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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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
No Caption Provided
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Special (in Air ok) 100,000
Shoryuken
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Special 100,000-120,000
Tatsumaki Senpukyaku
No Caption Provided
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Special (in Air ok) 90,000-135,800/5 hits
Jodan Sokuto Geri
No Caption Provided
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Special 100,000
Shinku Hadoken
No Caption Provided
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Hyper (can be directed, in air ok) 261,700/25 hits
Shinku Hadoken (Vertical Up)
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Hyper (can be directed) 261,700/25 hits
Shinku Hadoken (Vertical Down)
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Hyper (can be directed) 261,700/25 hits
Shinku Tatsumaki Senpukyaku
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Hyper (can be directed) 226,300/43 hits
Shinku Shoryuken
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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
No Caption Provided
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Special (in Air ok) 70,000
Shadow Blade
No Caption Provided
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Special(in Air ok) 80,00-114,500/5 hits
Vector Drain
No Caption Provided
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Special 120,000-170,000
Flight
No Caption Provided
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Stance(in Air ok) N/A (Stance)
Finishing Shower
No Caption Provided
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Hyper (in Air ok) 231,300/31 hits
Astral Vision
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Hyper N/A (Buff)
Shadow Servant
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Hyper 171,100/3 hits
Dark Illusion
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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
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Special 104,000/2 hits
Body Blow
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Follow-Up Special 144,400/3 hits
Heavy Blow
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Follow-Up Special 180,800/4 hits
Payoff
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Follow-Up Special 257,400/7 hits
Magnum Combo
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Follow-Up Special 230,300/3 hits
Grenade Toss
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Special 130,000-195,000/6 hits
Gun Fire
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Special 120,900/8 hits-150,000
Prone Position
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Stance N/A (Stance)
Grenade Launcher
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Hyper 343,700/4 hits
Combo Sweep
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Hyper 290,400/22 hits
Satellite Laser
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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
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Special (can be charged) 50,000-135,400/3 hits
Acid Rain
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Follow-Up Special 102,300/5 hits
Crystal
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Special 120,300/4 hits
Million Carats
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Follow-Up Special 130,000
Hysteric
No Caption Provided
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Special 113,600/8 hits
Grapple
No Caption Provided
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Follow-Up Special 60,000
Reverb Shock
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Special 81,700/5 hits
Fireworks (Reverb Shock)
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Follow-Up Special 134,00/26 hits
Crazy Dance (Reverb Shock)
No Caption Provided
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Follow-Up Special 178,200/15 hits
Revolver
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Special 103,000/4 hits
Fireworks (Revolver)
No Caption Provided
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Follow-Up Special 145,300/14 hits
Crazy Dance(Revolver)
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Follow-Up Special 200,300/13 hits
Jet Stream
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Special 153,900/6 hits
Fireworks (Jet Stream)
No Caption Provided
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Follow-Up Special 196,400/22 hits
Crazy Dance (Jet Stream)
No Caption Provided
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Follow-Up Special 240,700/16 hits
Twister
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Special 97,300/10 hits
Tempest
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Follow-Up Special 139,800/17 hits
Volcano
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Special 110,000
Beehive
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Follow-Up Special 135,000/9 hits
Jam Session
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Special 90,800/10 hits
Killer Bee
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Special 80,000
The Hammer
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Follow-Up Special 90.000
Air Play
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Special (can be charged) 50,000-122,600/5 hits
Sky Dance
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Special 125,100/7 hits
Air Trick
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Special N/A (Movement)
Drive
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Special 143,000/2 hits
Million Dollars
No Caption Provided
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Hyper 254,200/28 hits
Devil Trigger
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Hyper N/A (Buff)
Air Raid
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Stance (while in Devil Trigger) N/A (Stance)
Thunder Bolt
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Special (while in Devil Trigger) 130,700/8 hits
Vortex
No Caption Provided
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Special (while in Devil Trigger) 141,100/5 hits
Devil Must Die
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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
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Special 50,000-70,000
Neko Punch
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 86,000/2 hits-106,000/2 hits
Rolling Slide
No Caption Provided
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Follow-Up Special 104,000/2 hits-124,00/2 hits
Rolling Uppercut
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 147,400/4 hits-167,400/24 hits
Cat Spike
No Caption Provided
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Special 80,000-100,000
Delta Kick
No Caption Provided
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Special 101,000/3 hits
Sand Splash
No Caption Provided
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Special 25,000-85,900/4 hits
Hell Cat
No Caption Provided
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Special 102,000/7 hits-156,000/13 hits
EX Charge
No Caption Provided
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Special N/A (Charges Hyper Meter)
Dancing Flash
No Caption Provided
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Hyper 246,700/12 hits
Kitty's Helper
No Caption Provided
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Hyper N/A (Buff)
Please Help Me
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 70,000-121,900/3 hits
Trick "Hopscotch"
No Caption Provided
No Caption Provided
Special (in air ok) 80,000
Trick "Peekaboo"
No Caption Provided
No Caption Provided
Special (in air ok) 10,000
Round-Trip
No Caption Provided
No Caption Provided
Special (in air ok) 115,200/14 hits
Switch Sign
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special (in air ok) 139,600/22 hits
Air Raid
No Caption Provided
No Caption Provided
Stance (in air ok) N/A (Stance)
Round Harvest
No Caption Provided
No Caption Provided
Hyper 2244,700/24 hits
Maximum Voltage
No Caption Provided
No Caption Provided
Hyper (in air ok) 269,300/30 hits
Duet Pain
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 50,000-90,000
Kikoanken
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 100,000
Spinning Bird Kick
No Caption Provided
No Caption Provided
Special (in air ok) 76,000/2 hits-113,400/4 hits
Hyakuretsukyaku
No Caption Provided(rapidly)
Special (in air ok) 51,500/4 hits-78,000/7 hits
Tenshokyaku
No Caption Provided
No Caption Provided
Special (in air ok) 78,400/3 hits-120,000/7 hits
Kikosho
No Caption Provided
No Caption Provided
Hyper 286,300/14 hits
Hoyokusen
No Caption Provided
No Caption Provided
Hyper 230,000/14 hits
Shichisei Ranka
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
No Caption Provided
Special 70,000
Power Slash
No Caption Provided
No Caption Provided
Special 80,000
Weapon Change (Solar Flare)
No Caption Provided
No Caption Provided
No Caption Provided
Stance N/A
Weapon Change (Thunder Edge)
No Caption Provided
No Caption Provided
No Caption Provided
Stance N/A
Weapon Change (Devout Beads)
No Caption Provided
No Caption Provided
No Caption Provided
Stance N/A
Solar Flare
No Caption Provided
No Caption Provided
Special (with Solar Flare Weapon) 150,000 (Or enemy projectile reflect)
Thunder Edge
No Caption Provided
No Caption Provided
Special (with Thunder Edge Weapon) 100,000
Glaive Chop
No Caption Provided
No Caption Provided
No Caption Provided
Special (with Thunder Edge Weapon) 87,400/7 hits
Cold Star
No Caption Provided
No Caption Provided (rapidly)
Special (with Devout Beads Weapon) 113,600/8 hits
Okami Shuffle
No Caption Provided
No Caption Provided
Hyper (in air ok) 251,400/19 hits
Vale of Mist
No Caption Provided
No Caption Provided
Hyper (in air ok) N/A (Buff)
Divine Instruments
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 70,000-50,000 x 3 (non-combo hits)
Shocking Pink
No Caption Provided
No Caption Provided
Special 80,000
Red Hot Kick
No Caption Provided
No Caption Provided
No Caption Provided
Special 80,000-94,800/3 hits
Air Joe
No Caption Provided
No Caption Provided (rapidly)
Special 96,800/4 hits-136,800/4 hits
Groovy Uppercut
No Caption Provided
No Caption Provided
Special 80,000-104,000/2 hits
Desperado
No Caption Provided
No Caption Provided
Hyper (in air ok) 250,000
Viewtiful God Hand
No Caption Provided
No Caption Provided
Hyper 145,000/2 hits + Slow Debuff
Mach Speed
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 75,900/4 hits-118,400/8 hits
Beacon Bomb
No Caption Provided
No Caption Provided
Special 50,000-124,000/2 hits
Servbot Launcher
No Caption Provided
No Caption Provided
Special 70,000
Bonne Mixer
No Caption Provided
No Caption Provided
Special 120,000/4 hits-210,000/10 hits
Servbot Takeout
No Caption Provided
No Caption Provided
Hyper 251,800/41 hits
Servbot Surprise
No Caption Provided
No Caption Provided
Hyper 320,700/10 hits
Shakedown Mixer
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 100,000
Ghost Butterfly
No Caption Provided
No Caption Provided
Special 120,000
Phantom Move
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special N/A (Movement)
Jaguar Dash
No Caption Provided
No Caption Provided
Special 122,600/5 hits
Jaguar Kick
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 152,100/6 hits
Cobra Strike
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 205,200/7 hits
Phantom Move
No Caption Provided
No Caption Provided
Special (in air ok) 120,000/2 hits
Tiger Uppercut
No Caption Provided
No Caption Provided
Special Counter 120,000 (or enemy projectile reflect)
Phantom Dance
No Caption Provided
No Caption Provided
Hyper 191,800/9 hits
Rhino Charge
No Caption Provided
No Caption Provided
Hyper Counter 250,000
Lost in Nightmares
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 108,300/3 hits
Lance Toss
No Caption Provided
No Caption Provided
Special (in air ok) 114,000/2 hits
Scatter Crossbow
No Caption Provided
No Caption Provided
Special (in air ok) 95,000/2 hits
Shield Deflect
No Caption Provided
No Caption Provided
Special N/A (Counter)
Heavy Slash
No Caption Provided
No Caption Provided
Special 90,000
Hellbound Slash
No Caption Provided
No Caption Provided
Special 104,000/2 hits
Fire Bottle Toss
No Caption Provided
No Caption Provided
Special (in air ok) 40,000
Ax Toss
No Caption Provided
No Caption Provided
Special (in air ok) 100,000
Scythe Toss
No Caption Provided
No Caption Provided
Special (in air ok) 95,000/2 hits
Goddess' Bracelet
No Caption Provided
No Caption Provided
Hyper 281,800/20 hits
Golden Armor
No Caption Provided
No Caption Provided
Hyper N/A (Buff)
For the Princess
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 30,000
Reel in Punch
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 102,000/2 hits
Zip Kick
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 120,000/2 hits
Come 'ere!
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 30,000 + drag enemy
Jaw Breaker
No Caption Provided
No Caption Provided
Special 35,000
Smash Kick
No Caption Provided
No Caption Provided or
No Caption Provided
No Caption Provided
Follow-Up Special 129,500/2 hits
Critical Smash
No Caption Provided
No Caption Provided or
No Caption Provided
No Caption Provided
Follow-Up Special 192,500/2 hits
Armor Piercer
No Caption Provided
No Caption Provided
Special 180,000
Bionic Maneuvers
No Caption Provided
No Caption Provided
Hyper 304,500/6 hits
Bionic Lancer
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 70,000-104,500/2 hits
Ryuenjin
No Caption Provided
No Caption Provided
Special 70,000-102,300/5 hits
Raikousen
No Caption Provided
No Caption Provided
No Caption Provided
Special 102,300/5 hits
Hienkyaku
No Caption Provided
No Caption Provided
Special (in air ok) N/A (Movement)
Sentsuizan
No Caption Provided
No Caption Provided
No Caption Provided
Special 60,000-80,000
Hyper Zero Blaster
No Caption Provided (hold)
Special(in air ok) 70,000-108,300/3 hits
Rekkoha
No Caption Provided
No Caption Provided
Hyper 269,300/30 hits
Sougenmu
No Caption Provided
No Caption Provided
Hyper N/A (Buff)
Genmu Zero
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 90,000-100,000
EX Thunder Knuckle
No Caption Provided
No Caption Provided
Special (Uses 1 Hyper Gauge) 150,000
Burning Kick
No Caption Provided
No Caption Provided
Special (in air ok 90,000
EX Burning Kick
No Caption Provided
No Caption Provided
Special (Uses 1 Hyper Gauge, in air ok) 119,700/4 hits
Seismic Hammer
No Caption Provided
No Caption Provided
Special 80,000
EX Seismic Hammer
No Caption Provided
No Caption Provided
Special (Uses 1 Hyper Gauge) 95,000/2 hits
Emergency Combination
No Caption Provided
No Caption Provided
Hyper 274,400/4 hits
Burst Time
No Caption Provided
No Caption Provided
Hyper 273,200/5 hits
Viper Full Throttle
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 110,000-160,000/3 hits
Hoodlum Launcher
No Caption Provided
No Caption Provided
Special 140,000/2 hits
Flying Pilediver
No Caption Provided
No Caption Provided
Special 160,000-220,000
Skyhigh Back Drop
No Caption Provided
No Caption Provided
No Caption Provided
Special 160,000-220,000
Double Lariat
No Caption Provided +
No Caption Provided
Special 108,300/3 hits
Wild Swing
No Caption Provided
No Caption Provided
No Caption Provided
Special 152,300/6 hits
Rapid Fire Fist
No Caption Provided
No Caption Provided
Hyper 276,800/12 hits
Giant Haggar Press
No Caption Provided
No Caption Provided
Hyper 220,00/2 hits
Final Haggar Buster
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 90,000
Zanku Hadoken
No Caption Provided
No Caption Provided
No Caption Provided
Special 90,000
Goshoryuken
No Caption Provided
No Caption Provided
Special 90,000-132,600/3 hits
Tatsumaki Zankukyaku
No Caption Provided
No Caption Provided
Special (in air ok) 110,000-166,200/5 hits
Hyakkishu
No Caption Provided
No Caption Provided
Special N/A (Movement)
Hyakki Gosho
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 100,000
Hyakki Gojin
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 90,000
Hyakki Goho
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 90,000
Ashura Senku
No Caption Provided or
No Caption Provided
No Caption Provided
Special N/A (Movement)
Messatsu-Gohado Agyo
No Caption Provided
No Caption Provided
Hyper 265,000/42 hits
Messatsu-Gohado Ungyo
No Caption Provided
No Caption Provided
No Caption Provided
Hyper 260,300/25 hits
Tenma-Gozanku Agyo
No Caption Provided
No Caption Provided
No Caption Provided
Hyper 218,100/30 hits
Tenma-Gozanku Ungyo
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
Hyper 260,300/25 hits
Messatsu-Goshoryu
No Caption Provided
No Caption Provided
Hyper 292,000/9 hits
Raging Demon
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 70,000 (may Dizzy enemy)
Senpu Bu
No Caption Provided
No Caption Provided
Special (in air ok) 102,300/5 hits-142,100/8 hits
Henkyo Ki
No Caption Provided
No Caption Provided
Special (in air ok) 70,000
Houten Geki
No Caption Provided
No Caption Provided
Special 96,000/8 hits-1920,000/16 hits
Chireitou
No Caption Provided
No Caption Provided
Hyper 317,700/6 hits
Tenrai Ha
No Caption Provided
No Caption Provided
Hyper 273,500/9 hits
Rimoukon
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (can be chained) 66,500/2 hits-131,000/6 hits
Tornado Claw
No Caption Provided
No Caption Provided
Special (can be chained) 81,200/3 hits-122,600/5 hits
Drill Claw
No Caption Provided +
No Caption Provided
Special 80,000
Berserker Slash
No Caption Provided
No Caption Provided
Special 100,000
Berserker Barrage X
No Caption Provided
No Caption Provided
Hyper 286,200/17 hits
Fatal Claw
No Caption Provided
No Caption Provided
Hyper (in air ok) 302,100/13 hits
Berserker Charge
No Caption Provided
No Caption Provided
No Caption Provided
Hyper N/A (Buff)
Weapon X
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 81,700/5 hits-129,900/10 hits
Repulsor Blast
No Caption Provided
No Caption Provided
Special 81,700/5 hits-122,600/5 hits
Repulsor Spread
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 155,400/5 hits
Smart Bomb
No Caption Provided
No Caption Provided
Special (in air ok) 57,000/2 hits-103,700/10 hits
Flight
No Caption Provided
No Caption Provided
Stance N/A (Stance)
Proton Cannon
No Caption Provided
No Caption Provided
Hyper 276,800/26 hits
Angled Proton Cannon
No Caption Provided
No Caption Provided
Hyper 276,800/26 hits
Iron Avenger
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 76,000/2 hits-108,300/3 hits
Gamma Charge
No Caption Provided
No Caption Provided
Special 135,400/3 hits-204,600/5 hits
Gamma Charge 2nd
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 186,400/4 hits-245,900/6 hits
Gamma Charge (Anti-Air)
No Caption Provided
No Caption Provided
Special 135,400/3 hits-204,600/5 hits
Gamma Charge 2nd (Anti-Air)
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 186,400/4 hits-245,900/6 hits
Gamma Tornado
No Caption Provided
No Caption Provided
Special 60,000/2 hits
Gamma Tsunami
No Caption Provided
No Caption Provided
Hyper 216,700/3 hits
Gamma Crush
No Caption Provided
No Caption Provided
Hyper 403,700/8 hits
Gamma Quake
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 97,300/10 hits
Ninja Gift
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special (in air ok) 10,000-80,000
Quick Work
No Caption Provided
No Caption Provided
Special 90,000-130,000
Katana-Rama!
No Caption Provided
No Caption Provided
Special 70,000
Chimichangas!!
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 133,000/2 hits
TELEPORT
No Caption Provided
No Caption Provided
Special 0-100,000 (after third use)
Happy-Happy Trigger
No Caption Provided
No Caption Provided
Hyper (in air ok) 238,400/40 hits
Cuttin' Time
No Caption Provided
No Caption Provided
Hyper 322,800/8 hits
4th-Wall Crisis
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 50,000 x 2 (non-combo hits)
Stars & Stripes
No Caption Provided
No Caption Provided
Special 80,000-135,000-3 hits
Charging Star
No Caption Provided
No Caption Provided
Special 100,000-162,500/3 hits
Backflip
No Caption Provided +
No Caption Provided
Special N/A (movement)
Hyper Stars & Stripes
No Caption Provided
No Caption Provided
Hyper 290,800/5 hits
Hyper Charging Star
No Caption Provided
No Caption Provided
Hyper 274,100/10 hits
Final Justice
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 81,700/5 hits-143,000/12 hits
Photon Shot
No Caption Provided
No Caption Provided
Special (in air ok) 122,600/5 hits
Molecular Shield
No Caption Provided
No Caption Provided
Special 103,100/7 hits-118,900/11 hits
Flight
No Caption Provided
No Caption Provided
Stance (in air ok) N/A (stance)
Photon Array
No Caption Provided
No Caption Provided
Hyper (in air ok) 287,900/25 hits
Sphere Flame
No Caption Provided
No Caption Provided
Hyper 340,000/57 hits
Doom's Time
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 94,800/3 hits-171,100/9 hits
Fatal Buster
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 112,900/3 hits-189,200/9 hits
Tenderizer
No Caption Provided(rapidly)
Special (in air ok) 121,60/10 hits
Elastic Slam
No Caption Provided
No Caption Provided
Special 180,000/5 hits
Meteor Smash
No Caption Provided
No Caption Provided
Special 125,000/2 hits
Rolling Hook
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
Special 130,000
Worm Squash
No Caption Provided
No Caption Provided
No Caption Provided
Special 37,800/2 hits
Skrull Torch
No Caption Provided
No Caption Provided
Hyper (in air ok) 242,800/22 hits
Inferno
No Caption Provided
No Caption Provided
Hyper (in air ok) 284,100/50 hits
Death Penalty
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 90,700/3 hits-154,000/11 hits
Mighty Smash
No Caption Provided
No Caption Provided or
No Caption Provided
Special 133,000/2 hits-160,000/2 hits
Mighty Smash
No Caption Provided
No Caption Provided
Special (charged) 203,700/5 hits-226,100/7 hits
Mighty Strike
No Caption Provided
No Caption Provided
Special (charged, in the air ok) 133,000/2 hits
Mighty Hurricane
No Caption Provided
No Caption Provided
Special (in air ok) 130,000180,000
Flight
No Caption Provided
No Caption Provided
Stance N/A (Stance)
Mighty Speech
No Caption Provided
No Caption Provided
No Caption Provided
Special N/A (Charges Hyper Meter)
Mighty Tornado
No Caption Provided
No Caption Provided
Hyper (in air ok) 321,600/15 hits
Mighty Thunder
No Caption Provided
No Caption Provided
Hyper 234,000/2 hits
Mighty Punish
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 94,800/3 hits-195,000/10 hits (single-max spell)
Dark Spell:Creation
No Caption Provided
No Caption Provided
Special 0 + disable jump-140,300/6 hits (max-double spell)
Liberation
No Caption Provided
No Caption Provided
Special 80,000 (no spell), 162,200/16 hits-218,200/30hits (Creation mixed spell), 124,600/17 hits (Destruction mixed spell)
Dark Hole
No Caption Provided
No Caption Provided
Special (in air ok) 122,200/9 hits
Purification
No Caption Provided
No Caption Provided
Special 120,300/4 hits
Mass Change
No Caption Provided
No Caption Provided
Special (in air ok) N/A (movement)
Flight
No Caption Provided
No Caption Provided
Stance N/A (stance)
Chaotic Flame
No Caption Provided
No Caption Provided
Hyper 281,400/30 hits
Stalking Flame
No Caption Provided
No Caption Provided
Hyper 256,300/20 hits
Dark Dimension
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (charged) 85,000-135,400/3 hits
Ankle Slice
No Caption Provided
No Caption Provided
Special (charged) 85,000-135,400/3 hits
Decapitating Slice
No Caption Provided
No Caption Provided
Special (charged) 120,000/3 hits
Talon Attack
No Caption Provided
No Caption Provided
No Caption Provided
Special 90,000
Crescent Scythe
No Caption Provided
No Caption Provided
Special (in air ok) 85,000-119,200/3 hits
Mirage Feint
No Caption Provided
No Caption Provided
Special (charged) N/A (movement)
Rage Trigger
No Caption Provided
No Caption Provided
Hyper 245,400/13 hits
Weapon X Prime
No Caption Provided
No Caption Provided
Hyper 280,900/14 hits
Silent Kill
No Caption Provided
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 10,000
Spider Sting
No Caption Provided
No Caption Provided
Special 70,000-90,000
Spider Bite
No Caption Provided
No Caption Provided
No Caption Provided
Follow-Up Special 115,000/2 hits-135,000/2 hits
Web Swing
No Caption Provided
No Caption Provided
Special (in air ok) 70,000-90,000
Web Throw
No Caption Provided
No Caption Provided
Special 150,000/3 hits
Web Glide
No Caption Provided +
No Caption Provided
Special (in air ok) N/A (movement)
Maximum Spider
No Caption Provided
No Caption Provided
Hyper (in air ok) 271,600/15 hits
Crawler Assault
No Caption Provided
No Caption Provided
Hyper 292,100/8 hits
Ultimate Web Throw
No Caption Provided
No Caption Provided
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
No Caption Provided +
No Caption Provided
Special (in air ok, can be directed) 90,000
Psionic Blast
No Caption Provided
No Caption Provided
Special 81,200/3 hits-122,600/5 hits
Psionic High Blast
No Caption Provided
No Caption Provided
Special (uses Psionic power) 163,600/5 hits
Analysis Cube
No Caption Provided
No Caption Provided
Special (in air ok) 50,000 + builds Psionic power
Balloon Bomb
No Caption Provided
No Caption Provided
Special (in air ok) 80,000
Jamming Bomb
No Caption Provided
No Caption Provided
Special (uses Psionic power) 80,000 + inverts movement
Flight
No Caption Provided
No Caption Provided
Stance N/A (Stance)
Hyper Psionic Blast
No Caption Provided
No Caption Provided
Hyper (in air ok) 129,100/22 hits
Hyper Battering Ram
No Caption Provided
No Caption Provided
Hyper (in air ok) 72,700/3 hits
Killer Illumination
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special (in air ok) 90,000-121,900/3 hits
Hyper Gravitation
No Caption Provided
No Caption Provided
Special (in air ok) 95,000/2 hits-99,000/2 hits
Magnetic Blast
No Caption Provided
No Caption Provided
No Caption Provided
Special 70,000
Force Field
No Caption Provided
No Caption Provided
Special Counter 100,000
Flight
No Caption Provided
No Caption Provided
Stance N/A (stance)
Magnetic Shockwave
No Caption Provided
No Caption Provided
Hyper 327,800/6 hits
Magnetic Tempest
No Caption Provided
No Caption Provided
Hyper (in air ok) 261,600/37 hits
Gravity Squeeze
No Caption Provided
No Caption Provided
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
No Caption Provided
No Caption Provided
Special 56,000 + dizzy-106,400/2 hits + dizzy
Somersault Kick
No Caption Provided
No Caption Provided
Special 100,000-162,500/3 hits
Runner's Start
No Caption Provided
No Caption Provided
No Caption Provided
Stance N/A (Stance)
Chariot
No Caption Provided
No Caption Provided