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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 |