Shield Slash
Special 50,000 x 2 (non-combo hits)
Stars & Stripes
Special 80,000-135,000-3 hits
Charging Star
Special 100,000-162,500/3 hits
Backflip
+
Special N/A (movement)
Hyper Stars & Stripes
Hyper 290,800/5 hits
Hyper Charging Star
Hyper 274,100/10 hits
Final Justice
Level 3 Hyper 440,000/8 hits

Doctor Doom

Doctor Doom has a large array of projectiles in the form of plasma attacks. He can also use his Molecular Shield to great effect in covering allies that jump into the fray. He can even fire a hidden missile with his back standing Hard attack. He's excellent for both support and turtling.
  • Stamina: 1,000,000
  • Standing Light: 55,000
  • Standing Medium: 72,000/2 hits
  • Standing Hard: 101,700/2 hits
  • Crouching Light: 53,000
  • Crouching Medium: 70,000
  • Crouching Hard: 80,000
  • Jumping Light: 55,000
  • Jumping Medium: 81,000/2 hits
  • Jumping Hard: 66,500/2 hits

Assists

Assist Name Assist Slot Features Quick Hyper
Plasma Beam Alpha Shot, Front Photon Array
Hidden Missiles Beta Shot, Upward Photon Array
Molecular Shield Gamma Shot, Front Sphere Flame

Moves

Move Name Command Move Type Damage
Plasma Beam
Special (in air ok) 81,700/5 hits-143,000/12 hits
Photon Shot
Special (in air ok) 122,600/5 hits
Molecular Shield
Special 103,100/7 hits-118,900/11 hits
Flight
Stance (in air ok) N/A (stance)
Photon Array
Hyper (in air ok) 287,900/25 hits
Sphere Flame
Hyper 340,000/57 hits
Doom's Time
Level 3 Hyper 440,000/13 hits

Super-Skrull

Super-Skrull has incredible means of rushing down and chipping away at the enemy. Tenderizer is excellent for adding in hits or forcing the enemy into the defensive. Orbital Grudge is also great for rushing the enemy. Much like Deadpool's TELEPORT, Super-Skrull's Meteor Smash doesn't factor in the position from the enemy; instead Light will cause a land on the left, Medium in the center, and Hard to the right. Inferno is a very powerful attack with good range and should be paired with other area burst hypers.
  • Stamina: 1,000,000
  • Standing Light: 50,000
  • Standing Medium: 72,000/2 hits
  • Standing Hard: 90,000
  • Crouching Light: 45,000
  • Crouching Medium: 75,000
  • Crouching Hard: 80,000
  • Jumping Light: 55,000
  • Jumping Medium: 75,000
  • Jumping Hard: 85,000

Assists

Assist Name Assist Slot Features Quick Hyper
Stone Smite Alpha Direct, Front Inferno
Orbital Grudge Beta Direct, Front Inferno
Tenderizer Gamma Direct, Tilt Up Skrull Torch

Moves

Move Name Command Move Type Damage
Orbital Grudge
Special 94,800/3 hits-171,100/9 hits
Fatal Buster
Follow-Up Special 112,900/3 hits-189,200/9 hits
Tenderizer
(rapidly)
Special (in air ok) 121,60/10 hits
Elastic Slam
Special 180,000/5 hits
Meteor Smash
Special 125,000/2 hits
Rolling Hook
Special 130,000
Worm Squash
Special 37,800/2 hits
Skrull Torch
Hyper (in air ok) 242,800/22 hits
Inferno
Hyper (in air ok) 284,100/50 hits
Death Penalty
Level 3 Hyper 450,000/13 hits

Thor

Thor is rather slow but makes up for it will strong attacks and the second highest stamina in the game. Several of his attacks require getting very close to the enemy, but he doesn't have extra means of getting in close. His Mighty Speech can be used to quickly fill the hyper combo gauge, but can be risky if the enemy can still attack.
  • Stamina: 1,250,000
  • Standing Light: 65,000
  • Standing Medium: 90,000
  • Standing Hard: 110,000
  • Crouching Light: 63,000
  • Crouching Medium: 97,600/3 hits
  • Crouching Hard: 105,000
  • Jumping Light: 68,000
  • Jumping Medium: 85,000
  • Jumping Hard: 100,000

Assists

Assist Name Assist Slot Features Quick Hyper
Might Spark Alpha Shot, Front Mighty Thunder
Mighty Smash Beta Direct, Tilt Up Mighty Tornado
Mighty Strike Gamma Direct, Tilt Up Mighty Tornado

Moves

Move Name Command Move Type Damage
Mighty Spark
Special (in air ok) 90,700/3 hits-154,000/11 hits
Mighty Smash
or
Special 133,000/2 hits-160,000/2 hits
Mighty Smash
Special (charged) 203,700/5 hits-226,100/7 hits
Mighty Strike
Special (charged, in the air ok) 133,000/2 hits
Mighty Hurricane
Special (in air ok) 130,000180,000
Flight
Stance N/A (Stance)
Mighty Speech
Special N/A (Charges Hyper Meter)
Mighty Tornado
Hyper (in air ok) 321,600/15 hits
Mighty Thunder
Hyper 234,000/2 hits
Mighty Punish
Hyper 310,000/2 hits

Dormammu

Dormammu can mix together up to three spells. He can store three Destructions, three Creations, or a two-to-one combination. Dormammu can also use Liberation to launch these stored spells early, although they will be some what weaker. A full powered Creation doesn't do much damage, but can be used to cripple the enemy's movement options. Because casting spells will likely interrupt combos, it's best to store the spells before starting a serious chain of attacks.
  • Stamina: 1,000,000
  • Standing Light: 48,000
  • Standing Medium: 70,000
  • Standing Hard: 90,000
  • Crouching Light: 45,000
  • Crouching Medium: 70,000
  • Crouching Hard: 90,000
  • Jumping Light: 50,000
  • Jumping Medium: 70,000
  • Jumping Hard: 85,000

Assists

Assist Name Assist Slot Features Quick Hyper
Dark Hole Alpha Shot, Front Chaotic Flame
Purification Beta Shot, Tilt Up Chaotic Flame
Liberation Gamma Shot, Front Stalking Flare

Moves

Move Name Command Move Type Damage
Dark Spell:Destruction
Special 94,800/3 hits-195,000/10 hits (single-max spell)
Dark Spell:Creation
Special 0 + disable jump-140,300/6 hits (max-double spell)
Liberation
Special 80,000 (no spell), 162,200/16 hits-218,200/30hits (Creation mixed spell), 124,600/17 hits (Destruction mixed spell)
Dark Hole
Special (in air ok) 122,200/9 hits
Purification
Special 120,300/4 hits
Mass Change
Special (in air ok) N/A (movement)
Flight
Stance N/A (stance)
Chaotic Flame
Hyper 281,400/30 hits
Stalking Flame
Hyper 256,300/20 hits
Dark Dimension
Level 3 Hyper 400,000

X-23

While X-23 is a clone of Wolverine in the Marvel comics, she plays nothing like him in this game. She is still a rush down character, but has even more options while both on the ground and in the air. All three of her Slice attacks can be charged up for extra power and speed. Mirage Feint can be used to get in close or even behind the enemy. Silent Kill will first turn X-23 invisible, allowing for some extra attacks. However, it's the deadly finisher used with the Special/Launcher button that will really hurt the enemy.
  • Stamina: 850,000
  • Standing Light: 40,000
  • Standing Medium: 54,000/2 hits
  • Standing Hard: 68,000
  • Crouching Light: 35,000
  • Crouching Medium: 50,400/2 hits
  • Crouching Hard: 63,000
  • Jumping Light: 40,000
  • Jumping Medium: 50,000
  • Jumping Hard: 70,000

Assists

Assist Name Assist Slot Features Quick Hyper
Neck Slice Alpha Direct, Front Rage Trigger
Ankle Slice Beta Direct, Front Rage Trigger
Crescent Scythe Gamma Direct, Tilt Up Rage Trigger

Moves

Move Name Command Move Type Damage
Neck Slice
Special (charged) 85,000-135,400/3 hits
Ankle Slice
Special (charged) 85,000-135,400/3 hits
Decapitating Slice
Special (charged) 120,000/3 hits
Talon Attack
Special 90,000
Crescent Scythe
Special (in air ok) 85,000-119,200/3 hits
Mirage Feint
Special (charged) N/A (movement)
Rage Trigger
Hyper 245,400/13 hits
Weapon X Prime
Hyper 280,900/14 hits
Silent Kill
Level 3 Hyper 400,000

Spider-Man

Like many other character, Spider-Man takes several cues from Ryu. Spider-Man has access to a projectile in the form of Web Ball and an anti-air uppercut with Spider sting. This uppercut can be further followed up with a Spider-Bite that will do extra damage and slam down the opponent. Ultimate Web Throw can be hard to use as the enemy must already be in the air for it to work
  • Stamina: 900,000
  • Standing Light: 43,000
  • Standing Medium: 60,000
  • Standing Hard: 70,000
  • Crouching Light: 40,000
  • Crouching Medium: 57,000
  • Crouching Hard: 67,000
  • Jumping Light: 44,000
  • Jumping Medium: 60,000
  • Jumping Hard: 70,000

Assists

Assist Name Assist Slot Features Quick Hyper
Web Ball Alpha Shot, Front Crawler Assault
Web Swing Beta Direct, Front Crawler Assault
Spider Sting Gamma Direct, Tilt Up Crawler Assault

Moves

Move Name Command Move Type Damage
Web Ball
Special (in air ok) 10,000
Spider Sting
Special 70,000-90,000
Spider Bite
Follow-Up Special 115,000/2 hits-135,000/2 hits
Web Swing
Special (in air ok) 70,000-90,000
Web Throw
Special 150,000/3 hits
Web Glide
+
Special (in air ok) N/A (movement)
Maximum Spider
Hyper (in air ok) 271,600/15 hits
Crawler Assault
Hyper 292,100/8 hits
Ultimate Web Throw
Hyper 300,000

M.O.D.O.K.

M.O.D.O.K. can use Analyze Cube to store up Psionic Energy. This energy can be used to power up other moves such as Psionic High Blast, Jamming Bomb and even a powered Barrier. Pressing back and the Special button will launch a large shield that can block nearly every projectile. This can turn M.O.D.O.K. into the ultimate turtling character. Place up a Psionic barrier and send out bombs and blasts. If the enemy stays away, use Analyze Cube to restore energy and grab them with Killer Illumination when they get close. Barrier can also be used to protect enemy via assist, or even ones that linger after M.O.D.O.K. tags out.
  • Stamina: 950,000
  • Standing Light: 45,000
  • Standing Medium: 67,100/5 hits
  • Standing Hard: 80,000
  • Crouching Light: 45,000
  • Crouching Medium: 60,000
  • Crouching Hard: 80,000
  • Jumping Light: 57,700/3 hits
  • Jumping Medium: 70,000
  • Jumping Hard: 80,000

Assists

Assist Name Assist Slot Features Quick Hyper
Barrier Alpha Shot, Front Hyper Psionic Blaster
Balloon Bomb Beta Shot, Front Hyper Psionic Blaster
Psionic Blast Gamma Shot, Front Hyper Psionic Blaster

Moves

Move Name Command Move Type Damage
Battering Ram
+
Special (in air ok, can be directed) 90,000
Psionic Blast
Special 81,200/3 hits-122,600/5 hits
Psionic High Blast
Special (uses Psionic power) 163,600/5 hits
Analysis Cube
Special (in air ok) 50,000 + builds Psionic power
Balloon Bomb
Special (in air ok) 80,000
Jamming Bomb
Special (uses Psionic power) 80,000 + inverts movement
Flight
Stance N/A (Stance)
Hyper Psionic Blast
Hyper (in air ok) 129,100/22 hits
Hyper Battering Ram
Hyper (in air ok) 72,700/3 hits
Killer Illumination
Hyper 358,000/30 hits

Magneto

Magneto has access to quite a plethora of ranged attacks. His Electromagnetic Disruptor fires a quick beam of energy, while his Magnetic Blast is a specific air attack that is one of the only moves that uses a downward quarter circle. Force Field is also a good counter that can deal damage or absorb projectiles. He has some excellent assists that can be paired with many other attacks such as Storm's Whirlwind and Double Typhoon.
  • Stamina: 850,000
  • Standing Light: 50,000
  • Standing Medium: 65,000
  • Standing Hard: 83,000
  • Crouching Light: 43,000
  • Crouching Medium: 70,000
  • Crouching Hard: 75,000
  • Jumping Light: 48,000
  • Jumping Medium: 68,000
  • Jumping Hard: 83,000

Assists

Assist Name Assist Slot Features Quick Hyper
Electromagnetic Disruptor Alpha Shot, Front Magnetic Shockwave
Hyper Gravitation Beta Shot, Front Magnetic Tempest
Force Field Gamma Extra Instant Magnetic Shockwave

Moves

Move Name Command Move Type Damage
Electromagnetic Disruptor
Special (in air ok) 90,000-121,900/3 hits
Hyper Gravitation
Special (in air ok) 95,000/2 hits-99,000/2 hits
Magnetic Blast
Special 70,000
Force Field
Special Counter 100,000
Flight
Stance N/A (stance)
Magnetic Shockwave
Hyper 327,800/6 hits
Magnetic Tempest
Hyper (in air ok) 261,600/37 hits
Gravity Squeeze
Level 3 Hyper 400,000/2 hits

She-Hulk

She-Hulk's moves require quite a lot of set ups that can take time. To counter act this start off with a Heavy Strike that will cause the enemy to become dizzy. Nearly all of her specials stem from Runner's Start and either Chariot or Catapult. Likewise, She-Hulk can gain more hits from Emerald Cannon by adding in Emerald Impulse and Emerald Disaster. Road Rage can be used at a distance if you want to use the car as a sort of projectile. However, it's only at close range that it will result in heavy damage.
  • Stamina: 1,150,000
  • Standing Light: 55,000
  • Standing Medium: 70,000
  • Standing Hard: 90,000
  • Crouching Light: 48,000
  • Crouching Medium: 67,000
  • Crouching Hard: 80,000
  • Jumping Light: 55,000
  • Jumping Medium: 70,000
  • Jumping Hard: 85,000

Assists

Assist Name Assist Slot Features Quick Hyper
Torpedo Alpha Direct, Front Taking out the Trash
Clothesline Beta Direct, Front Taking out the Trash
Somersault Kick+ Gamma Direct, Tilt Up Taking out the Trash

Moves

Move Name Command Move Type Damage
Heavy Strike
Special 56,000 + dizzy-106,400/2 hits + dizzy
Somersault Kick
Special 100,000-162,500/3 hits
Runner's Start
Stance N/A (Stance)
Chariot
Follow-Up Special N/A (movement)
Torpedo
Follow-Up Special 80,000
Clothesline
Follow-Up Special 110,000
Somersault Kick+
Follow-Up Special 133,000/2 hits
Emergency Stop
Follow-Up Special N/A (movement cancel)
Catapult
Follow-Up Special N/A (movement)
Shooting Star
Follow-Up Special 90,000
Flying Drop Kick
Follow-Up Special 110,000
Diving Senton
Follow-Up Special 110,000
Emergency Landing
Follow-Up Special N/A (movement cancel)
Emerald Cannon
Hyper 120,000
Emerald Impulse
Follow-Up Hyper 234,000/2 hits
Emerald Disaster
Follow-Up Hyper 342,300/3 hits
Taking out the Trash
Hyper 260,000/10 hits
Road Rage
Level 3 Hyper 400,000/3 hits

Storm

Storm uses a number of ranged attacks. However, some of them are either slow on their own or require a few seconds to fire. She does have the advantage of being able to use nearly all of her abilities in the air. Lightning Storm attacks in a large circular burst, and while it doesn't do a huge amount of hits it can be used to great effect in crossover combinations with other similar attacks such as Super-Skrull's Inferno.
  • Stamina: 850,000
  • Standing Light: 33,000
  • Standing Medium: 55,000
  • Standing Hard: 70,000
  • Crouching Light: 30,000
  • Crouching Medium: 53,000
  • Crouching Hard: 67,000
  • Jumping Light: 35,000
  • Jumping Medium: 53,000
  • Jumping Hard: 68,000

Assists

Assist Name Assist Slot Features Quick Hyper
Whirlwind Alpha Shot, Front Hail Storm
Double Typhoon Beta Shot, Tilt Up Hail Storm
Lightning Attack Gamma Direct, Tilt Up Lightning Storm

Moves

Move Name Command Move Type Damage
Whirlwind
Special (in air ok) 67,700/3 hits
Double Typhoon
Special (in air ok) 140,300/6 hits
Lightning Attack
+
Special (in air ok, can be directed) 80,000
Lightning Sphere
Special 110,100/5 hits
Flight
Stance N/A (stance)
Hail Storm
Hyper 282,900/35 hits
Lightning Storm
Hyper 289,000/15 hits
Elemental Rage
Hyper (in air ok) 266,900/15 hits

Phoenix

Phoenix is the game's glass cannon: she can use very deadly attacks but has among the worst stamina of any fighter. She has only the third of the life of beefy characters such as Thor and Hulk. This can be very risky when the enemy has access to even level 1 hypers. However, Dark Phoenix Rising is very powerful. If you manage to store five hyper gauges when Phoenix dies, she will automatically be reborn as Dark Phoenix. She takes constant healable damage and her attacks get a damage boost. The best options are to put up Healing Field quickly and let loose an X-Factor. In this state she can kill most opponents with one hyper or a good combo. Remember though: Healing Field only works while the enemy is inside the bubble.
  • Stamina: 420,000
  • Standing Light: 30,000
  • Standing Medium: 46,000
  • Standing Hard: 67,000
  • Crouching Light: 33,000
  • Crouching Medium: 50,000
  • Crouching Hard: 60,000
  • Jumping Light: 33,000
  • Jumping Medium: 47,000
  • Jumping Hard: 70,000

Assists

Assist Name Assist Slot Features Quick Hyper
TK Shot Alpha Shot, Front Phoenix Rage
TK Overdrive Beta Direct, Front Phoenix Rage
TK Trap Gamma Shot, Tilt Up Phoenix Rage

Moves

Move Name Command Move Type Damage
TK Shot
Special (in air ok) 80,000-122,600/5 hits
TK Trap
Special 90,000
TK Overdrive
Special 103,000/4 hits-154,400/6 hits
Teleportation
Special (in air ok) N/A (movement)
Flight
Stance N/A (Stance)
Phoenix Rage
Hyper 320,700/10 hits
Healing Field
Hyper N/A (Buff)
Dark Phoenix Rising Stamina must be 0 Level 5 Hyper N/A (Buff)

Sentinel

Sentinel is the second character unlocked with player points. He is a powerhouse with the highest stamina in the game and very deadly attacks. Both his standing and crouching Hard attacks fire a five hit projectile that can be great against unsuspecting enemies; it is however a little slow. His standing attacks can be hard to combo, so consider starting from a crouching position. His large stature also makes him susceptible to attacks that might pass over other characters. Most of his specials are short to medium range, so you'll want to close the distance as much as possible. However, Hard Drive works best when hitting an already airborne enemy from a medium distance.
  • Stamina: 1,300,000
  • Standing Light: 70,000
  • Standing Medium: 100,000
  • Standing Hard: 102,300/5 hits
  • Crouching Light: 70,000
  • Crouching Medium: 97,600/3 hits
  • Crouching Hard: 102,300/5 hits
  • Jumping Light: 75,000
  • Jumping Medium: 100,000
  • Jumping Hard: 110,000

Assists

Assist Name Assist Slot Features Quick Hyper
Sentinel Force (Charge) Alpha Shot, Tilt Up Hyper Sentinel Force
Sentinel Force (Bomb) Beta Shot, Tilt Down Hyper Sentinel Force
Rocket Punch Gamma Direct, Tilt Down Plasma Storm

Moves

Move Name Command Move Type Damage
Rocket Punch
Special (in air ok) 150,000
Sentinel Force
Special 135,400/3 hits
Human Catapult
Special 120,000-160,000
Flight
Stance N/A (Stance)
Plasma Storm
Hyper 282,200/20 hits
Hard Drive
Hyper 240,500/10 hits
Hyper Sentinel Force
Hyper 306,000/9 hits

Taskmaster

Taskmaster is the fourth character gain from player points. He using a large series of counters and follow-ups to punish the enemy. His entire series of Head Butt attacks require his Sword Master attacks to be blocked. His Aim Master attacks can be altered with the various attack buttons: Light for forward, Medium for angled, and Heavy for straight above. Legion Arrow also works in the same manner: Light + Medium will fire forward, Light + Medium will fire at an angle, and Medium + Heavy will shoot upward.
  • Stamina: 1,100,000
  • Standing Light: 48,000
  • Standing Medium: 72,000/2 hits
  • Standing Hard: 90,000
  • Crouching Light: 45,000
  • Crouching Medium: 65,000
  • Crouching Hard: 80,000
  • Jumping Light: 50,000
  • Jumping Medium: 68,000
  • Jumping Hard: 92,500/2 hits

Assists

Assist Name Assist Slot Features Quick Hyper
Aim Master (H. Shot) Alpha Shot, Front Legion Arrow (L + M)
Aim Master (Parabolic Shot) Beta Shot, Tilt Up Legion Arrow (L + H)
Aim Master (Vertical Shot) Gamma Shot, Upward Legion Arrow (M + H)

Moves

Move Name Command Move Type Damage
Aim Master
Special 60,000
Guard Master
Special Counter 100,000 or enemy projectile reflect
Sword Master
Special 50,000
Head Butt
(when blocked)
Follow-Up Special 30,000
Lights Out (Light)
(when blocked)
Follow-Up Special 60,000/2 hits
Below the Belt (Medium)
(when blocked)
Follow-Up Special 55,200/2 hits
Low Kick (Medium)
(when blocked)
Follow-Up Special 79,400/3 hits
Lights Out (Medium)
(when blocked)
Follow-Up Special 146,600/5 hits
Below the Belt (Heavy)
(when blocked)
Follow-Up Special 55,200/2 hits
Low Kick (Heavy)
(when blocked)
Follow-Up Special 79,400/3 hits
Shield Bash
(when blocked)
Follow-Up Special 97,600/4 hits
Knee Kick
(when blocked)
Follow-Up Special 128,000/5 hits
Lights Out (Heavy)
(when blocked)
Follow-Up Special 193,800/7 hits
Legion Arrow
Hyper 296,600/25 hits
Aegis Counter
Hyper Counter 250,000/13 hits

Against Galactus

In the seventh round of Arcade mode you will face against Galactus and his Heralds. You will first face off a dual combo of Wesker, Doctor Doom, Dormammu, and/or Akuma (if he's been unlocked). You will always fight one Capcom and one Marvel rep. You can only directly fight the first enemy that appears, which can be deadly if the second member gets behind you. Recklessly calling in assists or switching partners can be risky as you can easily be sandwiched between combos and hypers. Thankfully the Heralds share one life bar, making them easy targets to large scale hypers. Moves such as Iron Man's Proton Cannon and Super-Skrull's Inferno can quickly chip off these minions.

After taking out the goons you'll face Galactus right away. There will be no health restore or revival of fallen allies. On the plus side you will retain any built up hyper bars. At first Galactus will swing his fists a few times. Block these hits and when he finally stops, hit him hard with chain combos and level one hypers. He'll also attempt to Snap back with the flick of his finger. If a weakened teammate comes in, guard for as much as you can before tagging out when it's safe. If he pushes you back, quickly rush back to him by tapping forward or pressing two attacks.

As Galactus takes more damage he may enter the background. From here he will likely grasp you between his palms. Mash the attack buttons and stick to get out quickly. He may also shoot out a huge wave of lasers. Even while blocking this can deal out a combo worth hundreds of hits. If you can, try to leap up into the air before this can hit you. Galactus will let up every few seconds, allowing for a quick series of level one hypers to finish him off.

Xbox 360 Achievements

Achievement Name How To Earn Reward
A Hero Stands Alone Win a match without calling your partners or switching out. (Arcade/Xbox LIVE only) 10
A New Avenger Clear 320 missions in Mission mode. 40
Avengers Assemble! Make a team composed of the Big 3 and win a match (Captain America, Throw, Iron Man). (Arcade/Xbox LIVE only) 15
Average Joe Land a Viewtiful Combo. (Arcade/Xbox LIVE only) 10
Back at 'Cha! Perform 10 successful Crossover Counters. (Arcade/Xbox LIVE only) 10
Badds to the Bone Make a team of three who have altered their bodies, and win a match (Spencer, M.O.D.O.K., Iron Man). (Arcade/Xbox LIVE only) 15
Be Gone! Perform 10 Snap Backs. (Arcade/Xbox LIVE only) 10
Big Bang Theory Perform 30 Hyper Combo Finishes. (Arcade/Xbox LIVE only) 30
Brave New World Participate in any mode on Xbox LIVE. 10
Brusin' Bruce Land an Incredible Combo. (Arcade/Xbox LIVE only) 20
Champion Edition Hero Earn 30,000 Player Points (PP). 30
Charles in Charge Land an Uncanny Combo. (Arcade/Xbox LIVE only) 30
Combat Specialist In Ranked Match, surpass the "1st" class rank, or fight someone who has. 30
Comic Collector Unlock all items in the Gallery. 50
Copy This! Put an end to this game of spider and fly in a Xbox LIVE match (Spider-Man vs Taskmaster). 20
Darkstalkers Make a team composed of those who dwell in the darkness, and win a match (Morrigan, Felicia, Hsien-Ko). (Arcade/Xbox LIVE only) 15
Duty and Deus Ex Machina Make a match on Xbox LIVE between a national hero and a killing machine a reality (Captain America vs M.O.D.O.K.). 20
Excelsior! Perform 10 Team Aerial Combos. (Arcade/Xbox LIVE only) 10
Fate of Satsui no Hadou Decide who is the true master of the fist in a Xbox LIVE match (Ryu vs Akuma). 20
Fate of Two Worlds Make a match on Xbox LIVE between the marquee characters for this game a reality (Ryu vs Wolverine). 20
Female Flyers Make a team composed of women who can fly, and win a match (Trish, Storm, Phoenix). (Arcade/Xbox LIVE only) 15
Full Roster Battle against all characters in a Xbox LIVE match. 40
Galactic Smash Perform 30 Crossover Combination Finishes. (Arcade/Xbox LIVE only) 40
Herculean Task Beat Arcade mode on the hardest difficulty. 30
I Buy the Issues View one ending in Arcade mode. 10
Leading the Charge Surpass the rank of Fighter. 30
Master of Fate Unlock all achievements. 50
Mega Buster Use 1,000 Hyper Combo Gauge bars. (Arcade/Xbox LIVE only) 20
Need a Healing Factor Win a match without blocking. (Arcade/Xbox LIVE only) 10
One Step Ahead Land 50 First Attacks in a match. (Arcade/Xbox LIVE only) 30
Passed the Field Test Clear 160 missions in Mission mode. 20
Passport to Beatdown Country Fight in all of the stages. 10
Playtime Is Over Surpass the rank of Amateur. 10
Raccoon City Incident Settle things between former S.T.A.R.S. members in a Xbox LIVE match (Chris vs Wesker). 20
Saving my Quarters Beat Arcade mode without using any continues. 20
School for the Gifted Get a 5 game win streak in Ranked Match. 15
Steel Battalion Block 100 times. (Arcade/Xbox LIVE only) 20
Super Trubo Brawler Earn 100,000 Player Points (PP). 50
Turn the Tables Land a Team Aerial Counter in a match. (Arcade/Xbox LIVE only) 10
Ultimate Nullifier Perform 30 successful Advancing Guards. (Arcade/Xbox LIVE only) 10
Waiting for the Trade View all endings in Arcade mode. 50
Weapon X Make a team composed of Weapon-X test subjects, and win a match (Wolverine, X-23, Deadpool). (Arcade/Xbox LIVE only) 15
Welcome to Avengers Academy! Clear 80 missions in Mission mode. 10
Who Will Answer the Call? Participate in an 8 player Lobby on Xbox LIVE. 10
Whose Side Are You On? Bring about an end to the Civil War in a Xbox LIVE match (Captain America vs Iron Man). 20
World Warrior Earn 5,000 Player Points (PP). 10
Wreak "Havok" Use X-Factor in a match. (Arcade/Xbox LIVE only) 10

PlayStation 3 Trophies

Achievement Name How To Earn Reward
A Hero Stands Alone Win a match without calling your partners or switching out. (Arcade/online only) Bronze
A New Avenger Clear 320 missions in Mission mode. Silver
Avengers Assemble! Make a team composed of the Big 3 and win a match (Captain America, Throw, Iron Man). (Arcade/online only) Bronze
Average Joe Land a Viewtiful Combo. (Arcade/online only) Bronze
Back at 'Cha! Perform 10 successful Crossover Counters. (Arcade/online only) Bronze
Badds to the Bone Make a team of three who have altered their bodies, and win a match (Spencer, M.O.D.O.K., Iron Man). (Arcade/online only) Bronze
Be Gone! Perform 10 Snap Backs. (Arcade/online only) Bronze
Big Bang Theory Perform 30 Hyper Combo Finishes. (Arcade/online only) Silver
Brave New World Participate in any mode online. Bronze
Brusin' Bruce Land an Incredible Combo. (Arcade/online only) Bronze
Champion Edition Hero Earn 30,000 Player Points (PP). Silver
Charles in Charge Land an Uncanny Combo. (Arcade/online only) Silver
Combat Specialist In Ranked Match, surpass the "1st" class rank, or fight someone who has. Silver
Comic Collector Unlock all items in the Gallery. Gold
Copy This! Put an end to this game of spider and fly in an online match (Spider-Man vs Taskmaster). Bronze
Darkstalkers Make a team composed of those who dwell in the darkness, and win a match (Morrigan, Felica, Hsien-Ko). (Arcade/online only) Bronze
Duty and Deus Ex Machina Make a match on online between a national hero and a killing machine a reality (Captain America vs M.O.D.O.K.). Bronze
Excelsior! Perform 10 Team Aerial Combos. (Arcade/online only) Bronze
Fate of Satsui no Hadou Decide who is the true master of the fist in an online match (Ryu vs Akuma). Bronze
Fate of Two Worlds Make a match on online between the marquee characters for this game a reality (Ryu vs Wolverine). Bronze
Female Flyers Make a team composed of women who can fly, and win a match (Trish, Storm, Phoenix). (Arcade/online only) Bronze
Full Roster Battle against all characters in an online match. Silver
Galactic Smash Perform 30 Crossover Combination Finishes. (Arcade/online only) Silver
Herculean Task Beat Arcade mode on the hardest difficulty. Silver
I Buy the Issues View one ending in Arcade mode. Bronze
Leading the Charge Surpass the rank of Fighter. Silver
Master of Fate Obtain all Trophies. Platinum
Mega Buster Use 1,000 Hyper Combo Gauge bars. (Arcade/online only) Bronze
Need a Healing Factor Win a match without blocking. (Arcade/online only) Bronze
One Step Ahead Land 50 First Attacks in a match. (Arcade/online only) Silver
Passed the Field Test Clear 160 missions in Mission mode. Bronze
Passport to Beatdown Country Fight in all of the stages. Bronze
Playtime Is Over Surpass the rank of Amateur. Bronze
Raccoon City Incident Settle things between former S.T.A.R.S. members in an online match (Chris vs Wesker). Bronze
Saving my Quarters Beat Arcade mode without using any continues. Bronze
School for the Gifted Get a 5 game win streak in Ranked Match. Bronze
Steel Battalion Block 100 times. (Arcade/online only) Bronze
Super Trubo Brawler Earn 100,000 PlayerPoints (PP). Silver
Turn the Tables Land a Team Aerial Counter in a match. (Arcade/online only) Bronze
Ultimate Nullifier Perform 30 successful Advancing Guards. (Arcade/online only) Bronze
Waiting for the Trade View all endings in Arcade mode. Gold
Weapon X Make a team composed of Weapon-X test subjects, and win a match (Wolverine, X-23, Deadpool). (Arcade/online only) Bronze
Welcome to Avengers Academy! Clear 80 missions in Mission mode. Bronze
Who Will Answer the Call? Participate in an 8 player Lobby online. Bronze
Whose Side Are You On? Bring about an end to the Civil War in a online match (Captain America vs Iron Man). Bronze
World Warrior Earn 5,000 Player Points (PP). Bronze
Wreak "Havok" Use X-Factor in a match. (Arcade/online only) Bronze

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