An evil entity named Abyss has begun consuming life on Earth, holding it within a mysterious sphere that it possesses. A pirate named Ruby Heart, while searching for an ancient artifact called the Armor of Erosion, discovered Abyss and the devastation that it wrought upon the land. Unable to defeat it alone, she calls upon the strongest heroes from the Marvel and Capcom universes to unite and end the threat.
Gameplay
Character select
Marvel vs. Capcom 2: New Age of Heroes is the fourth installment in the Marvel vs. Capcom series of tag team fighting games. It is Capcom's first 2D fighting game since the original Street Fighter not to use their CPS arcade hardware, and it makes several significant changes from earlier entries in the series, such as three-on-three gameplay, a new character assist system, and a simplified control scheme. The character artwork uses traditional 2D sprites, while backgrounds and visual effects are rendered in 3D. The change to the NAOMI and Dreamcast hardware enabled a much larger roster, incorporating all of the characters from the previous entries as well as several new entrants. However, some character-specific elements were cut back, such as unique musical themes and endings for each character. Most of the characters, an extra color scheme for each character, and alternate versions of stage backgrounds must now be unlocked through earning experience points by playing the game. The Dreamcast version featured online play through Capcom's Matching Service network, though only for the Japanese version.
Players select a team of three characters to compete in a one-on-one battle, as opposed to teams of two characters in the previous entries. At the start of the match, the first selected character is controlled by the player, but the player can switch to one of the other two characters at any point during the battle. Characters have separate vitality bars, and while one character fights, the team members not in play slowly regenerate the red portion of their life gauges (but this recoverable portion is lost if the team member is tagged back in before it recovers). A match lasts until one team completely runs out of vitality for all three fighters; if the match timer reaches zero before either team is knocked out, the team with the most remaining health is declared the winner.
The game introduces a more refined version of the assist systems from previous games, which allows players to tag in other team members at any point during the match. Unlike the unplayable assist characters from Marvel vs. Capcom: Clash of Super Heroes, the game reintroduces a similar system to Marvel Super Heroes vs. Street Fighter, where players can call upon one of their off-screen team members to perform a single special move to aid them. Each playable character possesses three different types of assists, denoted by the Greek letters α, β, and γ. One of these assist types is chosen for each character that a player selects. Every character has a different selection of assist moves, which are given basic descriptions (such as Projectile Type, Anti-air Type, or Heal Type).
Characters move with and . They dash with (or +) and backstep with (or ++). They jump upward with and jump behind and ahead with and . Characters can Super Jump high into the air with . They crouch with . Instead of using six attack buttons separated into three pairs of low, medium, and high-strength punches and kicks, as was traditionally done in Capcom fighting games, the game uses a setup of four attack buttons and two assist buttons. Punches are done with (light) and (hard) and kicks are done with (light) and (hard). If a light attack connects with an opponent, pressing another light attack button performs a medium attack. Special moves for each character are done by pairing specific directional combinations with an attack button.
The game supports chain combos in a similar manner to the Darkstalkers games, where moves can be linked in a sequence from light to hard and punches to kicks (light punch into light kick, medium punch into medium kick, then hard punch into hard kick). Not all characters can perform the full chain since some attacks push away or knock down the opponent. Characters can initiate an air combo, called an Aerial Rave, by pressing with the hard punch or kick button (or if facing left) when next to an opponent. This launches the opponent high into the air, which can be followed up with to pursue the opponent for a midair combo.
Blocking is done by holding the D-Pad away from the opponent, which can also be done in the air. While blocking, characters can repel the attacker (sometimes called an advancing guard) by pushing both punch buttons simultaneously. Characters can perform a taunt with HOLD START , which is a short animation during which the character is vulnerable to attack. Throws and grabs are done by holding or when next to an opponent and pressing a hard punch or kick button. Characters can perform throws in the air as well. Throws cannot be blocked, but characters can land safely out of a throw by pressing the same motion as a throw, which greatly reduces the damage taken. It is also possible to roll on the ground after falling from a throw or other attack by pressing P (or P if facing left).
At any time during the match, the player can execute the Variable Attack by pressing the light punch and kick buttons simultaneously (+) for the first partner or the hard punch and kick buttons simultaneously (+) for the second partner. This causes the partner character to jump into battle with an aerial attack, followed by a taunt (during which they are vulnerable to attack), replacing the current character. The player can also execute a Variable Assist by pressing one of the dedicated partner assist buttons, for partner A or for partner B. This causes the partner character to quickly jump into battle, perform an assist ability, and jump back out, without switching characters. The assist ability depends on the character and the assist type chosen when the character was selected. Assist characters take extra damage if struck by an opponent. Partner A is the character whose vitality bar is right under the current character, while Partner B is the character whose vitality bar on the bottom; switching characters swaps the order of the two characters.
Similar to prior installments, as characters deal and receive damage, a colored meter at the bottom of the screen known as the Hyper Combo gauge gradually fills. When the gauge is full, it increases in level, up to five levels, then resets. When the gauge is at level 1 or higher, a character can perform a Hyper Combo with a special button combination (typically a directional motion with two punch or kick buttons). These moves do high damage if they successfully connect with an opponent (and often do additional damage if the player presses the attack buttons rapidly while they are being performed). This costs one level of the gauge. Players can also now perform "delayed Hyper Combos," where one character initiates a Hyper Combo, then one or both of the partner characters jump on screen to perform their own Hyper Combos at the same time. This is done by performing the Hyper Combo inputs for the second and third characters during the first character's Hyper Combo.
Players can perform a special counterattacking technique called a Variable Counter after blocking an opponent's attack with (or if facing left) and the partner A or partner B button, which summons the partner character to jump in and attack the opponent. This switches the characters and costs one level of the gauge. Players can also perform a Variable Combination, where the player's entire team performs a Hyper Combo simultaneously, by pressing both partner buttons (+) simultaneously. This costs two levels of the gauge.
Finally, the game introduces a new ability called the "snap back," which is a close-ranged attack that banishes the opponent's active character, forcing the opponent to switch to another character and disabling the use of that character (including for assist attacks) for a short duration. This costs one level of the gauge. Snap backs are performed with (or if facing left) and the partner A or partner B button. Only one character can be banished at a time; banishing one character when another is already banished makes that character immediately available for use again.
Modes
The Dreamcast version of the game has multiple modes:
Arcade Mode: A single-player mode where the player faces seven other teams before battling Abyss in a two-part battle. A second player can challenge the first by pressing START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents.
Vs Mode: A two-player mode where players can choose their characters and battle each other in best of three matches, with the ability to set a handicap for each player and choose any stage. The game keeps track of wins, losses, and draws for each player.
Training Mode: A practice mode where the player can choose three characters to play and three characters to fight against. The player can set the whether the dummy opponent is non-hostile, hostile (with adjustable difficulty), or controlled by a second control pad. The player can also toggle unlimited Hyper Combo gauge use (vitality is always unlimited), the number of delayed Hyper Combos possible (3 or unlimited), and whether to show attack data (damage inflicted by the last attack, total damage done, and the longest combo).
Secret Factor: This mode shows the player's experience points, shop points, total play time, which is tracked and saved to a VMU. Shop points are earned from experience points and can be spent in the Store to unlock characters, color schemes, and alternate stage backgrounds. Unlockables can also be traded with another VMU. The Japanese version uses three types of points: N-Points, earned by playing the arcade version (which is compatible with Dreamcast VMUs); D-Points, earned by playing the Dreamcast version; and V-Points, earned by playing online multiplayer. However, these were consolidated into a single category of points for the Western versions.
Network Battle: The Japanese version featured online play though Capcom's Matching Service dial-up matchmaking service.
Assist types
Each character has three selectable assist types. This decision primarily affects the Variable Assist and Variable Counter abilities that the character can offer, but it also determines the Variable Combination ability for many characters. Assist types can be any of the following:
Air Throw Type: An aerial grab that tries to catch an airborne opponent for an unblockable slam. There is only one ability of this type in the game, Zangief's Aerial Russian Slam.
Anti-air Type: An attack that hits airborne opponents, usually rising upward, such as Psylocke's Psi-Blade Spin or Cammy's Cannon Spike.
Balance Type: A combination of the character's other two assist moves, using one for the Variable Assist and one for the Variable Counter. For example, Morrigan's Anti-air Type is the Shadow Blade and her Projectile Type is the Soul Fist, so her Balance Type is a Soul Fist for the Variable Assist and the Shadow Blade for the Variable Counter.
Capture Type: A ranged attack that stuns the opponent, such as Spider-man's Web Ball or Ruby Heart's Rafale Cannon.
Dash Type: An side-to-side charging attack, such as Captain America's Charging Star or Sakura's Shouoken.
Enhance Type: A support ability that improves a characteristic of the active character for a short duration. There are only two abilities of this type in the game: Amingo's Defense-Up Fruit and Ruby Heart's Power-Up Orb.
Expansion Type: An advancing attack that can hit multiple times, such as Gambit's Cajun Slash or Ken's Tatsumaki Senpuukyaku.
Ground Type: An attack against a grounded opponent that covers a wide area, such as Silver Samurai's Hyakuretsuto or Strider Hiryuu's Ame no Murakumo.
Heal Type: A support ability that restores some of the active character's red health. There are only three abilities of this type in the game: Amingo's Life-Up Fruit, Jill's Life-Up, and SonSon's Life-Up Peach.
Launcher Type: A close-ranged normal attack that knocks the opponent into the air for an Aerial Rave combo. Examples include Iron Man's standing hard kick and Jin's crouching uppercut.
Projectile Type: A projectile attack, such as a fireball or a beam. Examples include Cable's Viper Beam and Mega Man's Charged Shot.
Throw Type: An attempt to grab the opponent for an unblockable throw. Examples include Anakaris' Miira Drop and Rogue's Power Drain.
Variety Type: An irregular move particular to the character, such as Iceman's Ice Avalanche or Felicia's Cat Spike.
Characters
The game features 56 playable characters (if both versions of Wolverine are counted separately), which remains the largest roster of any Capcom fighting game (though it was nearly matched by Street Fighter X Tekken in 2012, which has 55 characters).
In the arcade version, 28 characters are unlocked by default, while the remaining 28 must be unlocked by earning experience points. Every 100 experience points gains a level, and every four levels unlocks a character or an extra color scheme for an existing character.
In the Dreamcast version, 24 characters are unlocked by default, while the remaining 32 can be purchased from an in-game store using points earned from playing the game.
Marvel
Character
Initially playable in NAOMI version
Initially playable in Dreamcast version
Blackheart
No
No
Cable
Yes
Yes
Captain America
Yes
Yes
Colossus
No
No
Cyclops
Yes
Yes
Doctor Doom
Yes
Yes
Gambit
Yes
No
Hulk
Yes
Yes
Iceman
Yes
Yes
Iron Man
No
No
Juggernaut
Yes
No
Magneto
Yes
No
Marrow
Yes
Yes
Omega Red
No
No
Psylocke
No
Yes
Rogue
No
Yes
Sabretooth
No
No
Sentinel
No
No
Shuma-Gorath
Yes
No
Silver Samurai
No
No
Spider-Man
Yes
Yes
Spiral
No
No
Storm
No
No
Thanos
No
No
Venom
Yes
Yes
War Machine
No
No
Wolverine (Adamantium claws)
No
No
Wolverine (Bone claws)
Yes
Yes
Capcom
Character
Initially playable in NAOMI version
Initially playable in Dreamcast version
Akuma (Gouki)
Yes
No
Amingo
Yes
Yes
Anakaris
Yes
Yes
B.B. Hood (Bulleta)
Yes
No
Cammy
No
No
Captain Commando
Yes
No
Charlie Nash
No
No
Chun-Li
No
No
Dan Hibiki
No
No
Dhalsim
No
No
Felicia
No
No
Guile
Yes
Yes
Hayato Kanzaki
Yes
Yes
Jill Valentine
No
Yes
Jin Saotome
Yes
No
Ken Masters
No
No
M. Bison (Vega)
No
No
Mega Man (Rockman)
No
No
Morrigan Aensland
Yes
No
Roll
No
No
Ruby Heart
Yes
Yes
Ryu
Yes
Yes
Sakura Kasugano
No
Yes
Servbot (Kobun)
No
No
SonSon
Yes
Yes
Strider Hiryuu
Yes
Yes
Tron Bonne
No
Yes
Zangief
Yes
Yes
Playable
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P
Any punch button
LP
Light punch
MP
Medium punch
HP
Hard punch
K
Any kick button
LK
Light kick
MK
Medium kick
HK
Hard kick
TAUNT
Taunt
For moves that require using the TAUNT button, LK must be held for the entire button combination, finishing with the START button.
Marvel
Marvel characters are on the right side of the character select screen.
Cable and Marrow are new additions.
Originally appeared in:
Marvel Super Heroes
Blackheart
Blackheart is an immortal demon, born of sin. He is the son of a demon lord called Mephisto, the ruler of an extradimensional hell.
Move list (Special moves)
Name
Command
Description
Dark Thunder
P
Blackheart fires a burst of lightning. When used with LP , Blackheart fires the blast diagonally downward (which travels along the ground after hitting it). When used with HP , Blackheart fires the blast at a diagonal upward angle.
Inferno
P
Blackheart throws dark spheres at the ground, which summon an inferno that tosses opponents high into the air. When used with LP , Blackheart throws the spheres in front of him. When used with HP , Blackheart throws the spheres across the screen.
Move list (Command normals)
Name
Command
Description
Air Dash
or in midair
Blackheart dashes backward or forward in midair.
Long Dash
after dashing with or after dashing with
Blackheart can continue moving an extra distance after dashing.
Move list (Hyper Combos)
Name
Command
Description
Armageddon
+ both P simultaneously
Blackheart summons a meteor shower.
Heart of Darkness
+ both K simultaneously
Blackheart levitates and summons demonic minions to fly out from underground and trounce his opponent.
Judgment Day
+ both P simultaneously
Blackheart unleashes a legion of demonic minions from its torso. This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Ground Type
Dark Thunder ( LP )
Dark Thunder ( LP )
Judgment Day
β
Anti-air Type
Inferno ( HP )
Inferno ( HP )
Heart of Darkness
γ
Launcher Type
Standing MP
Standing MP
Armageddon
Originally appeared in:
Marvel vs. Capcom 2
Cable
Cable is the son of Scott Summers (Cyclops). He was infected with a Techno-Organic Virus as an infant and sent to the future to cure it. He traveled back through time as an adult, now a trained solider and older than his father. He possesses futuristic weaponry and cybernetic enhancements, in addition to his mutant powers of telekinesis and telepathy.
Move list (Special moves)
Name
Command
Description
Gun Fire
HP
Cable shoots his handgun, up to four times in a row. He shoots it at an upward angle when crouched. When performed in midair, he only shoots his gun once.
Viper Beam
P
Cable takes out a large rifle and shoots a plasma beam across the screen. Pressing P repeatedly does additional hits, and the beam can be directed slightly with and after firing.
Crackdown
K
Cable dashes forward, then punches downward with an energy-infused fist.
Psi-Charge
P (close)
Cable grabs his opponent and electrifies them before tossing them aside.
Electrap
K
Cable throws an electric grenade. The grenade explodes when K is released or when it hits something. This move can be performed in midair.
Psimitar
P
Cable rises upward while thrusting an electrified harpoon.
Move list (Command normals)
Name
Command
Description
Turning Kick
+ HK
Cable hops forward with a shin kick.
Move list (Hyper Combos)
Name
Command
Description
Hyper Viper Beam
+ both P simultaneously
Cable attacks with an empowered version of his Viper Beam ability. Pressing P repeatedly does additional hits, and the beam can be directed slightly with and after firing.
Time Flip
+ both K simultaneously
A shadow clone of Cable appears and runs across the screen. If it connects with his opponent, it performs a series of rapid attacks.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Viper Beam ( LP )
Viper Beam ( LP )
Hyper Viper Beam
β
Anti-air Type
Psimitar ( HP )
Psimitar ( HP )
Hyper Viper Beam
γ
Variety Type
Electrap ( LP )
Crackdown ( LP )
Hyper Viper Beam
Originally appeared in:
Marvel Super Heroes
Captain America
Captain America is a "Super Soldier" with enhanced physical abilities and the leader of the Avengers. He wields a shield made of nearly indestructible vibranium.
Move list (Special moves)
Name
Command
Description
Shield Slash
P
Captain America throws his shield at an upward angle, which ricochets off an opponent or wall and returns to him. He throws it straight ahead with LP and at an upward angle with HP . It is possible for Captain America to miss catching his shield, which affects some of his abilities until he picks it back up again (by walking over wherever it lands on the ground). If he is missing his shield, he simply swings his arms in front of him when this move is performed. This move can be performed in midair.
Stars and Stripes
P
Captain America jumps high into the air, ramming his opponent with his shoulder or his shield.
Charging Star
K
Captain America charges forward with his shoulder or his shield. He can absorb projectiles with his shield (unless he is missing it).
Cartwheel
P
Captain America backflips forward. He is invincible for part of this move and can use it to pass through to the other side of his opponent.
Move list (Command normals)
Name
Command
Description
Double Jump
in midair
Captain America can jump a second time in midair.
Aerial Kick
+ HK in midair
Captain America kicks in front of him.
Heel Kick
+ HK in midair
Captain America kicks downward.
Double Kick
LK after hitting with LK
Captain America follows up a high kick with a lower kick.
Move list (Hyper Combos)
Name
Command
Description
Final Justice
+ both P simultaneously
Captain America charges at his opponent with his shoulder or his shield. If it connects, he hits his opponent with a flurry of strikes, throws them high into the air, then drives them into the ground.
Hyper Stars and Stripes
+ both P simultaneously
Captain America attacks repeatedly with his Stars and Stripes ability.
Hyper Charging Star
+ both K simultaneously
Captain America attacks with an empowered version of his Charging Star ability.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Shield Slash ( LP )
Shield Slash ( LP )
Hyper Charging Star
β
Anti-air Type
Stars and Stripes ( HP )
Stars and Stripes ( HP )
Hyper Stars and Stripes
γ
Dash Type
Charging Star ( HK )
Charging Star ( HK )
Hyper Charging Star
Originally appeared in:
X-Men: Children of the Atom
Colossus
Colossus is a mutant who can transform his entire body into an organic metal, giving him superhuman strength and durability.
Move list (Special moves)
Name
Command
Description
Giant Swing
P
Colossus dashes forward and grabs his opponent, then swings them around in a circle before tossing them.
Shoulder Charge
K
Colossus charges with his shoulder. He charges across the ground with LK and into the air with HK .
Move list (Command normals)
Name
Command
Description
Side Body Press
+ HP in midair
Colossus stretches his body straight, then swings his fists down to his waist.
Move list (Hyper Combos)
Name
Command
Description
Super Dive
+ both P simultaneously
Colossus rises high into the air and dives back down head first. He can dive down earlier with +P or +K.
Super Armor
+ both P simultaneously
Colossus empowers himself in armor that reduces the damage he takes and prevents him from being knocked down.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Dash Type
Shoulder Charge ( LP )
Shoulder Charge ( LP )
Super Dive
β
Anti-air Type
Shoulder Charge ( HP )
Shoulder Charge ( HP )
Super Dive
γ
Launcher Type
Standing HK
Standing HK
Super Dive
Originally appeared in:
X-Men: Children of the Atom
Cyclops
Cyclops is a mutant with the ability to fire powerful energy beams from his eyes and wears a visor made of ruby quartz to harness this power. He is the field leader of the X-Men, a team of talented mutants.
Move list (Special moves)
Name
Command
Description
Optic Bullet
HP
Cyclops shoots a laser bullet from his eyes across the screen. This move can be performed while crouching but not jumping.
Optic Blast
P
Cyclops shoots a laser blast from his eyes that covers the entire width of the screen. When used with LP , he fires the blast straight ahead while crouching. When used with HP , he fires the blast at a diagonal upward angle while standing. He can also perform the move in midair, which is always fired straight ahead.
Optic Sweep
P
Cyclops shoots a laser blast at the ground, sweeping his opponent.
Gene Splice
P
Cyclops performs a rising uppercut. Pressing P repeatedly does additional hits.
Cyclone Kick
K
Cyclops leaps forward, doing a spinning kick followed by a low kick.
Rapid Punch
Hold for 2 seconds, then +P
Cyclops steps forward with quick punches. If the move connects, it can be followed up with additional strikes by pressing P or K rapidly.
Neck Breaker Drop
Hold for 2 seconds, then +K
Cyclops runs forward, grabs his opponent by their neck, and slams them against the ground. The range of this move is about half the width of the screen.
Move list (Command normals)
Name
Command
Description
Double Jump
in midair
Cyclops jumps again in midair. It works after a jump and also when falling or spinning.
Spin Kick
HK HK
Cyclops kicks and follows up with a jumping spin kick.
Leg Throw
+ HK (close)
Cyclops grabs and throws his opponent with his legs.
Move list (Hyper Combos)
Name
Command
Description
Mega Optic Blast
+ both P simultaneously
Cyclops shoots a tall optic blast that covers a large area and hits multiple times.
Super Optic Blast
+ both P simultaneously
Cyclops fires a wide optic blast that can be directed with or . This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Optic Blast ( LP )
Optic Blast ( LP )
Mega Optic Blast
β
Anti-air Type
Gene Splice ( HP )
Gene Splice ( HP )
Mega Optic Blast
γ
Expansion Type
Cyclone Kick ( HK )
Cyclone Kick ( HK )
Mega Optic Blast
Originally appeared in:
Marvel Super Heroes
Doctor Doom
Doctor Doom is an arrogant sorcerer and inventor. He conceals an assortment of advanced weapons in his armor and under his tunic.
Move list (Special moves)
Name
Command
Description
Laser Gun
HP in midair
Dr. Doom shoots his laser gun across the screen.
Plasma Beam
P
Dr. Doom fires a plasma beam across the screen. If performed in midair, he shoots the projectile diagonally downward.
Photon Shot
P
Dr. Doom shoots photon shots from his fingers, which spread out from him. This move can be performed in midair.
Molecular Shield
K
Dr. Doom conjures a cascade of rocks that swirl around him, preventing opponents from coming near, before being thrown toward his opponent.
Flight
+ both K simultaneously
Dr. Doom flies for 5 seconds or until he is hit. He can move in any direction using the D-Pad. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Hover
Any direction + both P simultaneously
Dr. Doom moves in any direction using his jetpack.
Move list (Hyper Combos)
Name
Command
Description
Electric Cage
+ both P simultaneously
Dr. Doom throws an energy ball across the screen that grabs and electrocutes his opponent on contact.
Sphere Flame
+ both K simultaneously
Dr. Doom shoots a large fireball directly upward, which carries his opponent into the air and hits multiple times if it connects.
Photon Array
+ both P simultaneously
Dr. Doom shoots multiple photon shots from his fingers. This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Variety Type
Photon Shot ( HP )
Photon Shot ( HP )
Photon Array
β
Anti-air Type
Molecular Shield ( HK )
Molecular Shield ( HK )
Sphere Flame
γ
Projectile Type
Plasma Beam ( HP )
Plasma Beam ( HP )
Electric Cage
Originally appeared in:
X-Men vs. Street Fighter
Gambit
Gambit is a mutant who can charge any object that he touches with explosive kinetic energy. He is married to Rogue.
Move list (Special moves)
Name
Command
Description
Kinetic Card
P
Gambit throws a hand of kinetically charged playing cards across the screen. This move can be performed in midair.
Trick Card
P
Gambit throws a hand of kinetically charged playing cards diagonally above him.
Cajun Slash
P
Gambit advances forward while swiping his staff with each step.
Cajun Escape
Hold for 2 seconds, then , , or +P
Gambit leaps to the edge of the screen. He can jump from one side to the other with and or dive with a downward slash with P.
Cajun Strike
Hold for 2 seconds, then , , or +K
Gambit leaps to the edge of the screen, then jumps down with a dive kick. He can jump from one side to the other with and .
Move list (Hyper Combos)
Name
Command
Description
Royal Flush
+ both P simultaneously
Gambit throws two hands of kinetically charged playing cards, hitting multiple times.
Cajun Explosion Forward
+ both K simultaneously
Gambit jumps onto the opponent's side of the screen and throws a hand of kinetically charged playing cards that create a rolling wave of explosions on the ground.
Cajun Explosion Backward
+ both K simultaneously
Gambit jumps onto his side of the screen and throws a hand of kinetically charged playing cards that create a rolling wave of explosions on the ground.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Kinetic Card ( HP )
Kinetic Card ( HP )
Royal Flush
β
Expansion Type
Cajun Slash ( LP )
Cajun Slash ( LP )
Royal Flush
γ
Launcher Type
Crouching HP
Crouching HP
Royal Flush
Originally appeared in:
Marvel Super Heroes
Hulk
Hulk is a scientist who was exposed to extreme amounts of gamma radiation and transformed into a gigantic green monster.
Move list (Special moves)
Name
Command
Description
Gamma Charge
Hold for 2 seconds, then +K
Hulk charges ahead with his elbow protruding. He can follow up with another Gamma Charge by holding the D-Pad in any direction and pressing K.
Flying Gamma Charge
Hold for 2 seconds, then +K
Hulk charges into the air with a flying headbutt. He can follow up with another Gamma Charge by holding the D-Pad in any direction and pressing K.
Gamma Slam
P
Hulk slams the ground, causing a shockwave of earth to move across the screen.
Gamma Tornado
P (close)
Hulk grabs his opponent and swings them around in circles before tossing them.
Move list (Hyper Combos)
Name
Command
Description
Gamma Wave
+ both P simultaneously
Hulk performs a more powerful version of his Gamma Slam ability.
Gamma Quake
+ both K simultaneously
Hulk calls down a hail of large rocks that fall everywhere.
Gamma Crush
+ both P simultaneously
Hulk propels himself to outer space to grab a meteorite, then falls back down to the ground with it. This move can be directed with (left side of the screen), (middle of the screen), or (right side of the screen) after Hulk launches.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Ground Type
Gamma Slam ( LP )
Gamma Slam ( LP )
Gamma Wave
β
Dash Type
Gamma Charge ( LK )
Gamma Charge ( LK )
Gamma Crush
γ
Anti-air Type
Flying Gamma Charge ( LK )
Flying Gamma Charge ( LK )
Gamma Quake
Originally appeared in:
X-Men: Children of the Atom
Iceman
Iceman is a mutant with the ability to manipulate ice and cold by freezing water vapor around him.
Move list (Special moves)
Name
Command
Description
Ice Beam
P
Iceman shoots an ice blast from his hands that covers the entire width of the screen. Iceman fires the blast straight ahead with LP and diagonally upward with HP . He can also perform the move in midair, which is fired in the same straight ahead with LP and diagonally downward with HP .
Ice Avalanche
K
Iceman creates a giant ice boulder and throws it at his opponent. This move can be performed in midair.
Ice Fist
P
Iceman encases one of his hands in a large ice ball, which increases the damage of his punches while it lasts.
Move list (Command normals)
Name
Command
Description
Freeze Grab
+ HP (close)
Iceman freezes his opponent for a duration.
Ice Boulder
+ HP in midair
Iceman throws an ice boulder down.
Slash Kick
+ HK in midair
Iceman kicks with a long ice blade.
Move list (Hyper Combos)
Name
Command
Description
Arctic Attack
+ both P simultaneously
Iceman summons a barrage of ice shards to strike his opponent. This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Ice Beam ( LP )
Ice Beam ( LP )
Arctic Attack
β
Variety Type
Ice Avalanche ( LK )
Ice Avalanche ( LK )
Arctic Attack
γ
Balance Type
Ice Beam ( LP )
Ice Avalanche ( LK )
Arctic Attack
Originally appeared in:
Marvel Super Heroes
Iron Man
Iron Man is a wealthy business magnate who wears a mechanized suit of armor equipped with advanced weaponry.
Move list (Special moves)
Name
Command
Description
Uni-Beam
P
Iron Man shoots a giant laser across the screen from his chest. This move can be performed in midair.
Repulsor Blast
P
Iron Man shoots laser blasts in each of the intermediate directions.
Smart Bomb
HP + LK
Iron Man drops a cluster of bombs from his shoulders. The bombs can be dropped nearer to him by holding or farther away by holding . This move can be performed in midair.
Flight
+ both K simultaneously
Iron Man hovers for 5 seconds or until he is hit. He can move in any direction using the D-Pad. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Hover
Any direction + both P simultaneously
Iron Man moves in any direction using his foot-mounted propulsion.
Knee Dive
+ HK in midair
Iron Man dives downward diagonally with his knees.
Upward Kick
+ HK in midair
Iron Man kicks straight up.
Focus Laser
+ HP or + HP
Iron Man can direct his jumping laser attack at an upward or downward angle.
Missile Launch
+ HP
Iron Man shoots a missile across the screen while crouched.
Move list (Hyper Combos)
Name
Command
Description
Proton Cannon
+ both P simultaneously
Iron Man pulls out a large cannon and fires a giant blast across the screen.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Uni-Beam ( LP )
Uni-Beam ( LP )
Proton Cannon
β
Anti-air Type
Repulsor Blast ( HP )
Repulsor Blast ( HP )
Proton Cannon
γ
Launcher Type
Standing HP
Standing HP
Proton Cannon
Originally appeared in:
X-Men: Children of the Atom
Juggernaut
Juggernaut is a regular human who was empowered by a gem belonging to the deity Cyttorak, becoming a massive juggernaut with immense strength and toughness. Though not a mutant, he is allied with Magneto's Brotherhood of Mutants.
Move list (Special moves)
Name
Command
Description
Earthquake
P
Juggernaut hits the ground, which sends a wave forward.
Juggernaut Punch
P
Juggernaut dashes forward and punches the ground in front of his opponent, knocking them back.
Juggernaut Body Press
K
Juggernaut jumps off the side of the screen and falls with a body splash. This move can be performed in midair.
Cyttorak Power-Up
+ both P simultaneously
Juggernaut glows orange, increasing the damage of his next attack.
Move list (Command normals)
Name
Command
Description
Hammer Fist
+ HP
Juggernaut punches in front of him with both fists.
Move list (Hyper Combos)
Name
Command
Description
Headcrush
+ both P simultaneously
Juggernaut charges at his opponent head first.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Ground Type
Earthquake ( LP )
Earthquake ( LP )
Headcrush
β
Dash Type
Juggernaut Punch ( HP )
Juggernaut Punch ( HP )
Headcrush
γ
Variety Type
Juggernaut Body Press ( HK )
Juggernaut Body Press ( HK )
Headcrush
Originally appeared in:
X-Men: Children of the Atom
Magneto
Magneto is a mutant with the ability to control magnetism. He is the leader of the Brotherhood of Mutants, a group that uses extreme methods against humans it regards as "anti-mutant."
Move list (Special moves)
Name
Command
Description
Electromagnetic Disruptor
P
Magneto fires an energy beam across the screen. This move can be performed in midair.
Hyper Gravitation
K
Magneto sends out energy balls that do a light amount of damage but pull his opponent toward him. This move can be performed in midair.
Magnetic Force Field
K
Magneto surrounds himself in a magnetic force field momentarily. If he is attacked while the force field is out, he punches the ground and knocks away the opponent with a shockwave. This only affects direct attacks and not projectiles.
Magnetic Blast
P in midair
Magneto fires energy waves downward at a diagonal angle.
Levitation
+ both K simultaneously
Magneto levitates for 5 seconds or until he is hit. He can move in any direction using the D-Pad. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Hover
Any direction + both P simultaneously
Magneto moves in any direction using his levitation.
Angled Kick
+ LK
Magneto kicks diagonally downward.
Move list (Hyper Combos)
Name
Command
Description
Magnetic Shockwave
+ both P simultaneously
Magneto summons a shockwave of energy pillars that move across the screen.
Magnetic Tempest
+ both K simultaneously
Magneto fires a volley of magnetic shards all around the screen. This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Electromagnetic Disruptor ( HP )
Electromagnetic Disruptor ( HP )
Magnetic Shockwave
β
Capture Type
Hyper Gravitation ( LK )
Hyper Gravitation ( LK )
Magnetic Tempest
γ
Launcher Type
Crouching HP
Crouching HP
Magnetic Tempest
Originally appeared in:
Marvel vs. Capcom 2
Marrow
Marrow is a mutant, raised by the underground-dwelling Morlocks, with bones that grow out of her skin. She can use these bones in various ways as weapons.
Move list (Special moves)
Name
Command
Description
Bonerang
P
Marrow tosses a bone boomerang that flies about half of a screen width away and spins in place for a moment before disappearing. It passes through opponents if they are closer than that. When thrown in midair, Marrow throws it straight ahead with LP and diagonally downward with HP .
Ride and Slash
P
Marrow leaps forward. If she lands on her opponent, she sits on their shoulders and slices them multiple times with her bone blades. This move can be performed in midair.
Towering Spine
P
Marrow leans forward as the bones on her back grow to massive size, damaging opponents in a conical area above her.
Ricochet Slash
K
Marrow jumps back to her side of the screen, then dives down while holding a bone blade out in front of her.
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Marrow can jump off the edges of the screen.
Double Jump
in midair
Marrow can jump a second time in midair.
Move list (Hyper Combos)
Name
Command
Description
Stinger Bones
+ both P simultaneously
Marrow stabs her opponent with several stinger spines from her back. The move can reach the full width of the screen.
Bone Burst
+ both P simultaneously
Marrow jumps in the air, then shoots a salvo of pointed bones from her back, which track her opponent like homing missiles. This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Bonerang ( HP )
Bonerang ( HP )
Bone Burst
β
Anti-air Type
Towering Spine ( HP )
Towering Spine ( HP )
Bone Burst
γ
Expansion Type
Ricochet Slash ( HK )
Ricochet Slash ( HK )
Stinger Bones
Originally appeared in:
X-Men: Children of the Atom
Omega Red
Omega Red is a mutant enhanced through a Soviet "Super Soldier" program. He was implanted with Carbonadium coils that he can use to siphon the life essence of his victims.
Move list (Special moves)
Name
Command
Description
Carbonadium Coil
P
Omega Red ensnares his opponent with a metal whip. When used with LP , he throws the whip directly in front of him. When used with HP , he throws the whip diagonally upward. When used with LP + HP , he throws the whip directly upward. When the opponent is ensnared, pressing P drains their vitality while pressing K drains their Hyper Combo gauge. Holding a direction while pressing P throws the opponent. This move can be performed in midair.
Downward Carbonadium Coil
K in midair
Omega Red ensnares his opponent with a metal whip. When used with LK , he throws the whip directly in front of him. When used with HK , he throws the whip diagonally downward. When used with LK + HK , he throws the whip directly downward. When the opponent is ensnared, pressing P drains their vitality while pressing K drains their Hyper Combo gauge. Holding a direction while pressing P throws the opponent.
Omega Strike
K
Omega Strike uses his metal cables to vault himself into the air. When used with LK , he vaults himself forwards. When used with HK , he vaults himself at a diagonal angle. When used with LK + HK , he vaults himself directly upward. He vaults farther if the button is held for longer.
Move list (Command normals)
Name
Command
Description
Air Dash
in midair
Omega Red dashes forward in midair.
Coil Strike
+ HK , + HK , or + HK
Omega Red stabs his coils into the ground, and they shoot out elsewhere: near with , halfway across the screen with , and far with .
Move list (Hyper Combos)
Name
Command
Description
Omega Destroyer
+ both P simultaneously
Omega Red lashes his coils out from himself in all directions.
Carbonadium Smash
+ both P simultaneously in midair
Omega Red dashes forward in the air, performs a series of hits, then slams his opponent on the ground with his coils.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Throw Type
Carbonadium Coil ( HP )
Standing HP
Omega Destroyer
β
Anti-air Type
Omega Strike ( HK )
Omega Strike ( HK )
Omega Destroyer
γ
Ground Type
Crouching HK
Crouching HP
Omega Destroyer
Originally appeared in:
X-Men: Children of the Atom
Psylocke
Psylocke is a mutant with telepathic and telekinetic abilities who can focus her psionic powers into psychic blades. She has swapped bodies with a ninja assassin named Kwannon.
Move list (Special moves)
Name
Command
Description
Psi-Blast
P
Psylocke shoots a psychic energy beam across the screen. When used with LP , she fires the blast diagonally downward. When used with HP , she fires the blast straight ahead. She can also perform the move in midair, which is fired in the same directions with the same buttons.
Psi-Blade Spin
K
Psylocke spins in the air while generating psychic energy blades. She moves forward with LK and upward with HK . This move can be performed in midair.
Ninjutsu
P or K
Psylocke teleports. When used with LP , she reappears in the top-left. When used with HP , she reappears in the top-right. When used with LK , she reappears in the bottom-left. When used with HK , she reappears in the bottom-right. She can perform a flying psionic attack after teleporting by holding any direction and P or K. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Triple Jump
in midair
Psylocke can jump a second and third time in midair.
Moonsault Kick
+ HK in midair
Psylocke kicks while spinning backwards in midair.
Rolling Kick
+ HK
Psylocke flips forward and comes down with an axe kick.
Retreating Kick
+ HK
Psylocke jumps backward, then performs a high kick while crouched. She can follow up the kick with a forward slide to the other side of her opponent by pressing .
Move list (Hyper Combos)
Name
Command
Description
Psi Thrust
+ both P simultaneously
Psylocke surrounds herself in a cone of psychic energy and flies straight across the screen. The player can decide the direction that she flies with or when she is about to do the move. She can perform a second Psi Thrust by pressing P at the end of the maneuver (with the player again able to determine the direction). This move can be performed in midair.
Psi Maelstrom
+ both K simultaneously
Psylocke spins in the air while generating psychic energy blades, juggling her opponent high into the air. Pressing P or K repeatedly does additional hits.
Kochou Gakure
+ both K simultaneously
Psylocke channels her telepathy to create a swarm of psionic butterflies that spiral out from her and harm anything they touch. This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Anti-air Type
Psi-Blade Spin ( HK )
Psi-Blade Spin ( HK )
Psi Maelstrom
β
Projectile Type
Psi-Blast ( HP )
Psi-Blast ( HP )
Kochou Gakure
γ
Balance Type
Psi-Blast ( HP )
Psi-Blade Spin ( HK )
Psi Thrust
Originally appeared in:
X-Men vs. Street Fighter
Rogue
Rogue is a mutant who can absorb the essence of anyone through skin-to-skin contact. She is married to Gambit. Her ability in X-Men vs. Street Fighter to absorb special moves from other characters has been replaced with the ability to absorb temporary power-ups.
Move list (Special moves)
Name
Command
Description
Repeating Punch
P
Rogue dashes forward with a flurry of punches, finishing with an uppercut. This move can be performed in midair.
Rising Repeating Punch
P
Rogue flies into the air while delivering a series of punches.
Power Dive Punch
K
Rogue floats high into the air, then dives downward with a punch. She jumps higher into the air with HK . She can dive sooner with K while ascending.
Power Drain
K
Rogue dashes forward and grabs her opponent, giving them a kiss that damages them and absorbs a special power for a duration. The power absorbed depends on the character (and sometimes the state of the character). This move can be performed in midair.
Power-up
Description
Characters
Defense Up
Increases Rogue's defense.
Captain America (without shield), Colossus, Doctor Doom, Iceman, Iron Man, Magneto, Omega Red, Silver Samurai, Spiral, War Machine, Guile, Jin, Roll, Ruby Heart, Sakura, Tron Bonne, Zangief
Gives Rogue Hyper Armor, which lets her walk through damage and renders her immune to stun.
Colossus (with Super Armor), Rogue (with Hyper Armor), Silver Samurai (with Ice Sword, performed three times), Zangief (with Iron Body)
Move list (Command normals)
Name
Command
Description
Air Dash
in midair
Rogue dashes forward in midair.
Dive Kick
+ HK in midair
Rogue drops with a diving kick.
Move list (Hyper Combos)
Name
Command
Description
Goodnight Sugar
+ both P simultaneously
Rogue dashes forward and pummels her opponent into the air with a barrage of punches, ending with a kiss that absorbs one of their abilities.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Anti-air Type
Rising Repeating Punch ( HP )
Rising Repeating Punch ( HP )
Hyper Repeating Punch
β
Dash Type
Repeating Punch ( HP )
Repeating Punch ( HP )
Hyper Repeating Punch
γ
Throw Type
Power Drain ( HK )
Power Drain ( HK )
Hyper Repeating Punch
Originally appeared in:
X-Men vs. Street Fighter
Sabretooth
Sabretooth is a mutant with beastial abilities, including rapid healing, superhuman senses, and razor-sharp fangs and claws.
Move list (Special moves)
Name
Command
Description
Berserker Claw
P
Sabretooth charges forward and slashes his claw, ending up on the other side of his opponent.
Wild Fang
P
Sabretooth leaps across the screen, grabbing and throwing his opponent if he lands on them.
Armed Birdie
K
Sabretooth summons Birdie, who appears and fires her rifle.
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Sabretooth can jump off the edges of the screen.
Move list (Hyper Combos)
Name
Command
Description
Berserker Claw X
+ both P simultaneously
Sabretooth charges and slashes his opponent multiple times.
Weapon X Dash
+ both P simultaneously
Sabretooth leaps across the screen, performing a barrage of attacks if he lands on them.
Heavy Armed Birdie
+ both K simultaneously
Sabretooth summons Birdie, who appears and fires repeated blasts from her rifle.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Expansion Type
Berserker Claw ( HP )
Berserker Claw ( HP )
Hyper Berserker Claw
β
Projectile Type
Armed Birdie ( LP )
Armed Birdie ( HP )
Heavy Armed Birdie
γ
Launcher Type
Standing HP
Standing HP
Heavy Armed Birdie
Originally appeared in:
X-Men: Children of the Atom
Sentinel
Sentinels are giant robots that were programmed to hunt mutants. They attack with a variety of weapons.
Move list (Special moves)
Name
Command
Description
Rocket Punch
P
The Sentinel shoots its rocket-propelled arm across the screen. When used with LP , the Sentinel shoots the arm diagonally downward. When used with HP , the Sentinel shoots the arm straight ahead. If performed in midair, the Sentinel fires in the same directions with the same buttons.
Sentinel Force
K
The Sentinel calls forth mini-Sentinels. When used with LK , the mini-Sentinels attack at a downward angle and can be directed with or . When used with HK , the mini-Sentinels fly overhead and drop bombs.
Move list (Command normals)
Name
Command
Description
Hover
Any direction + both P simultaneously
The Sentinel moves in any direction using his thrusters.
Move list (Hyper Combos)
Name
Command
Description
Plasma Storm
+ both P simultaneously
The Sentinel generates a large plasma ball in front of it. Pressing P repeatedly does more hits.
Hyper Sentinel Force
+ both K simultaneously
The Sentinel calls forth three waves of three mini-Sentinels to fly across the screen and attack its opponent.
Hard Drive
+ both P simultaneously in midair
The Sentinel flies across the screen, ramming through its opponent if airborne.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Rocket Punch ( LP )
Rocket Punch ( LP )
Hyper Sentinel Force
β
Launcher Type
Standing HK
Standing HK
Hyper Sentinel Force
γ
Ground Type
Sentinel Force ( LK )
Sentinel Force ( LK )
Hyper Sentinel Force
Originally appeared in:
Marvel Super Heroes
Shuma-Gorath
Shuma-Gorath is an ancient, tentacled creature thought to be an omnipotent and immortal being.
Move list (Special moves)
Name
Command
Description
Mystic Stare
Hold for 2 seconds, then +P
Shuma-Gorath sends a rotating group of eyes across the screen. The eyes deal no damage but attach to the opponent. They explode after 4 seconds, unless Shuma-Gorath is hit, in which case they are removed without doing any damage.
Mystic Smash
Hold for 2 seconds, then +K
Shuma-Gorath curls into a ball and jumps ahead in an arc, coming down with spikes. This move can be performed in midair.
Devitalization
K (close)
Shuma-Gorath stretches itself and carries its opponent high into the air, dropping them and following up with a multi-tentacled slap.
Move list (Command normals)
Name
Command
Description
Petrification
+ HK in midair
Shuma-Gorath turns to stone and falls directly downward.
Upward Blast
+ HP in midair
Shuma-Gorath shoots a blast upward from its eye.
Move list (Hyper Combos)
Name
Command
Description
Hyper Mystic Smash
+ both K simultaneously
Shuma-Gorath bombards its opponent with miniature, spiked ball versions of itself.
Chaos Dimension
+ both P simultaneously (at least level 3)
Shuma-Gorath glows with power. For a few seconds, its HP and HK become unblockable. If either of them connect with an opponent, Shuma-Gorath transforms into a large bubble and envelops its opponent, carrying them far into the air. Shuma-Gorath then transforms into a vortex and spins, damaging its opponent before dropping them from the height. This move can be performed in midair. The Hyper Combo gauge must be at least level 3 to perform this move.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Mystic Stare ( HP )
Mystic Stare ( HP )
Hyper Mystic Smash
β
Expansion Type
Mystic Smash ( HK )
Mystic Smash ( HK )
Hyper Mystic Smash
γ
Balance Type
Mystic Stare ( HP )
Mystic Smash ( HK )
Hyper Mystic Smash
Originally appeared in:
X-Men: Children of the Atom
Silver Samurai
Silver Samurai is a master swordsman who can channel mutant powers through his sword. His ability in X-Men: Children of the Atom to channel his sword with an element has been expanded. He can channel his sword with thunder, ice, or fire up to three times. Each element gives him different bonuses and a unique Hyper Combo.
Move list (Special moves)
Name
Command
Description
Shuriken
P
Silver Samurai throws a giant shuriken across the screen. The shuriken can be directed with or after it is thrown. This move can be performed in midair.
Hyakuretsutoh
P
Silver Samurai furiously slashes his sword in front of him. Pressing P repeatedly does additional hits. He can run forward while performing this move with .
Move list (Command normals)
Name
Command
Description
Endless Slashes
LP LP LP LP LP
Silver Samurai slashes his sword repeatedly in front of him.
Low Slash
HP HP
Silver Samurai performs a sweeping low slash.
Move list (Hyper Combos)
Name
Command
Description
Chou Shuriken
+ both P simultaneously
Silver Samurai throws three giant shurikens across the screen. The shurikens can be directed with or after they are thrown.
Touki: Kaminari
P
Silver Samurai charges his sword with thunder, which temporarily increases his movement and attack speed but also causes him to do less damage and take more damage. This move can be repeated two additional times, increasing its effect.
Touki: Koori
LK
Silver Samurai charges his sword with ice, which temporarily allows him to walk through some attacks. This move can be repeated two additional times, increasing his resilience and also his damage.
Touki: Honoo
HK
Silver Samurai charges his sword with fire, which temporarily increases damage but also damage taken. This move can be repeated two additional times, increasing the damage he does and also decreasing the amount he takes.
Raimei Ken
+ both K simultaneously with Thunder Sword
Silver Samurai raises his sword in the air, calling down lightning all around him.
Hyouga Ken
+ both K simultaneously with Ice Sword
Silver Samurai stabs the ground with his sword, which creates a ripple of ice shards in both directions that freeze the opponent for a duration on contact.
Homura Ken
+ both K simultaneously with Fire Sword
Silver Samurai raises his sword in the air, calling a spiral of fireballs to rise around him and into the air.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Ground Type
Hyakuretsutoh ( HP )
Hyakuretsutoh ( HP )
Hyper Hyakuretsutoh
β
Projectile Type
Shuriken ( HP )
Shuriken ( HP )
Chou Shuriken
γ
Balance Type
Crouching HP
Crouching HP
Raimei Ken
Originally appeared in:
Marvel Super Heroes
Spider-Man
Spider-Man is a teenage high school student who gained superhuman spider-powers and abilities after being bitten by a radioactive spider.
Move list (Special moves)
Name
Command
Description
Web Ball
P
Spider-Man shoots two wads of webbing across the screen from the web shooters on his wrists. Opponents caught in webbing are momentarily stunned. He shoots the webbing at a downward diagonal angle if this move is performed in midair.
Spider Sting
P
Spider-Man jumps high in the air with a rising uppercut. This move can be followed up with P for an additional strike while in the air.
Web Swing
K
Spider-Man attaches a rope of webbing to the ceiling and swings from it with a kick. This move can be performed in midair.
Web Throw
P
Spider-Man shoots a string of webbing. He shoots in front of him with LP and at a diagonal upward angle with HP . If an opponent is caught in the web, Spider-Man swings them around his head with the webbing, then throws them across the screen.
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Spider-Man can jump off the edges of the screen.
Spider Swing
in midair
Spider-Man swings through the air on a webbing rope.
Move list (Hyper Combos)
Name
Command
Description
Maximum Spider
+ both P simultaneously
Spider-Man jumps between the edges of the screen with multiple flying punches and kicks. This move can be performed in midair.
Crawler Assault
+ both K simultaneously
Spider-Man charges his opponent with a series of attacks.
Ultimate Web Throw
+ both P simultaneously
Spider-Man jumps in the air and throws a web at his opponent, which he uses to capture the opponent and swing them around in circles on the way down to the ground.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Capture Type
Web Ball ( HP )
Web Ball ( HP )
Crawler Assault
β
Expansion Type
Web Swing ( HK )
Web Swing ( HK )
Crawler Assault
γ
Anti-air Type
Spider Sting ( HP )
Spider Sting ( HP )
Crawler Assault
Originally appeared in:
X-Men: Children of the Atom
Spiral
Spiral is a mutant with six arms and powerful mystical abilities, including teleportation and the ability to conjure magical swords.
Move list (Special moves)
Name
Command
Description
Dancing Swords
+ both P simultaneously
Spiral surrounds herself in six glowing orange swords. She then throws a sword with LP . This move can be performed in midair.
Sword Throw
P
When surrounded by Dancing Swords, Spiral can group the swords together in a circle and throw them straight ahead with LP or directly upward with HP . This move can be performed in midair.
Sword Spread
K
When surrounded by Dancing Swords, Spiral can throw them in a circle expanding outward with LK or shooting outward individually with HK . This move can be performed in midair.
Six-Hand Grapple
P (close)
Spiral holds her arms out. If she catches an airborne opponent, she grabs them and can throw them with or . This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Scratch Punch
+ HP in midair
Spiral dives down while holding all six arms in front of her.
Quick Drop
HK in midair
Spiral quickly drops down to the ground.
Move list (Hyper Combos)
Name
Command
Description
Strength Dance
+ both K simultaneously
Spiral makes herself more powerful for a duration.
Speed Dance
+ both K simultaneously
Spiral makes herself faster for a duration.
Stampede Sword
+ both P simultaneously
Spiral throws three waves of six swords across the screen.
Metamorphosis
+ both P simultaneously (at least level 3)
Spiral flashes, then her punches (in close range) cause her to transform, cycling through many of the Marvel characters in the game as she pummels her opponent. The Hyper Combo gauge must be at least level 3 to perform this move.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Sword Throw ( LP )
Sword Throw ( LP )
Stampede Sword
β
Variety Type
Sword Throw ( HP )
Sword Throw ( HP )
Stampede Sword
γ
Ground Type
Standing HP
Crouching HP
Hyper Metamorphosis
Originally appeared in:
X-Men: Children of the Atom
Storm
Storm is one of the leaders of the X-Men. She is a powerful mutant who possesses the ability to control the weather and atmosphere.
Move list (Special moves)
Name
Command
Description
Typhoon
K
Storm summons a trio of cyclones that move quickly along the ground. This move can be performed in midair.
Double Typhoon
K
Storm summons two cyclones that appear under her opponent and toss them high into the air if they do not move out of them quickly. This move can be performed in midair.
Lighting Ball
P in midair
Storm throws a lightning ball diagonally downward with LP or straight ahead with HP .
Lightning Attack
Any direction + HP + LK
Storm flies in any direction while empowering her hand with lightning. This move can be performed in midair.
Levitation
+ both K simultaneously
Storm levitates for 5 seconds or until she is hit. She can move in any direction using the D-Pad. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Hover
Any direction + both P simultaneously
Storm moves in any direction using her levitation.
Float
, , or in midair
Storm can slow her descent while in the air.
Move list (Hyper Combos)
Name
Command
Description
Lightning Storm
+ both P simultaneously
Storm shoots bolts of lightning all around her. This move can be performed in midair.
Hail Storm
+ both P simultaneously
Storm flies to the corner of the screen and summons a hail storm to batter her opponent.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Typhoon ( HK )
Typhoon ( HK )
Lightning Storm
β
Expansion Type
Lightning Attack ()
Lightning Attack ()
Lightning Storm
γ
Variety Type
Double Typhoon ( LK )
Double Typhoon ( LK )
Hail Storm
Originally appeared in:
Marvel Super Heroes
Thanos
Thanos is an alien warlord with extreme strength and endurance, cursed by Death with immortality. He wields the Infinity Gauntlet and the six Infinity Gems, giving him unlimited control over Time, Space, Power, Mind, Reality, and Soul.
Move list (Special moves)
Name
Command
Description
Titan Crush
P
Thanos dashes forward head first. This move can be performed in midair.
Death Sphere
K
Thanos throws a sphere that entraps and temporarily stuns his opponent.
Move list (Command normals)
Name
Command
Description
Knee Dive
+ HK in midair
Thanos dives downward with his knee.
Long Run
after dashing with
Thanos can continue running after dashing.
High Kick
+ HK
Thanos does a high kick.
Fist Swing
+ HP
Thanos swings his clasped fists like a club.
Move list (Hyper Combos)
Name
Command
Description
Gauntlet Power
+ both P simultaneously
Thanos uses the Power Gem to create a giant fireball that sweeps across the screen.
Gauntlet Reality
+ both P simultaneously
Thanos uses the Reality Gem to create two stone pillars and crush his opponent between them.
Gauntlet Space
+ both K simultaneously
Thanos uses the Space Gem to create a vortex of flying stone in front of him.
Gauntlet Soul
+ both K simultaneously
Thanos uses the Soul Gem to attack his opponent in near range with an incapacitating lightning strike.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Capture Type
Death Sphere ( LP )
Death Sphere ( LP )
Gauntlet Power
β
Dash Type
Titan Crush ( HP )
Titan Crush ( HP )
Gauntlet Reality
γ
Launcher Type
Fist Swing
Fist Swing
Gauntlet Space
Originally appeared in:
Marvel vs. Capcom
Venom
Venom is a journalist who bonded with an alien symbiote. Since the symbiote grafted to Spider-Man first, Venom absorbed some of Spider-Man's unique abilities.
Move list (Special moves)
Name
Command
Description
Venom Fang
P
Venom mutates into a giant mouth and lunges forward in an arc. This move can be performed in midair.
Venom Rush
K
Venom's symbiote slides across the ground like a puddle, then morphs into multiple tentacles with mouths and fangs that bite and toss the opponent into the air.
Web Throw
P
Venom shoots a string of webbing. He shoots in front of him with LP and at a diagonal upward angle with HP . If an opponent is caught in the web, Venom whips them back and forth, then throws them across the screen.
Move list (Command normals)
Name
Command
Description
Air Swing
in midair
Venom swings across the screen.
Move list (Hyper Combos)
Name
Command
Description
Venom Web
+ both P simultaneously
Venom leaps the middle of the screen, then creates a giant web that entangles his opponent. Venom then assaults his opponent with multiple attacks.
Death Bite
+ both K simultaneously
Venom's symbiote slides across the ground like a puddle, morphing into multiple tentacles along the way with mouths and fangs that bite the opponent.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Expansion Type
Venom Fang ( LP )
Venom Fang ( LP )
Death Bite
β
Variety Type
Venom Rush ( LK )
Venom Rush ( LK )
Death Bite
γ
Launcher Type
Standing MP
Standing MP
Death Bite
Originally appeared in:
Marvel vs. Capcom
War Machine
War Machine is a pilot and the chief aviation engineer of Stark Industries. He uses a similar suit of armor to Iron Man and plays similarly.
Move list (Special moves)
Name
Command
Description
Shoulder Cannon
P or K
War Machine shoots missiles across the screen from his shoulder-mounted cannon. He shoots while standing with P or while kneeling with K. This move can be performed in midair.
Repulsor Blast
P
War Machine shoots laser blasts in each of the intermediate directions.
Smart Bomb
HP + LK
War Machine drops a cluster of bombs from his shoulders. The bombs can be dropped nearer to him by holding or farther away by holding . This move can be performed in midair.
Flight
K
War Machine hovers for 5 seconds or until he is hit. He can move in any direction using the D-Pad or land by pressing K again. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Hover
Any direction + both P simultaneously
War Machine moves in any direction using his foot-mounted propulsion.
Knee Dive
+ HK in midair
War Machine dives downward diagonally with his knees.
Upward Kick
+ HK in midair
War Machine kicks straight up.
Focus Laser
+ HP or + HP
War Machine can direct his jumping laser attack at an upward or downward angle.
Laser Shot
+ HP
War Machine shoots a laser across the screen while crouched.
Move list (Hyper Combos)
Name
Command
Description
Proton Cannon
+ both P simultaneously
War Machine pulls out a large cannon and fires a giant blast across the screen.
War Destroyer
+ both K simultaneously
War Machine fires a salvo of missiles into the air, which fall to the ground onto the opponent.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Shoulder Cannon ( LP )
Shoulder Cannon ( LP )
Proton Cannon
β
Anti-air Type
Repulsor Blast ( LP )
Repulsor Blast ( LP )
War Destroyer
γ
Variety Type
Smart Bomb ()
Smart Bomb ()
War Destroyer
Originally appeared in:
X-Men: Children of the Atom
Wolverine
Wolverine is a mutant with animal-keen senses, enhanced physical capabilities, a regenerative ability known as a healing factor, and three retractable claws in each hand. He is the only Marvel character to appear in all of Capcom's X-Men and Marvel fighting games. He has two versions in this game, selected separately from the character select screen: a version with adamantium claws that plays as he did in Marvel vs. Capcom and a version with bone claws that plays as he did in X-Men vs. Street Fighter.
Move list (Special moves)
Name
Command
Description
Berserker Barrage
P
Wolverine charges forward while slashing his claws. Pressing P repeatedly does additional hits.
Berserker Slash (Adamantium claws only)
P
Wolverine dashes across the screen and slashes with his claws. He can pass through to the other side of his opponent while dashing
Tornado Claw
P
Wolverine jumps into the air while rotating and slashing his claws. Pressing P repeatedly does additional hits.
Drill Claw
Any direction + HP + LK
Wolverine flies in any direction while spinning and holding a claw out. He can momentarily stick to the side of the screen if he drills into it, then perform another Drill Claw by holding a direction on the D-Pad and P or K. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Wolverine can jump off the edges of the screen.
Head Stomp (Adamantium claws only)
+ HK in midair
Wolverine holds a straight leg in a head stomp.
Dive Kick (Bone claws only)
+ HK in midair
Wolverine drops diagonally downward with a dive kick.
Sliding Claw
+ HP
Wolverine slides along the ground with his claws first.
Move list (Hyper Combos)
Name
Command
Description
Berserker Barrage X
+ both P simultaneously
Wolverine charges forward with a barrage of slashes.
Berserker Charge (Adamantium claws only)
+ both P simultaneously
Wolverine is followed by afterimages, and his attacks do four times as much damage as normal.
Weapon X
+ both P simultaneously
Wolverine dashes forward and performs a series of slashes and kicks, ending with an X-shaped double slash.
Fatal Claw (Adamantium claws only)
+ both K simultaneously
Wolverine jumps into the air and emanates an X-shaped burst of energy. This move can be performed in midair.
Assist abilities (Adamantium claws)
Type
Variable Assist
Variable Counter
Variable Combination
α
Expansion Type
Berserker Barrage ( HP )
Berserker Barrage ( HP )
Berserker Barrage X
β
Anti-air Type
Tornado Claw ( HP )
Tornado Claw ( HP )
Fatal Claw
γ
Dash Type
Drill Claw ()
Drill Claw ()
Fatal Claw
Assist abilities (Bone claws)
Type
Variable Assist
Variable Counter
Variable Combination
α
Ground Type
Standing HP
Standing HP
Berserker Barrage X
β
Launcher Type
Standing HK
Standing HK
Berserker Barrage X
γ
Variety Type
Sliding Claw
Sliding Claw
Berserker Barrage X
Capcom
Capcom characters are on the left side of the character select screen.
All of the Capcom characters from the previous Marvel vs. Capcom games return. Anakaris, B.B. Hood, and Felicia were added from the Darkstalkers games. Guile was added from Street Fighter Alpha 3. Hayato Kanzaki, Jill Valentine, Tron Bonne, and Servbot are characters from other Capcom games who appear with new sprites and movesets.
The game also introduces three original characters: Amingo, a cactus-like creature; Ruby Heart, a French-speaking air pirate; and SonSon, a bo-wielding monkey girl.
Original game or series:
Street Fighter
Akuma (Gouki)
Akuma is an emotionless and powerful warrior who has fights with the dark energy of Satsui no Hadou.
Move list (Special moves)
Name
Command
Description
Gou Hadouken
P
Akuma shoots a fireball across the screen.
Zankuu Hadouken
P in midair
Akuma throws a single-handed fireball at a diagonal angle downward in midair. Akuma's descent is slowed while performing this move, allowing the player to perform this move multiple times in a single jump.
Gou Shouryuuken
P
Akuma rises off the ground while punching upwards with his fist infused with dark energy, knocking his opponent high into the air. When performed with HP , this move can hit his opponent multiple times.
Tatsumaki Zankuukyaku
K
Akuma moves forward through the air while spinning around an axis with his lightning-infused leg extended, which can hit his opponent multiple times. This move can be performed in midair.
Tenma Kuujin Kyaku
K in midair
Akuma dive kicks diagonally downward.
Ashura Senkuu Forward
+ both P or K simultaneously
Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward
+ both P or K simultaneously
Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name
Command
Description
Zugai Hasatsu
+ HP
Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku
+ HK
Akuma hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.
Mae Geri
+ LK in midair after hitting with LK
Akuma does a split kick.
Kuuchuu Senpuu Kyaku
+ HK in midair
Akuma kicks straight ahead.
Jigoku Guruma
HK (close)
Akuma grabs his opponent and rolls backwards before throwing them.
Move list (Hyper Combos)
Name
Command
Description
Messatsu Gou Hadou
+ both P simultaneously
Akuma shoots a tall beam of energy from his palms that covers a large area and hits multiple times. Pressing P or K repeatedly does additional hits.
Messatsu Gou Shouryuu
+ both P simultaneously
Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Tenma Gou Zankuu
+ both P simultaneously in midair
Akuma throws a barrage of Zankuu Hadoukens at his opponent.
Messatsu Gou Rasen
+ both K simultaneously
Akuma performs a version of the Tatsumaki Zankuukyaku that draws his opponent in and ascends high into the air while hitting multiple times.
Shun Goku Satsu
LP LP LK HP (at least level 3)
Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes black. The Hyper Combo gauge must be at least level 3 to perform this move.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Gou Hadouken ( HP )
Gou Hadouken ( HP )
Messatsu Gou Hadou
β
Anti-air Type
Gou Shouryuuken ( HP )
Gou Shouryuuken ( HP )
Messatsu Gou Shouryuu
γ
Expansion Type
Tatsumaki Zankuukyaku ( HK )
Tatsumaki Zankuukyaku ( HK )
Messatsu Gou Rasen
Original game or series:
Marvel vs. Capcom 2
Amingo
Amingo is a "Man-Plant" resembling a rotund cactus wearing a sash and a wide-brimmed sombrero. He is on a journey to find the cause of the dying plant life in the land.
Move list (Special moves)
Name
Command
Description
Shout of the Wind
P
Amingo changes into a form resembling an onion and shoots across the screen. This move can be performed in midair.
Joy of Green
P
Amingo changes into a revolving spiked ball, and a plant spews him diagonally upward.
Child of the Ground Capture
K
Amingo plants a small cactus that hops toward the opponent and attempts to grab them (which is unblockable). If it latches on, it momentarily stuns the opponent. Up to two cacti can be out at a time.
Child of the Ground Punch
LK
Amingo plants a small cactus that hops toward the opponent and punches them. Up to two cacti can be out at a time.
Child of the Ground Kick
HK
Amingo plants a small cactus that hops toward the opponent and kicks them. If it latches on, it momentarily stuns the opponent. Up to two cacti can be out at a time.
Move list (Hyper Combos)
Name
Command
Description
Boon of the Sun
+ both K simultaneously
Amingo transforms into a huge vine that shoots straight into the air, potentially hitting multiple times.
Rule of the Plants
+ both P simultaneously
Amingo shoots his arm into the ground, which pops out as a plant and moves toward the opponent. If it connects, it grabs and tosses them into Amingo, who removes his sombrero to open like a jar. Amingo dances around with the opponent in him, then ejects them.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Heal Type
Life-Up Fruit
Joy of Green ( HP )
Boon of the Sun
β
Enhance Type
Defense-Up Fruit
Shout of the Wind ( HP )
Boon of the Sun
γ
Balance Type
Shout of the Wind ( HP )
Joy of Green ( HP )
Boon of the Sun
Original game or series:
Darkstalkers
Anakaris
Anakaris is an animated mummy who was once an Egyptian pharaoh. He moves somewhat faster and has a more conventional jump than in the Darkstalkers games.
Move list (Special moves)
Name
Command
Description
Hitsugi no Mai
P or K
Anakaris drops a sarcophagus on his opponent. The distance that the sarcophagus drops goes from closest to furthest in the order of LP (closest), HP , LK , and HK (furthest). This move can be performed in midair.
Ouke no Sabaki
K in midair
Anakaris blows out ghosts that curse his opponent, temporarily transforming them into a helpless version of themselves.
Cobra Blow
P
Anakaris turns his arms into a long cobra and punches with them. This move can be performed in midair.
Miira Drop
P
Anakaris reaches his hands through a hole and attempts to grab his opponent nearby when LP is used or far away when LP is used. If he succeeds, he wraps the opponent like a mummy and slams them against the ground. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Air Dash
while jumping diagonally
Anakaris dashes forward in midair.
Seija no Ayumi
+ LK
Anakaris does a high axe kick.
Tenchuu
+ HK or + HK
Anakaris transforms into a sarcophagus and kicks in front of him.
Seinaru Bohi
+K in midair
Anakaris transforms the bottom of his body into a pyramid and drops to the ground.
Idainaru Bohi
+K in midair
Anakaris transforms the bottom of his body into a pyramid and shoots a short distance forward.
Ooinaru Bohi
+K in midair
Anakaris transforms the bottom of his body into a pyramid and dives a short distance diagonally downward.
Move list (Hyper Combos)
Name
Command
Description
Eternal Slumber
HK LP LK HP
Anakaris curses his opponent, freezing them, then drops a giant sarcophagus on them. This move can be performed in midair.
Pharaoh Illusion
LP LP LK HP , then P or K
Anakaris vanishes, then reappears in the background in giant size. He can punch from side to side with LP (left hand) or HP and smash his hands downward with LK or HK .
Pharaoh Cobra Blow
+ both P simultaneously, then P or K
Anakaris shoots out cobra mummies from inside a sarcophagus. The height of the cobra mummies goes from highest to lowest in the order of LP (highest), HP , LK , and HK (lowest). This move can be performed in midair.
Hitsugi no Utage
+ both P simultaneously
Anakaris drops seven sarcophagi at varying distances in a barrage.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Ground Type
Cobra Blow ( HP )
Cobra Blow ( HP )
Pharaoh Cobra Blow
β
Throw Type
Miira Drop ( HP )
Miira Drop ( HP )
Pharaoh Illusion
γ
Variety Type
Hitsugi no Mai ( HP )
Hitsugi no Mai ( HP )
Hitsugi no Utage
Original game or series:
Darkstalkers
B.B. Hood (Bulleta)
Baby Bonnie Hood is a Darkhunter, a monster bounty hunter. She resembles Little Red Riding Hood but carries an arsenal of modern weaponry such as an Uzi submachine gun and missile launcher in her picnic basket.
Move list (Special moves)
Name
Command
Description
Smile and Missile
Hold for 2 seconds, then +P or K
B.B. Hood launches a missile from her basket that travels most of the width of the screen. The missile is fired high with P and low with K.
Happy and Missile
Hold for 2 seconds, then +P
B.B. Hood jumps in the air and fires a missile diagonally downward.
Shyness and Strike
P
B.B. Hood yawns and swings her basket, which grows in size, at her opponent.
Cheer and Fire
P
B.B. Hood holds out a wine bottle, which belches flames upwards.
Air Cheer and Fire
K in midair
B.B. Hood holds out a wine bottle, which belches flames forwards.
Move list (Command normals)
Name
Command
Description
Double Jump
in midair
B.B. Hood can jump again in midair.
Tricky Basket
+ HP or + HP
B.B. Hood hops backwards or forwards while swinging her basket around in front of her.
Stumble and Blade
+ HP or + HP while dashing
B.B. Hood stumbles and falls with two knives out while dashing.
Surprise and Hop
+ HK
B.B. Hood hops forward with a knee strike.
Malice and Mine
+ HK
B.B. Hood sweep kicks while tossing a mine.
Tell Me Why
+ both K simultaneously
B.B. Hood slides along the ground, potentially under her opponent.
Move list (Hyper Combos)
Name
Command
Description
Cool Hunting
+ both P simultaneously
B.B. Hood summons two large hunters, who shoot rockets forward while Bullets fires her submachine gun.
Beautiful Memory
+ both K simultaneously
B.B. Hood reminisces about her grandmother, which causes her to cry and lunge forward with her knives. If she hits her opponent, she does a flurry of knife strikes, cries a large puddle, then throws her opponent in the tears.
Hyper Apple for You
+ both K simultaneously (close)
B.B. Hood slides along the ground, then somersaults onto her opponent, bouncing into the air. She then blasts her submachine gun and drops multiple apple bombs on her opponent.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Smile and Missile ( HP )
Smile and Missile ( HP )
Cool Hunting
β
Anti-air Type
Cheer and Fire ( HP )
Cheer and Fire ( HP )
Cool Hunting
γ
Variety Type
Shyness and Strike ( HP )
Shyness and Strike ( HP )
Cool Hunting
Original game or series:
Street Fighter
Cammy
Cammy is a deadly assassin who works for Shadaloo under the code name "Killer Bee."
Move list (Special moves)
Name
Command
Description
Cannon Drill
K
Cammy spirals forward feet first like a drill. This move can be performed in midair.
Cannon Spike
K
Cammy leaps into the air with a front kick.
Axle Spin Knuckle
P
Cammy hops forward and does an elbow smash and a punch. This move passes through projectiles.
Cannon Revenge
P
Cammy glows and taunts her opponent. If her opponent attacks her while she is glowing, she counters with a Cannon Spike.
Cannon Strike
K in midair
Cammy dives with a downward kick.
Hooligan Combination
K
Cammy curls into a ball and hurls herself at her opponent. If no button is pressed, she ends with a sweep when she lands. When Cammy is near the opponent's neck or waist, the player can perform a takedown by pressing K while holding a direction toward the opponent.
Move list (Command normals)
Name
Command
Description
Double Jump
in midair
Cammy jumps again in midair. It works after a jump and also when falling or spinning.
Steel Slicer
+ HK
Cammy stands on one hand and kicks to the side.
Move list (Hyper Combos)
Name
Command
Description
Spin Drive Smasher
+ both K simultaneously
Cammy performs a Cannon Drill followed by a Cannon Spike.
Reverse Shaft Breaker
+ both K simultaneously
Cammy performs a Cannon Drill straight upward that hits multiple times and pulls nearby opponents inward.
Killer Bee Assault
+ both K simultaneously
Cammy attacks her opponent with a series of flying kicks. This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Anti-air Type
Cannon Spike ( HK )
Cannon Spike ( LK )
Spin Drive Smasher
β
Dash Type
Cannon Drill ( HK )
Cannon Drill ( HK )
Spin Drive Smasher
γ
Expansion Type
Axle Spin Knuckle ( HP )
Axle Spin Knuckle ( HP )
Killer Bee Assault
Original game or series:
Captain Commando
Captain Commando
Captain Commando is a superhero and leader of the Commando Team, which protects Earth. He possesses ruby shades that he uses to summon his armor and an energy glove that can emit fire and lightning.
Move list (Special moves)
Name
Command
Description
Captain Fire
P
Captain Commando shoots a burst of flame from his gauntlet. This move can be performed in midair.
Captain Corridor
P
Captain Commando slams the ground with his fist, creating a giant pillar of electricity.
Captain Kick
K
Captain Commando flies forward with a flaming kick.
Commando Strike: Ginzu the Ninja
LK
Ginzu the Ninja (Sho) falls from the air with a sword swipe.
Commando Strike: Mack the Knife
HK
Mack the Knife (Genity) flies overhead while spinning around like a tornado with his knives.
Commando Strike: Baby Head
LK + HP
Baby Head (Hoover) drops to the ground and fires a missile from his robot's chest.
Move list (Hyper Combos)
Name
Command
Description
Captain Sword
+ both P simultaneously
Captain Commando summons the Commando Squad. The team creates a large energy beam and swipe it downward.
Hyper Captain Storm
+ both K simultaneously
Captain Commando summons the Commando Squad, then runs at his opponent with a rising uppercut. If it connects, the uppercut sends his opponent flying into the air, where Ginzu, Mack, and Baby Head fly by with multiple attacks. Captain Commando performs a Captain Corridor on his opponent as they land.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Captain Fire ( HP )
Captain Fire ( HP )
Captain Sword
β
Anti-air Type
Captain Corridor ( HP )
Captain Corridor ( HP )
Captain Sword
γ
Dash Type
Captain Kick ( HK )
Captain Kick ( HK )
Captain Sword
Original game or series:
Street Fighter
Charlie Nash
Charlie is a United States Air Force officer investigating Shadaloo, who would capture and experiment on him, turning him into the psycho-charged cyborg called Shadow.
Move list (Special moves)
Name
Command
Description
Sonic Boom
Hold for 2 seconds, then +P
Charlie fires a circular energy wave across the screen by swinging his arm.
Somersault Shell
Hold for 2 seconds, then +K
Charlie somersaults upward while performing a backflip kick that can hit twice, which causes a large energy wave to ripple diagonally upward.
Moonsault Slash
K in midair
Charlie moonsaults down with a swinging kick, similar to a Somersault Shell.
Move list (Command normals)
Name
Command
Description
Jump Sobat
+ HK
Charlie hops toward his opponent with a turning kick.
Step Kick
+ HK
Charlie takes a step forward and kicks.
Spin Back Knuckle
+ HP
Charlie rotates around and swings his fist like a club.
Knee Kick
+ LK in midair
Charlie falls with a knee drop.
Move list (Hyper Combos)
Name
Command
Description
Sonic Break
+ both P simultaneously
Charlie fires a barrage of Sonic Booms. Pressing P repeatedly does additional hits.
Crossfire Blitz
+ both K simultaneously
Charlie dashes forward while performing a series of fast kicks.
Somersault Justice
+ both K simultaneously
Charlie moves forward and then up while performing a series of Somersault Shells.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Sonic Boom ( HP )
Sonic Boom ( HP )
Sonic Break
β
Anti-air Type
Somersault Shell ( HK )
Somersault Shell ( HK )
Somersault Justice
γ
Balance Type
Sonic Boom ( HP )
Somersault Shell ( HK )
Sonic Break
Original game or series:
Street Fighter
Chun-Li
Chun-Li is an expert martial artist known for her high agility and strong kicks.
Move list (Special moves)
Name
Command
Description
Hyakuretsu Kyaku
KKKKK
Chun-Li unleashes a flurry of rapid kicks. This move can be performed in midair.
Tenshou Kyaku
K
Chun-Li jumps high into the air while spinning her legs around in kicks.
Kikouken
P
Chun-Li shoots an energy ball across the screen.
Sen'en Shuu
K
Chun-Li does a handstand and then kicks downward with a straight leg. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Chun-Li can jump off the edges of the screen.
Air Dash
in midair
Chun-Li dashes forward in midair.
Triple Jump
in midair
Chun-Li can jump a second and third time in midair.
Kaku Yoku Da
+ HK in midair
Chun-Li kicks in front of her.
Yousou Kyaku
+ HK in midair
Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku
+ HK
Chun-Li backflips high into the air, coming down with a kick.
Reishiki Kikoushou
+ HP
Chun-Li generates an energy ball in front of her. This move can neutralize projectiles.
Move list (Hyper Combos)
Name
Command
Description
Kikoushou
+ both P simultaneously
Chun-Li produces a large fireball all around her. Pressing P or K repeatedly does additional hits.
Senretsu Kyaku
+ both K simultaneously
Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyaku kicks. Pressing P or K repeatedly does additional hits.
Hazan Tenshou Kyaku
+ both K simultaneously
Chun-Li performs a more powerful version of her Tenshou Kyaku.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Kikouken ( HP )
Kikouken ( HP )
Kikoushou
β
Anti-air Type
Tenshou Kyaku ( HK )
Tenshou Kyaku ( HK )
Hazan Tenshou Kyaku
γ
Expansion Type
Sen'en Shuu ( HP )
Sen'en Shuu ( HK )
Senretsu Kyaku
Original game or series:
Street Fighter
Dan Hibiki
Dan is an overconfident, self-taught martial artist who created his own fighting style called Saikyou-ryuu ("Strongest Style").
Move list (Special moves)
Name
Command
Description
Gadouken
P
Dan focuses his energy and throws a small, slow-moving, and short-ranged fireball directly in front of him.
Kouryuuken
P
Dan rises off the ground while punching upwards, knocking down his opponent on impact.
Dankuukyaku
K
Dan leaps forward and performs a sequence of three kicks in midair.
Premium Signature
K
Dan signs a picture of himself and throws it at his opponent, which does a light amount of damage.
Zenten Chouhatsu
TAUNT
Dan rolls forward, then performs his taunt.
Kouten Chouhatsu
TAUNT
Dan rolls backwards, then performs his taunt.
Move list (Command normals)
Name
Command
Description
Chouhatsu
TAUNT
Dan's taunt uniquely generates energy for his Hyper Combo gauge.
Kuuchuu Chouhatsu
TAUNT in midair
Dan can perform his taunt in midair.
Shami Chouhatsu
+ TAUNT
Dan can perform his taunt while crouching.
Move list (Hyper Combos)
Name
Command
Description
Chouhatsu Densetsu
TAUNT
Dan rolls forward multiple times, stopping each time to taunt.
Shinkuu Gadouken
+ both P simultaneously
Dan fires a version of the Gadouken Fireball that can travel about halfway across the screen and hit his opponent multiple times.
Hisshou Buraiken
+ both K simultaneously
Dan performs a barrage of punches and kicks right in front of him, ending with a Kouryuuken.
Kouryuu Rekka
+ both K simultaneously
Dan performs a single low Kouryuuken, followed by a high Kouryuuken.
Otoko Michi
HP LK LP LP (at least level 3)
Dan rushes to his opponent and embraces them. A huge explosion occurs, damaging the opponent slightly but reducing Dan to a sliver of vitality. The Hyper Combo gauge must be at least level 3 to perform this move.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Gadouken ( HP )
Gadouken ( HP )
Shinkuu Gadouken
β
Anti-air Type
Kouryuuken ( HP )
Kouryuuken ( HP )
Kouryuu Rekka
γ
Variety Type
Premium Signature ( HK )
Premium Signature ( HK )
Hisshou Buraiken
Original game or series:
Street Fighter
Dhalsim
Dhalsim is Yoga master with the ability to stretch his limbs and conjure fire.
Move list (Special moves)
Name
Command
Description
Yoga Fire
P
Dhalsim spits out a fireball that scorches whoever it touches. This move can be performed in midair.
Yoga Flame
P
Dhalsim breathes a large mass of flame in front of him.
Yoga Blast
K
Dhalsim breathes a large mass of flame at a diagonal angle in front of him.
Yoga Teleport Forward
+ both P or K simultaneously
Dhalsim disappears and reappears the entire screen ahead with P or half the screen ahead with K. This move can be performed in midair.
Yoga Teleport Backward
+ both P or K simultaneously
Dhalsim disappears and reappears the entire screen back with P or half the screen back with K. This move can be performed in midair.
Levitation
+ both K simultaneously
Dhalsim levitates for 5 seconds or until he is hit. He can move in any direction using the D-Pad. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Air Dash
in midair
Dhalsim dashes forward in midair.
Yoga Mummy
+ HP in midair
Dhalsim spins downward head first like a drill.
Yoga Spear
+K in midair
Dhalsim spins downward feet first like a drill. The angle depends on the button used, with LK falling closer to horizontal, MK at a 45° angle, and HK falling closer to vertical.
Yoga Smash
HP (close)
Dhalsim grabs his opponent and smashes them in the head repeatedly.
Move list (Hyper Combos)
Name
Command
Description
Yoga Inferno
+ both P simultaneously
Dhalsim belches a chain of fireballs in front of him, which can be directed with and .
Yoga Strike
+ both K simultaneously
Dhalsim jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Yoga Fire ( HP )
Yoga Fire ( HP )
Yoga Inferno
β
Ground Type
Yoga Flame ( LP )
Yoga Flame ( HP )
Yoga Inferno
γ
Anti-air Type
Yoga Blast ( LK )
Yoga Blast ( HK )
Yoga Inferno
Original game or series:
Darkstalkers
Felicia
Felicia is a catwoman who dreams of becoming a musical star.
Move list (Special moves)
Name
Command
Description
Rolling Buckler
P
Felicia rolls along the ground in a ball. She damages and bounces off her opponent on collision. She can follow up this move with a low punch by pressing LP , an uppercut by pressing HP , or a ground slide by pressing K.
Sand Splash
K
Felicia scratches the ground, sending a rolling wave of sand at her opponent.
Cat Spike
P
Felicia leaps across the screen to chase a ball, trying to pop it with her claws. If her opponent is in the way, she slashes them instead; if her opponent is close, she slashes them and leaps to the other side of them.
Delta Kick
K
Felicia jumps into the air, attacking with her knee, then dives diagonally downward with her clawed foot first.
Hell Cat
K (close)
Felicia digs her claws into her opponent and spins around them before throwing them.
Move list (Command normals)
Name
Command
Description
Wall Cling
Hold when jumping onto the edge of the screen
Felicia can cling to the side of the screen. She jumps off when is released. Otherwise, she slides down after a moment and jumps off when she reaches the bottom.
Kitty Slash
+ HK
Felicia stands on her tail to kick far in front of her.
Move list (Hyper Combos)
Name
Command
Description
Dancing Flash
+ both P simultaneously
Felicia rolls forward and then pummels her opponent with a series of slashes and kicks.
Hyper Sand Splash
+ both K simultaneously
Felicia summons rolling waves of sand to sweep her opponent.
Please Help Me!
+ both K simultaneously
Felicia cries for help, and a group of other catwomen pounce her opponent.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Expansion Type
Delta Kick ( HK )
Delta Kick ( HK )
Hyper Sand Splash
β
Ground Type
Sand Splash ( HK )
Cat Spike ( HP )
Hyper Sand Splash
γ
Variety Type
Cat Spike ( HP )
Sand Splash ( HK )
Hyper Sand Splash
Original game or series:
Street Fighter
Guile
Guile is a United States Air Force officer investigating the disappearance of his friend Charlie.
Move list (Special moves)
Name
Command
Description
Sonic Boom
Hold for 2 seconds, then +P
Guile shoots a spinning blade-like projectile across the screen.
Somersault Kick
Hold for 2 seconds, then +K
Guile jumps high into the air while performing a backflip kick, which causes a large energy wave to ripple diagonally upward.
Air Somersault Kick
+K in midair
Guile performs a Somersault Kick in midair.
Move list (Command normals)
Name
Command
Description
Knee Bazooka
+ LK
Guile hops forward with a knee strike.
Jump Sobat
+ HK
Guile hops toward his opponent with a turning kick.
Reverse Spin Kick
+ HK
Guile does an upside-down spin kick.
Straight Punch
+ HP
Guile does a straight punch.
Spin Back Knuckle
+ HP
Guile rotates around and swings his fist like a club.
Jump Chop
+ HP in midair
Guile does a hand chop.
Split Kick
+ LK in midair
Guile does a high kick.
Move list (Hyper Combos)
Name
Command
Description
Sonic Hurricane
+ both P simultaneously
Guile generates a massive Sonic Boom around him that sucks his opponent inward.
Crossfire Blitz
+ both K simultaneously in midair
Guile rushes forward in midair. If he hits his opponent, he pummels them with a series of attacks, ending in a Somersault Kick.
Somersault Strike
+ both K simultaneously
Guile performs a series of advancing Somersault Kicks.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Anti-air Type
Somersault Kick ( HK )
Somersault Kick ( HK )
Somersault Strike
β
Projectile Type
Sonic Boom ( HP )
Sonic Boom ( HP )
Sonic Hurricane
γ
Balance Type
Sonic Boom ( HP )
Somersault Kick ( HK )
Sonic Hurricane
Original game or series:
Star Gladiator
Hayato Kanzaki
Hayato is a Japanese bounty hunter from the year 2348 who wields a plasma sword. He can perform Plasma Combos, similar to those from Star Gladiator (which was only ported to the PlayStation, though its sequel, Plasma Sword, was a Dreamcast exclusive).
Move list (Special moves)
Name
Command
Description
Shiden
P
Hayato dashes forward and uses his plasma sword to perform a lateral slice, then a downward cut.
Guren
P
Hayato rises into the air while holding his plasma sword. He dashes forward a short distance when performed with HP . This move can be performed in midair.
Byakko Hou
+ both P simultaneously (close)
Hayato grabs his opponent with a hooked arm, then throws them up into the air.
Plasma Combo
+P
Hayato flashes blue and can perform a Plasma Combo by following up with more attacks. The attacks chain together quickly and do not knock the opponent back until the last strike.
Combo
Command
Suzaku Ranbu
LP LP LP LP
Kegon 1
LP LP HP HK LP LP
Kegon 2
LP LP LP HK LP LP
Guren 1
HP LP HP HP HP
Guren 2
HP LP HP LK HP
Move list (Command normals)
Name
Command
Description
Dokuryuu
P while dashing forward
Hayato swings his plasma sword laterally. If followed up with another P, he performs a downward slash (Souryuu).
Hien
+ HP
Hayato hops in the air and performs a lateral sword slice.
Dai Oiuchi Kougeki
+ HK in midair
Hayato stabs his sword downward and falls to the ground. If he hits his opponent, he bounces off.
Move list (Hyper Combos)
Name
Command
Description
Rasetsu Zan
+ both P simultaneously
Hayato performs a series of seven sword slashes.
Engetsu
+ both K simultaneously
Hayato raises his blade into the air, then slashes down, generating shockwaves that travel across the screen.
Plasma Field
+ both K simultaneously
Hayato gathers energy, which bursts out from him in a large sphere. If it hits his opponent, Hayato gains unlimited Hyper Combo use for a duration. This move can be performed in midair.
Black Hayato
LP HP LK HK (at least level 3)
Hayato dashes to his opponent, then performs a series of attacks that cannot be seen as the screen flashes black. The Hyper Combo gauge must be at least level 3 to perform this move.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Expansion Type
Shiden ( HP )
Shiden ( HP )
Rasetsu Zan
β
Anti-air Type
Guren ( HP )
Guren ( HP )
Engetsu
γ
Balance Type
Shiden ( HP )
Guren ( HP )
Engetsu
Original game or series:
Resident Evil
Jill Valentine
Jill is a member of the Raccoon City Police Department's Special Tactics and Rescue Service (S.T.A.R.S.) team, which had to fight a zombie invasion created by a reckless pharmaceutical company known as the Umbrella Corporation.
Move list (Special moves)
Name
Command
Description
Charging S.T.A.R.S.
P
Jill charges forward with a shoulder tackle. When performed with HP , the button can be held down to charge the attack, then released to perform it. Jill travels farther and hits more if charged for longer. This move can be performed in midair.
Grenade Launcher
P
Jill fires her grenade launcher. She shoots in a low arc with LP and a high arc with HP . The grenade explodes when the button is released or when it hits something.
Return Fire
P
Jill glows. If her opponent attacks her while she is glowing, she pushes back, then fires her gun. Pressing P repeatedly while she is shooting hits more times.
Emergency Dodge A
K
A slow-moving zombie walks across the screen to attack Jill's opponent. When performed with LK , the zombie grabs and temporarily stuns the opponent. When performed with HK , the zombie is on fire, moves faster, and knocks down the opponent instead.
Emergency Dodge B
LK
A zombie dog runs across the screen and attacks Jill's opponent.
Emergency Dodge C
HK
A zombie crow swoops down and attacks Jill's opponent high.
Move list (Hyper Combos)
Name
Command
Description
Hyper Charging S.T.A.R.S.
+ both P simultaneously
Jill charges forward in a ball of fire like a meteor. This move can be performed in midair.
Rocket Launcher
+ both K simultaneously
Jill pulls out a large rocket launcher and fires multiple missiles at her opponent, then falls over after the final shot.
Code T-002
+ both K simultaneously
A large pit forms in front of Jill, with the debris flying up into the air. If it hits her opponent, a giant zombie Tyrant comes out and whacks her opponent into the air multiple times, then roars before leaving. If the player presses K while the Tyrant is roaring and has another level of the Hyper Combo gauge available, Jill pulls out her Rocker Launcher and hits both the Tyrant and her opponent with a missile (at the cost of one more level of gauge).
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Heal Type
Life-Up Herb
Emergency Dodge ( HK )
Rocket Launcher
β
Dash Type
Charging S.T.A.R.S. ( HP )
Charging S.T.A.R.S. ( HP )
Hyper Charging S.T.A.R.S.
γ
Projectile Type
Grenade Launcher ( HP )
Grenade Launcher ( HP )
Rocket Launcher
Original game or series:
Cyberbots
Jin Saotome
Jin is the pilot of a giant fighting mecha, the BX-02 Blodia.
Move list (Special moves)
Name
Command
Description
Saotome Typhoon
Hold for 2 seconds, then +P
Jin spins across the screen in a giant cyclone.
Saotome Dynamite
Hold for 2 seconds, then +P
Jin bursts with energy all around him, knocking his opponent back on impact.
Saotome Crush
K (close)
Jin grabs his opponent and slams them against the sides of the screen.
Move list (Command normals)
Name
Command
Description
Diving Cyclone
+ HK in midair
Jin dives diagonally downward with a cyclone kick.
Move list (Hyper Combos)
Name
Command
Description
Blodia Punch
+ both P simultaneously
Jin punches, and the Blodia's giant fist also punches across the screen.
Blodia Vulcan
+ both P simultaneously
Jin snaps his fingers, and the Blodia blasts his opponent with its machine gun.
Saotome Cyclone
+ both K simultaneously
Jin spins across the screen in a giant cyclone, tossing his opponent high into the air. This move only needs to hit once to do full damage.
Saotome Shine
Activates automatically when Jin's partner is defeated and he has 25% of less vitality remaining
Jin flashes, increasing his offense but decreasing his defense and giving him the ability to walk through damage.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Expansion Type
Saotome Typhoon ( LP )
Saotome Typhoon ( HP )
Saotome Cyclone
β
Anti-air Type
Saotome Dynamite ( HP )
Saotome Dynamite ( HP )
Blodia Punch
γ
Launcher Type
Standing MP
Standing MP
Blodia Punch
Original game or series:
Street Fighter
Ken Masters
Ken is a martial artist who is the best friend and rival of Ryu. He has mastered the Shouryuuken.
Move list (Special moves)
Name
Command
Description
Hadouken
P
Ken shoots a fireball partway across the screen. If performed in midair, he shoots the fireball diagonally downward (like Gouki).
Shouryuuken
P
Ken rises off the ground while punching upwards with his fist infused with fire, knocking his opponent high into the air. When performed with HP , this move can hit his opponent multiple times. This move can be performed in midair.
Tatsumaki Senpuukyaku
K
Ken rises diagonally upward while performing rapid spinning kicks, kicking his opponent into the air with him, then finishing off with an axe kick. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Inazuma Kakato Wari
+ HK
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Mae Geri
+ LK in midair after hitting with LK
Ken does a split kick.
Kuuchuu Senpuu Kyaku
+ HK in midair
Ken kicks straight ahead.
Move list (Hyper Combos)
Name
Command
Description
Shouryuu Reppa
+ both P simultaneously
Ken performs a series of flaming Shouryuukens while moving across the screen, culminating in a high Shouryuuken.
Shinryuuken
+ both K simultaneously
Ken performs a powerful spinning Shouryuuken that ascends upward in a column of flame. Pressing P or K repeatedly does additional hits.
Shippuujinrai Kyaku
+ both K simultaneously
Ken performs a series of flaming kicks, culminating in a Tatsumaki Senpuukyaku.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Anti-air Type
Shouryuuken ( HP )
Shouryuuken ( HP )
Shinryuuken
β
Projectile Type
Hadouken ( HP )
Hadouken ( HP )
Shouryuu Reppa
γ
Expansion Type
Tatsumaki Senpuukyaku ( HK )
Tatsumaki Senpuukyaku ( HK )
Shouryuu Reppa
Original game or series:
Street Fighter
M. Bison (Vega)
M. Bison is an evil dictator and leader of the Shadaloo crime syndicate. He possesses a negative, psychotic energy called "Psycho Power."
Move list (Special moves)
Name
Command
Description
Psycho Shot
P
M. Bison throws a fireball across the screen. When used with LP , the fireball arcs downward. When used with HP , the fireball arcs upward.
Psycho Field
P
M. Bison throws a slow-moving fireball that explodes into a large burst after traveling across the screen.
Double Knee Press
K
M. Bison leaps forward while kicking down with each leg. This move can be performed in midair.
Head Press
Hold for 2 seconds, then +K
M. Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with and . This move can be performed in midair.
Skull Diver
Hold for 2 seconds, then +P
M. Bison flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with and . This move can be performed in midair.
Air Warp
P
M. Bison teleports into the air. When used with LP , he reappears behind his previous position. When used with HP , he reappears on the other side of the screen from his previous position. This move can be performed in midair.
Ground Warp
P
M. Bison teleports onto the ground. When used with LP , he reappears behind his previous position. When used with HP , he reappears on the other side of the screen from his previous position. This move can be performed in midair.
Levitation
+ both K simultaneously
M. Bison levitates for 5 seconds or until he is hit. He can move in any direction using the D-Pad. This move can be performed in midair.
Move list (Hyper Combos)
Name
Command
Description
Psycho Crusher
+ both P simultaneously
M. Bison spirals toward his opponent while infused with psycho energy. Pressing P or K repeatedly does additional hits. This move can be performed in midair.
Psycho Explosion
+ both P simultaneously
M. Bison throws a fireball across the screen that explodes multiple times on impact.
Knee Press Nightmare
+ both K simultaneously
Two other M. Bisons appear, and all three perform Double Knee Press maneuvers.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Psycho Shot ( HP )
Psycho Shot ( HP )
Psycho Crusher
β
Variety Type
Psycho Field ( HP )
Psycho Field ( HP )
Psycho Crusher
γ
Expansion Type
Double Knee Press ( HK )
Double Knee Press ( HK )
Knee Press Nightmare
Original game or series:
Mega Man
Mega Man (Rockman)
Mega Man is a humanoid robot created by Dr. Light as a laboratory assistant, but he was repurposed into a battle robot to stop the mad scientist Dr. Wily and his army of robots.
Move list (Special moves)
Name
Command
Description
Mega Buster
HP
Mega Man fires a shot from his Mega Buster across the screen. This move can be performed in midair.
Charged Shot
Hold and release HP
Mega Man charges a larger and more powerful shot from his Mega Buster, then fires it across the screen. This move can be performed in midair.
Mega Upper
P
Mega Man flies into the air with an uppercut.
Item Attack
P
Mega Man uses the equipped item (which is the Tornado Hold by default).
Item Change: Mega Ball
K
Eddie appears drops off the Mega Ball item, which Mega Man can pick up off the ground to change his Item Attack ability. When used, a ball appears that Mega Man can kick with HK . The ball bounces off the corners of the screen and damages opponents if it hits. This item was originally given to Mega Man by Dr. Light in Mega Man 8.
Item Change: Tornado Hold
K
Eddie appears drops off the Tornado Hold item, which Mega Man can pick up off the ground to change his Item Attack ability. When used, Mega Man shoots a fan onto the ground that generates a cyclone when it lands, damaging opponents standing over it. This item was originally acquired from Tengu Man in Mega Man 8.
Item Change: Leaf Shield
K
Eddie appears drops off the Leaf Shield item, which Mega Man can pick up off the ground to change his Item Attack ability. When used, Mega Man surrounds himself with a rotating barrier of leaves. The leaves can absorb one hit, or Mega Man can throw them at his opponent as a projectile with P again. The leaves dissipate after a duration if not used. This item was originally acquired from Wood Man in Mega Man 2.
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Mega Man can jump off the edges of the screen.
Move list (Hyper Combos)
Name
Command
Description
Hyper Mega Man
+ both P simultaneously
Mega Man merges with Rush, Beat, and Eddie to form Hyper Mega Man, a giant version of himself that bombards his opponent with projectiles. Pressing P or K repeatedly does additional hits. This move can be performed in midair.
Rush Drill
+ both K simultaneously
Rush transforms into a mobile drill that Mega Man can drive (using and to move or to jump). Pressing P or K activates a speed boost, which can increase the hits done.
Beat Plane
+ both K simultaneously
Beat transforms into a small plane that Mega Man can pilot (using the D-Pad to move in any direction). Beat shoots energy bolts across the screen with P or drops bombs downward with K. This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Charged Shot ( HP )
Charged Shot ( HP )
Hyper Mega Man
β
Anti-air Type
Mega Upper ( HP )
Mega Upper ( HP )
Hyper Mega Man
γ
Balance Type
Charged Shot ( HP )
Mega Upper ( HP )
Hyper Mega Man
Original game or series:
Darkstalkers
Morrigan Aensland
Morrigan is a succubus and a monarch of the demon realm of Makai. She has an obsessive fascination with the human world.
Move list (Special moves)
Name
Command
Description
Soul Fist
P
Morrigan shoots a flying bat projectile across the screen. If performed in midair, she shoots the projectile diagonally downward.
Shadow Blade
P
Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, which can carry her opponent high into the air and hit multiple times. This move can be performed in midair.
Shell Kick
K in midair
Morrigan falls prone while her wings wrap around her legs in a pointed cone.
Vector Drain
P (close)
Morrigan transforms her wings into a jetpack and flies into the air with her opponent before driving them into the ground.
Move list (Command normals)
Name
Command
Description
Air Dash
, , or in midair
Morrigan flies using her wings into a jetpack.
Vernier Dash
or
Morrigan transforms her wings into a jetpack and flies backwards or forwards. She gains altitude as she flies. She drops back to the ground when the direction is released.
Shell Pierce
+ HK in midair
Morrigan dives straight down while her wings wrap around her legs in a pointed cone.
Mysterious Arc
+ HP
Morrigan spins and whips her wings around while crouched.
Necro Desire
+ HK
Morrigan hops forward with a rolling kick.
Move list (Hyper Combos)
Name
Command
Description
Soul Eraser
+ both P simultaneously
Morrigan's bats combine to form a large laser cannon that Morrigan uses to blast her opponent with a long laser beam. Pressing P or K repeatedly does additional hits.
Darkness Illusion
+ both K simultaneously (half screen away or closer)
Morrigan transforms her wings into a jetpack and flies toward her opponent, then performs a series of attacks with a duplicate of herself. This move can be performed in midair.
Silhouette Blade
+ both P simultaneously
Morrigan summons many shadows in the form of Lilith, who perform Shining Blades as they rise from the ground in front of her.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Anti-air Type
Shadow Blade ( HP )
Shadow Blade ( HP )
Silhouette Blade
β
Projectile Type
Soul Fist ( HP )
Soul Fist ( HP )
Soul Eraser
γ
Balance Type
Soul Fist ( HP )
Shadow Blade ( HP )
Silhouette Blade
Original game or series:
Mega Man
Roll
Roll is a humanoid robot created by Dr. Light as a housekeeper. She is akin to a younger sister to Mega Man.
Move list (Special moves)
Name
Command
Description
Roll Buster
P
Roll fires a shot from her Roll Buster across the screen. This move can be performed in midair.
Exploding Flower
P
Roll tosses an explosive bouquet of flowers in a high arc across the screen. This move can be performed in midair.
Item Attack
P
Roll uses the equipped item (which is the Mega Ball by default).
Item Change: Mega Ball
K
Eddie appears drops off the Mega Ball item, which Roll can pick up off the ground to change her Item Attack ability. When used, a ball appears that Roll can kick with HK . The ball bounces off the corners of the screen and damages opponents if it hits. This item was originally given to Mega Man by Dr. Light in Mega Man 8.
Item Change: Tornado Hold
K
Eddie appears drops off the Tornado Hold item, which Roll can pick up off the ground to change her Item Attack ability. When used, Roll shoots a fan onto the ground that generates a cyclone when it lands, damaging opponents standing over it. This item was originally acquired from Tengu Man in Mega Man 8.
Item Change: Leaf Shield
K
Eddie appears drops off the Leaf Shield item, which Roll can pick up off the ground to change her Item Attack ability. When used, Roll surrounds herself with a rotating barrier of leaves. The leaves can absorb one hit, or Roll can throw them at her opponent as a projectile with K again. The leaves dissipate after a duration if not used. This item was originally acquired from Wood Man in Mega Man 2.
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Roll can jump off the edges of the screen.
Double Jump
in midair
Roll can jump again in midair.
Swipe Kick
+ HK in midair
Roll performs an axe kick.
Move list (Hyper Combos)
Name
Command
Description
Hyper Roll
+ both P simultaneously
Roll merges with Rush, Beat, and Eddie to form Hyper Roll, a giant version of herself that bombards her opponent with projectiles. Pressing P or K repeatedly does additional hits. This move can be performed in midair.
Rush Drill
+ both K simultaneously
Rush transforms into a mobile drill that Roll can drive (using and to move or to jump). Pressing P or K activates a speed boost, which can increase the hits done.
Beat Plane
+ both K simultaneously
Beat transforms into a small plane that Roll can pilot (using the D-Pad to move in any direction). Beat shoots energy bolts across the screen with P or drops bombs downward with K. This move can be performed in midair.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Roll Buster ( LP )
Roll Buster ( LP )
Hyper Roll
β
Variety Type
Exploding Flower ( HP )
Exploding Flower ( HP )
Hyper Roll
γ
Balance Type
Exploding Flower ( HP )
Roll Buster ( LP )
Hyper Roll
Original game or series:
Marvel vs. Capcom 2
Ruby Heart
Ruby Heart is a French-speaking pirate captain. She commands a flying ship called the Partenaire. While seeking the fabled Armor of Erosion, she comes across the wave of destruction left by Abyss and assembles the greatest heroes from the Marvel and Capcom universes to combat it.
Move list (Special moves)
Name
Command
Description
Schwarzaile
P
Ruby shoots forward like a comet. She shoots straight ahead with LP or diagonally upward with HP . If performed in midair, she shoots straight ahead regardless of which button is used. She can shoot herself again by holding any direction while pressing P, which can be done up to two times.
Sublimation
K
Ruby opens a book and shoots a column of water from the ground. The column appears close to her with LP or far away with HP .
Fantôme
K
Ruby drops a treasure chest in front of her. It shakes, and a ghost pops out of it and tries to grab the opponent, draining half of their Hyper Combo gauge if it succeeds.
Rafale Cannon
P
Ruby throws an anchor forward on a chain. She throws it straight ahead with LP or diagonally upward with HP . If it connects with her opponent, she pulls them toward her, then shoots them away with a cannon.
Move list (Hyper Combos)
Name
Command
Description
Flammeile
+ both P simultaneously
Ruby shoots forward like a comet. She can change directions up to four times by holding any direction while pressing P. This move can be performed in midair.
Partenaire
+ both K simultaneously
Ruby summons her ship, the Partenaire, which rams her opponent with the giant knife blade on its hull. If it hits her opponent, the ship fires its cannons.
Mille Fantômes
+ both K simultaneously
Ruby drops a big treasure chest, which releases multiple ghosts that attack her opponent.
Tour de Magie
HK LP LK HP
One of Ruby's crew members drops a giant barrel on her opponent, then Ruby can throw knives at the barrel with LP (high) or LK (low). The player must guess at which blade must be thrown next, and the move ends if the wrong blade it thrown. The move does more damage if more blades are successfully thrown.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Anti-air Type
Sublimation ( LP )
Sublimation ( LP )
Partenaire
β
Capture Type
Rafale Canon ( HP )
Schwarzaile ( HP )
Mille Fantômes
γ
Enhance Type
Power-Up Orb
Sublimation ( LP )
Hyper Schwarzaile
Original game or series:
Street Fighter
Ryu
Ryu is an experienced martial artist unwaveringly focused on his training. He has mastered the Hadouken.
Move list (Special moves)
Name
Command
Description
Hadouken
P
Ryu shoots a large fireball across the screen. If performed in midair, he shoots the fireball straight ahead (unlike Ken and Akuma).
Shouryuuken
P
Ryu rises off the ground while punching upwards, knocking his opponent high into the air.
Tatsumaki Senpuukyaku
K
Ryu moves forward through the air while spinning around an axis with his leg extended, which knocks his opponent away. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Sakotsu Wari
+ HP
Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku
+ HK
Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Mae Geri
+ LK in midair after hitting with LK
Ryu does a split kick.
Kuuchuu Senpuu Kyaku
+ HK in midair
Ryu kicks straight ahead.
Move list (Hyper Combos)
Name
Command
Description
Shinkuu Hadouken
+ both P simultaneously
Ryu shoots a tall beam of energy from his palms that covers a large area and hits multiple times. Pressing P or K repeatedly does additional hits. This move can be performed in midair.
Shin Shouryuuken
+ both P simultaneously
Ryu performs a single powerful Shouryuuken that flies high into the air and can hit multiple times.
Shinkuu Tatsumaki Senpuukyaku
+ both K simultaneously
Ryu performs a version of the Tatsumaki Senpuukyaku that draws his opponent in and potentially hits multiple times.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Anti-air Type
Shouryuuken ( HP )
Shouryuuken ( HP )
Shinkuu Hadouken
β
Projectile Type
Hadouken ( HP )
Hadouken ( HP )
Shinkuu Hadouken
γ
Expansion Type
Tatsumaki Senpuukyaku ( HK )
Tatsumaki Senpuukyaku ( HK )
Shinkuu Tatsumaki Senpuukyaku
Original game or series:
Street Fighter
Sakura Kasugano
Sakura is a Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated. Her playstyle in Marvel Super Heroes vs. Street Fighter and this game deemphasizes her Hadouken in favor of her Shouoken ability. She can change into a "Dark Sakura" (also called "Suntanned Sakura") form, which plays more similarly to her appearance in Street Fighter Alpha 2.
Move list (Special moves)
Name
Command
Description
Hadouken (Sakura only)
P
Sakura shoots a large fireball diagonally upwards. If performed in midair, she shoots the fireball diagonally downwards.
Shouoken (Sakura only)
P
Sakura runs forward while protected by an aura (which can neutralize projectiles). If she connects with an opponent, she ends with a rising uppercut. This move can be performed in midair.
Hadouken (Dark Sakura only)
P
Sakura shoots a large fireball across the screen. If performed in midair, she shoots the fireball diagonally downwards.
Shouoken (Dark Sakura only)
P
Sakura dashes forward, then performs a jumping uppercut. She dashes a longer distance when the move is performed with HP . This move can be performed in midair.
Shunpuu Kyaku
K
Sakura jumps into the air and spins around an axis with her leg extended, moving forward in a high arc. This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Flower Kick
+ HK
Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Hyper Combos)
Name
Command
Description
Dark Sakura Transformation
LK (at least level 3)
Sakura transforms into her Dark Sakura form or back to her normal form. The Hyper Combo gauge must be at least level 3 to perform this move.
Shinkuu Hadouken (Sakura only)
+ both P simultaneously
Sakura shoots a bombardment of large fireballs diagonally upwards.
Shinkuu Hadouken (Dark Sakura only)
+ both P simultaneously
Sakura fires a tall beam of energy that covers a large area and hits multiple times. Pressing P or K repeatedly does additional hits.
Midare Zakura
+ both P simultaneously (Sakura) + both K simultaneously (Dark Sakura)
Sakura runs to her opponent and pummels them with a series of strikes, culminating in a rising uppercut.
Haru Ichiban
+ both K simultaneously
Sakura spirals high into the air with her spinning kick. If she hits her opponent, she knocks them up into the air with her and finishes off with a straight kick and a double hand chop.
Shun Goku Satsu (Dark Sakura only)
LP LP LK HP (at least level 3)
Sakura glides to her opponent, then performs a series of attacks that cannot be seen as the screen flashes black. The Hyper Combo gauge must be at least level 3 to perform this move.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Dash Type
Shouoken ( HP )
Shouoken ( HP )
Haru Ichiban
β
Projectile Type
Hadouken ( HP )
Hadouken ( HP )
Shinkuu Hadouken
γ
Expansion Type
Shunpuu Kyaku ( MK )
Shunpuu Kyaku ( MK )
Midare Zakura
Original game or series:
Mega Man Legends
Servbot (Kobun)
Servbots are small, indestructible robots made by Tron Bonne to serve as her minions.
Move list (Special moves)
Name
Command
Description
Servbot Fire
P
The Servbot blasts a plume of flame diagonally upwards. This move can be performed in midair.
Servbot Machine
K
The Servbot jumps in a big robot and drives into its opponent. If it fails to the opponent, the Servbot is momentarily stunned.
Supporting Attack: Charge!
LP
The Servbot summons another Servbot, who runs across the screen with a lunch tray, knocking over the opponent on impact.
Supporting Attack: Capture!
HP
The Servbot summons two other Servbots. One Servbot throws the other Servbot at the opponent. If it hits, the opponent is briefly stunned.
Supporting Attack: Air Raid!
K
The Servbot summons another Servbot, which flies down and attacks the opponent with the helicopter blade on its head. With LK , the Servbot flies diagonally downward. With HK , the Servbot swoops down in a high arc.
Paper Airplane
TAUNT
The Servbot throws an explosive paper airplane at the opponent. If the player holds the TAUNT button, the plane explodes when the button is released; otherwise, it travels most of the width of the screen and explodes. It does not explode automatically when it hits the opponent.
Move list (Hyper Combos)
Name
Command
Description
Lunch Rush
+ both P simultaneously
The Servbot summons other Servbots to attack the opponent. With assist type α, a long line of Servbots with lunch trays to run across the screen in a stampede. With assist type β, helicopter Servbots fall on the opponent from the sky. With assist type γ, Servbots again run across the screen with lunch tray, only now some of them jump so more of the screen area is covered.
King Servbot
+ both K simultaneously
The Servbot grows to a massive size and carries a mallet. He can move with and and swing his mallet with P or K.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Projectile Type
Supporting Attack: Charge! ( LP )
Supporting Attack: Charge! ( LP )
Lunch Rush
β
Anti-air Type
Servbot Fire ( HP )
Servbot Fire ( HP )
King Servbot
γ
Balance Type
Servbot Fire ( LP )
Servbot Fire ( LP )
Lunch Rush
Original game or series:
Marvel vs. Capcom 2
SonSon
SonSon is a monkey girl who carries a bo staff. She is based on a character from the 1984 Capcom arcade game SonSon, both based on the Monkey King, Sun Wukong, from the Chinese novel Journey to the West. With the awakening of Abyss, her village has been afflicted by a strange diseases, so she sets out to investigate it.
Move list (Special moves)
Name
Command
Description
Fuusetsu Zan
PPPPP
SonSon stabs her staff rapidly in front of her. This move can be performed in midair.
Shienbu
P
SonSon rips out three strands of hair and shoots three small monkeys from them across the screen. This move can be performed in midair.
Seiten Rengeki
P
SonSon rises upward while spinning her staff behind her back. This move can be performed in midair.
Ground Crawl
K
SonSon crawls along the ground. She can crawl under her opponent with this move. She stops crawling if an attack is performed or after traveling a distance of about half the screen width.
Wall Climb
K
SonSon walks along the edges of the screen. She can jump off in the middle of the walk with P or jump off with a diving kick with K.
Kingin no Hisago
P (close)
SonSon holds out a gourd, which sucks her opponent into it. She cooks the gourd over a bonfire, then the opponent is shot out from it in an explosion.
Move list (Command normals)
Name
Command
Description
Cloud Dash
or while jumping diagonally
SonSon dashes by riding a cloud through the air.
Gansai Hekiretsu
+ HP
SonSon plunges her staff forward.
Move list (Hyper Combos)
Name
Command
Description
Tenchi Tsuukan
+ both P simultaneously
SonSon throws her staff in the air. It grows to a massive size and falls down on her opponent. This move can be performed in midair.
POW
+ both K simultaneously
SonSon spits out a large "POW" item, which travels across the screen. If it hits her opponent, the opponent is transformed into a random fruit, which SonSon eats. Then she spits out a seed, which transforms back into the opponent.
En'ou
+ both P simultaneously
SonSon transforms into a large ape, which can move with and , punch with LP , uppercut with HP , or breathe a fire beam with K (which can be directed with and ).
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Heal Type
Life-Up Peach
Fuusetsu Zan ( LP )
Hyper En'ou
β
Projectile Type
Shienbu ( HP )
Shienbu ( LP )
Hyper En'ou
γ
Anti-air Type
Seiten Rengeki ( HP )
Seiten Rengeki ( LP )
Tenchi Tsuukan
Original game or series:
Strider
Strider Hiryuu
Hiryuu is a Strider, a member of an elite order of ninja mercenaries. He is agile and acrobatic and wields a tonfa-like plasma energy sword called a cypher.
Move list (Special moves)
Name
Command
Description
Ame no Murakumo
P
Hiryuu runs forward and performs a lateral slice with his cypher.
Excalibur
P or K in midair
Hiryuu dashes in midair, slashing any opponent in his path. He dashes diagonally upward with P or diagonally downward with K.
Gram
P or K
Hiryuu slashes his cypher with extended range, covering most of the width of the screen. He slashes while standing with P or while crouching with K.
Air Gram
P in midair
Hiryuu slashes his cypher with extended range in midair.
Vajra
K
Hiryuu disappears, then three images of him reappear in midair and all perform dive kicks that converge on the same location.
Formation A
K
Hiryuu summons a robotic animal to attack his opponent. With LK , he summons the the Option B, a robotic feline resembling a saber-toothed tiger, which runs across the screen and hits any opponent in the way. With HK , he summons the Option C, a robotic hawk that attacks airborne opponents.
Formation B
Hold for 2 seconds, then +P
Hiryuu summons the Option A, a mushroom-shaped drone, which can be fired across the screen as a flaming projectile by again holding for 2 seconds, then +P.
Formation C
Hold for 2 seconds, then +K
Hiryuu summons the Option C, a robotic hawk, which flie sacross the screen and drops a bomb onto the opponent.
Heki Hari Tsuki
P
Hiryuu jumps into the air and clings to the side of the screen. He can climb the wall with or or jump off with . He can dash across to the other side of the screen with . He can slash his cypher with P, slide down with a kick with +K, or jump off with a diagonal diving kick with K.
Air Warp
P
Hiryuu disappears and reappears in the air. His horizontal location depends on the button used: LP for the left side of the screen and HP for the right side of the screen.
Ground Warp
K
Hiryuu disappears and reappears on the ground. His horizontal location depends on the button used: LK for the left side of the screen and HK for the right side of the screen.
Move list (Command normals)
Name
Command
Description
Wall Jump
D-Pad in the opposite direction when jumping onto the edge of the screen
Hiryuu can jump off the edges of the screen.
Double Jump
in midair
Hiryuu can jump a second time in midair.
Slide
+ HK
Hiryuu rolls into a sliding kick.
Move list (Hyper Combos)
Name
Command
Description
Ragnarok
+ both P simultaneously
Hiryuu grabs his opponent, throws them into the air, then attacks multiple times with multiple images of himself.
Ouroboros
+ both P simultaneously
Hiryuu summons two Option As, dipodal saucers, which orbit him for a duration. They damage opponents on contact and shoot laser rings whenever Hiryuu attacks.
Legion
+ both K simultaneously
Hiryuu summons a legion of Option Bs and Cs, which rush across the screen.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Ground Type
Ame no Murakumo ( HP )
Ame no Murakumo ( LP )
Legion
β
Variety Type
Vajra ( HK )
Vajra ( LK )
Legion
γ
Projectile Type
Formation A ( HK )
Formation A ( LK )
Legion
Original game or series:
Mega Man Legends
Tron Bonne
Tron Bonne is a genius mechanic and skilled pilot who is a member of the Bonne family of air pirates. She fights in a robotic walker.
Move list (Special moves)
Name
Command
Description
Bandit Boulder
Hold HK , then release
Tron raises a large boulder above her head, then throws it at her opponent when the button is released.
Beacon Bomb
P
Tron fires a shot from her pistol that calls on Servbots to hold her opponent in place. She shoots straight ahead with LP or diagonally upward with HP .
Bonne Strike
K
Tron charges at her opponent with her tank arm equipped with a large drill. Pressing P or K repeatedly does additional hits. This move can be performed in midair.
Servbot Launcher
P
Tron shoots a Servbot from one of her tank's arms. The Servbot floats downward once shot, attacking the opponent with the helicopter blade on its head.
Move list (Command normals)
Name
Command
Description
Air Dash
in midair
Tron dashes forward in midair.
Spinning Legs
+ HK , + HK , or + HK
Tron attacks with four revolving legs beneath her tank.
Move list (Hyper Combos)
Name
Command
Description
Chuushoku Rush
+ both P simultaneously
Tron shoots at her opponent with her pistol. If it connects, her opponent is knocked into the air, then they land on a stampede of Servbots running across the screen with lunch trays.
King Servbot
+ both P simultaneously
Tron uses a ray gun on her tank to enlarge a Servbot to a giant size, then it bashes her opponent with a large mallet.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Throw Type
Throw ( HP )
Bonne Strike ( HP )
Chuushoku Rush
β
Anti-air Type
Standing MK
Standing MK
King Servbot
γ
Projectile Type
Crouching MP
Crouching MP
King Servbot
Original game or series:
Street Fighter
Zangief
Zangief is a massive Soviet wrestler who specializes in devastating grappling moves. He has a "Mech-Zangief" form that has Super Armor, letting him walk through damage at the cost of not being able to block.
Move list (Special moves)
Name
Command
Description
Double Lariat
Both P simultaneously
Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with and while spinning. This move can be performed in midair.
Quick Double Lariat
Both K simultaneously
Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with and while spinning. This move can be performed in midair.
Screw Piledriver
D-Pad in a 360° rotation, then P
Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. This move can be performed in midair.
Flying Powerbomb
K (far away)
Zangief grabs his opponent, jumps, and slams them into the ground.
Atomic Suplex
K (close)
Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.
Aerial Russian Slam
K
Zangief jumps into the air to grab an airborne opponent and throw them toward the ground.
Banishing Flat (Zangief only)
P
Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.
Vodka Fire (Mech-Zangief only)
P
Zangief breathes a large white flame in front of him.
Move list (Command normals)
Name
Command
Description
Flying Body Attack
+ HP in midair
Zangief falls down with a diving splash.
Double Knee Drop
+ LK in midair
Zangief falls with his knees forward.
Kuuchuu Headbutt
+ LP in midair after hitting with LK
Zangief performs a headbutt in midair.
Long Punch
+ HP in midair
Zangief flattens his body and punches in the air.
Elbow Dive
+ LP in midair
Zangief drops to the ground with his elbow out.
Elbow Drop
+ LP
Zangief drops to the ground with his elbow out.
Dashing Suplex
, then HP
Zangief can grab opponents while dashing and perform a suplex on them.
Dashing Grab
, then HK
Zangief can grab opponents while dashing and bite them.
Iron Claw
+ HK
Zangief grabs his opponent while crouched and bites them.
Launcher Throw
+ LK
Zangief grabs his opponent and throws them high into the air, which can be followed up with for an Aerial Rave combo.
Move list (Hyper Combos)
Name
Command
Description
Iron Body
LK
Zangief transforms into his Mech-Zangief form or back to his normal form.
Final Atomic Buster
D-Pad in a 360° rotation, then both P simultaneously (close)
Zangief grabs his opponent and performs two rolling suplexes followed by a Screw Piledriver, then tosses his opponent in the air for a final Screw Piledriver.
Ultra Final Atomic Buster (Zangief only)
D-Pad in a 360° rotation, then both K simultaneously (close, at least level 3)
Zangief grabs his opponent and performs a Flying Powerbomb, Atomic Suplex, and Screw Piledriver. The Hyper Combo gauge must be at least level 3 to perform this move.
Siberian Blizzard (Mech-Zangief only)
D-Pad in a 360° rotation, then both K simultaneously
Zangief flies high into the air while performing a Double Lariat.
Assist abilities
Type
Variable Assist
Variable Counter
Variable Combination
α
Ground Type
Double Lariat
Double Lariat
Hyper Double Lariat
β
Throw Type
Flying Powerbomb ( LK )
Flying Powerbomb ( HK )
Hyper Double Lariat
γ
Air Throw Type
Aerial Russian Slam ( HK )
Aerial Russian Slam ( LK )
Hyper Double Lariat
Bosses
Abyss
Abyss is an ancient and mysterious creature that was sealed away in an underground temple in ancient times. It seeks to devour all life in the world. It is the final boss of the game and has three forms: the first is wearing the Armor of Erosion, the second is a humanoid liquid form, and the final form is a giant ooze monster. It is the only wholly original boss in the series and the only one with no dialogue.
Stages
Stages are chosen randomly in the Arcade Mode but can be chosen manually in the Vs Mode. The final fight with Abyss takes place in the Temple stage. The Training Room stage is used for the Training Mode.
Airship
Takes place on the deck of Ruby Heart's flying airship. The stage begins in the middle of a storm, but the sky clears over the course of the match. Other airships are visible in the sky during the storm.
Desert
A desert at sunset, with a cloudy sky and large buttes and plateaus visible in the background. A sash and a sombrero similar to those worn by Amingo can also be seen, with a tipi on the left side.
Industrial
Set inside a plant containing industrial equipment such as a big crane that moves a submarine around. Old sailing ships can be seen further in the background.
Circus
An amusement park setting containing a large moving clown head with two hands. Other attractions include a ghost house, a merry-go-round, and a Ferris wheel.
Swamp
A rocky area near a swamp, with a derelict arc bridge, twisted tree trunks, and a wooden watermill visible.
Cavern
A cave, with an underground lake and a demonic-looking face with periodically glowing eyes. Bats fly around in the background.
Clock Tower
Set on top of a defensive wall in front of a clock tower (which displays the current time from the system's internal clock) in a medieval city. A zeppelin flies by.
River
Set on a block of ice being carried rapidly down a river. The remains of a broken ship are frozen into the ice block.
Temple
The underground temple where Abyss was sealed for centuries. After defeating the first form, the temple collapses and sinks in the the floor, with a twisting vortex in the background.
Training Room
A virtual room with blue grids on the floor and green grids on the walls. This stage is used for the Training Mode.
Alternate versions
The Industrial stage is the only regular stage that does not have an unlockable alternate version. The Temple stage, used for the final boss fight, and the Training Room stage, used for the Training Mode, also do not have alternate forms. Once an alternate version of a stage is unlocked, it can appear in the Arcade Mode and can be selected in the Vs Mode.
Airship
This version of the stage is set at night, under a starry sky with a full moon.
Desert
The stage now takes place during the middle of the day, with a clear sky.
Circus
This version of the stage has a different, more purplish color palette.
Swamp
A pink-tinged variant of the stage, with a bright sun in the background. The arc bridge is no longer in a state of disrepair, and several ornate pillars with Chinese writing can be seen. This version is considered SonSon's home stage.
Cavern
A red-hued variant of the stage, with the water replaced with bubbling lava.
Clock Tower
The stage is now set during a snowstorm, with the background covered in snow and ice.
River
Rather than taking place on an ice block, the stage now takes place on a raft floating down a river.
History
Legacy
The game was ported to the PlayStation 2 and Xbox in 2002. While the PlayStation 2 version allowed players to compete against one another via USB modem connections (but only in Japan), the Xbox version did not feature Xbox Live support. Like the Dreamcast version, 24 characters are unlocked initially, and the remaining 32 characters must be unlocked by earning experience points.
Backbone Entertainment ported the game to the PlayStation 3 and Xbox 360, released over each console's online store in 2009. These ports unlock all characters from the start and add sprite filtering options and widescreen support. They also supported online multiplayer in all regions, unlike previous versions of the game. However, both versions were delisted in 2013 following the expiration of Capcom's licensing contracts with Marvel.[15]
Marvel vs. Capcom 2 would be the last 2D fighting game featuring Marvel characters to be released by Capcom. Following its release, Capcom lost the use of the Marvel Comics license, putting the series on a decade-long hiatus.
Capcom would eventually reacquire the rights from Marvel (now under Disney ownership) and released the sequels Marvel vs. Capcom 3: Fate of Two Worlds in 2011 for the PlayStation 3 and Xbox 360; Ultimate Marvel vs. Capcom 3 in 2011 for PlayStation 3, Xbox 360, PlayStation Vita, PlayStation 4, Xbox One, and Windows PCs; and Marvel vs. Capcom: Infinite for PlayStation 4, Xbox One, and Windows PCs in 2017.
Versions
On the Dreamcast, content is unlocked in Marvel vs. Capcom 2 through an in-game shop. While Western versions use a single in-game currency generated from playing the game normally, the Japanese version uses three currencies, with rewards generated from networked matches and by taking a VMU to a Marvel vs. Capcom 2 arcade machine and playing the game there.
As no forms of online play are supported outside of Japan, and the arcade cabinet significantly rarer, this feature was dropped in the overseas editions of the game (and indeed all future ports to other platforms).