Akuma
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Throw Moves
Akuma grabs his opponent and slams his knee into them several times.
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Throw Moves
Akuma grabs his opponent by the head, flips them over his shoulder, and slams them into the ground.
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Throw Moves
Akuma grabs his opponent and rolls before throwing him or her with a Tomoe Nage.
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Throw Moves
Akuma grabs his opponent and plants a foot in their abdomen, falling backward and flipping them over his head.
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Special Moves
A short / long range teleport to either end of the screen.
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Special Moves
Akuma grunts and strikes a pose. If he is struck by a basic attack in this pose, he strikes the foe with a flaming dragon punch.
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Special Moves
Akuma's trademark version of the original, knocks down up close.
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Super Moves
Akuma's extra large multihit super fireball.
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Colossus
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Throw Moves
Colossus grabs his opponent and flips them upside-down as he leaps into the air, then lands, driving his opponent's head, neck, and shoulders into the ground.
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Throw Moves
Colossus grabs his opponent from behind and bends backward, throwing the foe overhead.
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Throw Moves
Colossus grabs his opponent and flips them upside-down as he leaps into the air, then lands, driving his opponent's head, neck, and shoulders into the ground.
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Basic Moves
Colossus stretches out and flails his arms to his sides.
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Command Moves
Colossus lifts the opponent from the ground and holds him or her overhead, setting up for another throw.
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Throw Moves
Colossus grabs his opponent and flips them upside-down as he leaps into the air, then lands, driving his opponent's head, neck, and shoulders into the ground.
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Throw Moves
Colossus grabs his opponent from behind and bends backward, throwing the foe overhead.
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Special Moves
Colossus grabs his opponent by the feet and swings him or her around, then tosses them across the screen. Rotating the joystick or mashing a Punch button increases speed and damage.
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Special Moves
Colossus rushes toward his opponent and rams them with his shoulder.
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Super Moves
Colossus leaps into the air and dives back down headfirst at an angle.
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Super Moves [Level 2 +]
Colossus poses and begins to glow. For a short duration, damage done to him is decreased and he is nigh impossible to knock down, stun, or launch.
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Cyclops
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Throw Moves
Cyclops gets down on his hands and grabs the foe (often by the head, depending on opponent size) with his feet, and tosses him or her across the screen.
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Throw Moves
Cyclops grabs his opponent and holds them overhead, then proceeds to pelt them with an upward Optic Blast that sends them skyward. The blast goes straight up by default, unless the move is performed in a corner - then, it fires off upward diagonally in the opposite direction from the corner. However, the blast angle may be modified with the joystick.
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Throw Moves
Cyclops grabs his foe and holds them downward, sending them crashing to the ground with an optic blast.
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Throw Moves
Cyclops grabs his opponent and turns them upside-down, forcefully chucking them to the ground head-first.
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Basic Moves
Cyclops' air FP can be delayed by holding the button.
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Basic Moves
Cyclops can perform a double-jump in any vertically escalating direction.
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Basic Moves
Cyclops fires a small burst of energy from his eyes. Can also be used whilst crouching.
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Special Moves
Cyclops performs a leaping Shoryuken-type uppercut. Mashing Punch will chain additional hits. At the end of the move, Cyclops fires a small burst of energy from his eyes, upward.
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Special Moves
Despite this attack's name, Cyclops performs all sorts of attacks while dashing at the foe, including knee strikes and finishing off with an Optic Bullet.
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Special Moves
Cyclops rushes at the opponent and delivers a flipping clothesline to the foe, dropping them hard on the ground.
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Super Moves
Cyclops fires a large beam of energy from his eyes. Using the joystick after the attack starts up allows the player to aim the beam in that direction. The beam is capable of ricocheting off of walls and floors.
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Super Moves
Cyclops fires a massive blast of energy from his eyes.
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Iceman
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Throw Moves
Iceman grabs his opponent, freezing them in their tracks. When he lets go, the frozen opponent bounces a bit away from Iceman.
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Throw Moves
Iceman grabs his opponent by the head, creates some small ice spikes behind him, then throws the foe directly into the spikes.
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Throw Moves
Iceman grabs his opponent, freezing them in their tracks. When he lets go, the frozen opponent bounces a bit away from Iceman.
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Basic Moves
Iceman performs a standing sweep attack in front himself, creating a large cluster of ice spikes in front of him.
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Basic Moves
Iceman takes no damage when blocking certain moves, including most projectiles and beam moves.
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Command Moves
Iceman tosses a large ball of ice down at an angle.
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Special Moves
Iceman creates a gigantic ice boulder from the sky and drops it on his foe.
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Special Moves
Iceman covers a fist within a large ball of ice, which increases the strength of his punch attacks, causes his punches to do higher tick damage, and the ability to stop projectiles with his punches.
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Special Moves
Iceman puts his fists together and fires a freezing beam at the opponent.
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Super Moves
Iceman stretches his arms and fires off a storm of hailstones.
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Omega Red
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Throw Moves
Omega Red grabs his opponent by the waist, wraps his tentacle around his or her ankle, and bends backwards, tossing them from his tentacle.
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Throw Moves
Omega Red grabs his opponent, flips him or her upside-down, and drops the foe on the head, neck, and back.
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Basic Moves
Omega Red plants his tentacles into the ground and uses them to prop him up for a horizontal kick.
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Command Moves
Omega Red plants his tentacles into the ground, and they come back out a ways away from him to strike the foe. Joystick angle determines distance.
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Special Moves
Omega Red poses and his super meter increases a bit.
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Special Moves
Omega Red plants his tentacles into the ground, like his Vault Kick, but then stretches the tentacles out, making the kick more long-ranged.
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Special Moves
Omega Red tosses one of his Carbonadium tentacles out toward the opponent, ensnaring the foe and pulling them toward him. Can be canceled prior to hitting the foe with Carbonadium Cancel, and follow up after hitting the foe with Vitality Sap or Power Sap.
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Special Moves
Omega Red drains part of his opponent's super meter into his own. Must be done after the tentacle hits the opponent.
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Throw Moves
Whilst the opponent is wrapped in Omega Red's coil, he can toss them across the screen.
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Special Moves
Omega Red quickly contracts his Carbonadium tentacle. Must be done before the tentacle hits the opponent.
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Special Moves
Omega Red drains his opponent's life into his own. Must be done after the tentacle hits the opponent.
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Throw Moves
Whilst the opponent is wrapped in Omega Red's coil, he can toss them across the screen.
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Throw Moves
Whilst the opponent is wrapped in Omega Red's coil, he can toss them across the screen.
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Super Moves
Omega Red flails his tentacles around the arena.
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Psylocke
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Throw Moves
Psylocke grabs her foe as if to do a Tomoe Nage, but then launches them vertically into the air.
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Throw Moves
Psylock grabs her foe and rolls with them in her grip, then tosses them away.
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Throw Moves
Psylock grabs her foe and rolls with them in her grip, then tosses them away.
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Basic Moves
Psylocke motions a sultry "come here" motion. Hits if close.
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Basic Moves
Psylocke can perform a double-jump in any vertically escalating direction.
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Command Moves
Psylocke rolls backward and leaps forward with a kick.
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Special Moves
Psylocke creates illusion duplicates of herself. Button used to perform this attack determines the real Psylocke's position; performing her Chouhatsu move and pressing a button will change Psylocke's position
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Special Moves
Psylocke leaps with a spinning pirouette kick, surrounded by psychic energy. Can be chained into two additional Psi-Blade Spin attacks.
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Special Moves
Psylocke conjures a butterfly-shaped wave of psychic energy to heave at the foe.
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Super Moves
Covering herself with psychic energy, Psylocke launches her body forward horizontally. Pressing a joystick direction as the attack begins will alter her trajectory, and a second Psi-Thrust can be performed by pressing a direction and any Punch at the very end of the move.
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Sentinel
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Basic Moves
Sentinel fires a beam of energy from its mouth.
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Special Moves
Sentinel is able to temporarily fly in eight directions. All of its air attacks are available in this mode. Flight is negated after a few seconds, if Sentinel is struck, if the command is repeated, or in later installments, his Hard Drive Super Move is performed.
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Special Moves
Sentinel summons three miniature Sentinels that fly across the screen to attack. Traditionally, the Light version is vertically controllable, whereas the Hard version has mini-Sentinels that drop bombs, and can be delayed by holding the button.
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Special Moves
Sentinel fires a tethered fist off to hit the foe with.
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Super Moves
Sentinel lets loose a massive ball of energy with smaller orbs above and below it. Mashing the buttons used to perform the attack will change the energy's color and cause multiple "waves" of the attack to occur.
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Silver Samurai
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Special Moves
Silver Samurai tosses a massive shuriken at his opponent. Holding @term=up@ or @term=down@ after throwing offers limited trajectory control.
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Special Moves [X-Ability]
After focusing for a moment, multiple ghost duplicates appear and copy Samurai's attacks for a few moments.
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Spiral
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Throw Moves
Spiral grabs her opponent and leaps high into the air, then gives them a toss.
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Throw Moves
Spiral grabs her opponent and leaps high into the air, then gives them a toss.
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Throw Moves
Spiral leaps onto her opponent and wails on them. Mashing/waggling increases hits.
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Throw Moves
Spiral grabs her opponent with her feet and flings them away.
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Throw Moves
Spiral grabs her opponent and leaps high into the air, then gives them a toss.
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Basic Moves
Spiral's Tech Hit is to teleport out of the way.
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Basic Moves
Spiral stretches each of her arms out in succession to bash the opponent.
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Command Moves
Spiral curls all of her arms around her body to resemble a giant fist and strikes out with it.
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Special Moves
Spiral poses and then drops straight down from the air very quickly. In Children of the Atom, she first glows white briefly.
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Special Moves
Spiral reaches up to intercept airborne opponents. Upon grabbing them, she performs her Spiral Buster throw.
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Special Moves
Spiral summons a rotating ring of swords around her.
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Basic Moves
While performing her normal punches, Spiral also flings one of her swords forward.
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Special Moves [X-Ability]
All swords revolving around Spiral are launched outward in different patterns depending on strength of button.
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Special Moves
All swords revolving around Spiral are launched in a circle pattern toward the opponent.
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Special Moves
Spiral warps elsewhere on the screen. By default, she appears above the opponent, but her position can be directed by quickly tapping an attack button after performing the move.
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Super Moves
Spiral glows a rainbow ménage of colors. Successfully performing a throw during this state will cause Spiral to rapidly transform into each of the game's Marvel characters and deliver a blow to the opponent.
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Wolverine
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Special Moves
Wolverine spins with his body outstretched and his claws pointed in the direction he is headed. This attack can be directed with the joystick.
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Special Moves
Wolverine leaps into the air with a vertical spinning claw strike. Extra hits can be tacked on by mashing Punch.
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Super Moves
Wolverine faces the screen, leans back, stretches his arms outward. Upon doing this, he is surrounded by a bit of energy, and he subsequently regains some health.
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Super Moves
Wolverine rushes at his foe and rapidly claws at them whilst moving.
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