Captain America
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Special Moves
A quick cartwheel through projectiles (and enemies)
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Special Moves
Cap rushes behind his shield, can absorb incoming projectiles.
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Special Moves
Cap chucks his shield at the enemy at a given angle. It rebounds back in his direction, but can be "lost".
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Super Moves
Cap rushes forward with his shield at the forefront and energy at his back. Can absorb incoming super projectiles / beams.
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Super Moves
Cap rushes the opponent and delivers a patriotic beating. He concludes with a full body air piledriver.
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Captain Commando
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Special Moves
Cap strikes the ground and a huge column of lightning extends to the roof of the stage.
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Special Moves
Cap summons Ginzu (Sho) the Ninja Commando, who drops out of the air with a sword slash.
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Special Moves
Cap summons Mack the Knife (Jennety) the Mummy Commando. He spins across the sky in a downwards arc.
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Special Moves
Cap summons Baby Head (Hoover) the Baby Commando, who launches a missile from his armored suit.
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Super Moves
An autocombo involving the entire Commando team taking turns.
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Super Moves
The entire Commando team comes onscreen and together swing a massive beam downwards, sword-like.
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Colossus
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Tag/Team Move
Colossus charges across the screen, shoulder-first.
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Cyclops
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Tag/Team Move
Cyclops rushes in and fires a beam of energy from his eyes whilst crouching.
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Gambit
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Special Moves
Gambit hops off the wall on his back side, then dive kicks.
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Super Moves
Gambit throws his pole into the air, then rapidly throws 3/4 a deck of cards one by one at the opponent.
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Jin Saotome
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Basic Moves
When Jin is the last surviving member of his team and his life is low, he automatically gains super armor and increased damage output.
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Special Moves
Jin spins wildly across the screen in a huge tornado.
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Special Moves
Jin expels force outward in all directions, blasting his armor off along with it.
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Special Moves
A blockable diving tackle attempt. On hit, Jin will drag the opponent around all four corners of the screen.
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Special Moves
Jin scrubs his back with such intense vigor that he bursts into flame.
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Super Moves
Jin snaps his fingers and leaps offscreen to his mech. He begins to shower the screen with shells, and you're treated to a momentary "gunner's eye" view from inside Blodia.
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Super Moves
A version of the Saotome Typhoon with more vertical reach, but moves much slower horizontally.
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Super Moves
Jin throws a single big punch forward, followed up by his mech Blodia.
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Mega Man
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Basic Moves
MegaMan fires off a blast from his arm cannon. This attack can be charged to create a larger blast.
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Command Moves
MegaMan bounces against the edge of the screen to increase the height and width of his jump.
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Special Moves
Eddie the Flip-Top appears and opens his lid, dropping an item based on which strength attack is used. Light Kick summons Rockball, Medium Kick summons Tornado Hold, and Hard Kick summons Leaf Shield. These items can be collected when touched, and may be collected by any MegaMan or Roll in play.
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Special Moves
MegaMan performs a different attack depending on which item he has collected from the Eddie Yobi move. The default attack is Tornado Hold. Rockball produces a soccer ball-like weapon that can be kicked around the arena and strike opponents with. It rebounds when it hits a solid object or screen edge. Tornado Hold sees MegaMan throwing a small fan that produces a large tornado that travels a little bit. Leaf Shield summons a circling ring of leaves around MegaMan, which absorbs a single hit from an attack - including super moves. The shield disappears upon the attack contacting MegaMan/the shield, or after a few seconds. Performing Item Tougeki while the Leaf Shield is in play will launch it as a projectile.
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Super Moves
Beat transforms into an aeronautical transport, which MegaMan rides inside. The Beat Plane can be moved in any direction. Any Punch fires bullets, and Any Kick drops grenades.
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Super Moves
MegaMan unleashes a shockwave of energy across the floor. Magnetic MegaMan only.
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Super Moves
Rush transforms into a drill tank, in which MegaMan rides inside. The drill is capable of damaging the opponent. Forward and backward move the tank, while Up Forward and Up Backward allows the Rush Drill to jump in those directions. Any Punch or Any Kick speeds the Rush Drill forward, but does not increase damage done by the drill.
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Super Moves
MegaMan temporarily transforms into a larger, more mature-looking version of himself (looking like a beefed-up MegaMan X) and fires off a gamut of guns, lasers, and missiles before returning to his normal form. Rapidly tapping the attacks used to perform the move increases damage.
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Roll
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Command Moves
Roll bounces against the edge of the screen to increase the height and width of her jump.
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Special Moves
Eddie the Flip-Top appears and opens his lid, dropping an item based on which strength attack is used. Light Kick summons Rockball, Medium Kick summons Tornado Hold, and Hard Kick summons Leaf Shield. These items can be collected when touched, and may be collected by any Roll or MegaMan in play.
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Special Moves
Roll tosses a bouquet of flowers in an arc. Upon contact, the bouquet detonates.
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Special Moves
Roll performs a different attack depending on which item she has collected from the Eddie Yobi move. The default attack is Tornado Hold.
Rockball produces a soccer ball-like weapon that can be kicked around the arena and strike opponents with. It rebounds when it hits a solid object or screen edge.
Tornado Hold sees Roll throwing a small fan that produces a large tornado that travels a little bit.
Leaf Shield summons a circling ring of leaves around Roll, which absorbs a single hit from an attack - including super moves. The shield disappears upon the attack contacting Roll/the shield.
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Super Moves
Beat transforms into an aeronautical transport, which Roll rides inside. The Beat Plane can be moved in any direction. Any Punch fires bullets, and Any Kick drops grenades.
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Super Moves
Rush transforms into a drill tank, in which Roll rides inside. The drill is capable of damaging the opponent. Forward and Backward move the tank, while Up Forward and Up Backward allows the Rush Drill to jump in those directions. Any Punch or Any Kick speeds the Rush Drill forward, but does not increase damage done by the drill.
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Super Moves
Roll temporarily transforms into a larger, more mature-looking version of herself and fires off a gamut of guns, lasers, and missiles before returning to her normal form. Rapidly tapping the attacks used to perform the move increases damage.
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Ryu
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Super Moves
Ryu poses with back turned for a moment, returning to his normal mindset. Change to [Ryu]
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Super Moves
Ryu is possessed by the spirit of Ken until he changes modes again. Change to [Ken]
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Super Moves
Ryu is possessed by the spirit of Akuma until he changes modes again. Change to [Akuma]
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Super Moves [Ryu]
Ryu delivers an immensely powerful 3 hit variation of his Shoryuken or a less powerful multi-hit version.
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Super Moves [Ryu]
Extended Tatsumaki, with some games displaying the ability to draw the foe in.
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Shadow
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Tag/Team Move
Somersault Shells, all the way across the screen! What does it mean!?
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Shadow Lady
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Basic Moves
Shadow Lady's taunt does a sliver of damage upon impact, and can knock the opponent across the screen.
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Command Moves
Shadow Lady bounces against the edge of the screen to increase the height and width of his jump.
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Command Moves
Shadow Lady stomps with extended leg and rebounds, capable of doing any air attack afterwards (including more stomps).
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Command Moves
Shadow Lady can jump up to three times in any vertically escalating direction.
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Command Moves
Shadow Lady does a handspring flip into the air, coming down with a reverse kick.
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Special Moves
Shadow Lady poses and is surrounded by electricity. Mashing increases duration.
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Special Moves
Shadow Lady flips in the air, dropping her toes at her opponent.
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Special Moves
Shadow Lady bows and fires off three semi-homing missiles from her back.
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Super Moves
Shadow Lady fires a massive laser from her hands. Mashing can increase hits/damage.
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Super Moves [Level 3]
Shadow Lady performs a hop-turn into her @term=3kick@, which knocks the opponent high into the air. SL leaps up next to them and the screen flashes, with the opponent taking massive damage.
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Spider-Man
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Command Moves
Spidey bounces against the edge of the screen to increase the height and width of his jump.
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Special Moves
Spidey attaches a line of webbing to the top of the screen and swings across to deliver a kick.
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Special Moves
Spidey fires a wad of webbing at the foe that encases them in a cocoon momentarily.
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Special Moves
Spidey flings webbing at the foe and latches it onto them, swinging them around before launching them to the other side of the screen. Waggling the joystick can extend the length of the swinging.
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Super Moves
Spidey leaps to the wall and bounces off to deliver an auto-combo which takes the foe to the sky. In the MvC3 games, he attaches webs to the enemy with each hit, sending them crashing to the ground at the end with a stomp.
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Strider Hiryu
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Command Moves
Spring off the wall. Can be done after Strider's normal double jump.
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Command Moves
A sliding kick based on Strider's slide move from his original game.
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Special Moves
A long range cipher slash. Punches slice high, kicks slice low. Punch version can be done in the air.
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Special Moves
Strider slices while traveling at an angle determined by attack strength, up/down determined by punch/kick.
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Special Moves
A mecha-bird drops a bomb close, midrange, or far, depending on kick strength.
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Special Moves
Strider summons a single robo-drone. It stays by his side until launched.
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Special Moves
A long range cipher slash. Punches slice high, kicks slice low. Punch version can be done in the air.
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Special Moves
Strider teleports, then reappears as four shadows kicking downwards. The real Strider is determined by kick strength.
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Special Moves
Strider jumps backwards and clings to the wall. From there he can climb up and down, slash, kick off at an angle, fly to the opposite wall, or just drop down.
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Special Moves
Strider summons a mecha-panther. In MVC2, @term=1kick@ summons the panther while @term=3kick@ summons his bird.
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Special Moves
Teleports to a location corresponding to button pressed.
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Super Moves
A running throw into repeated teleport slashes.
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Super Moves
Strider summons a horde of mecha-panthers and mecha-birds.
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Super Moves
Two orbiting drones are summoned. They do damage on contact, but more importantly fire ring lasers every time Strider attacks.
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Thor
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U.S. Agent
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Unknown Soldier
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Tag/Team Move
The Unknown Soldier fires his machine gun while his Option attacks with a laser beam.
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Venom
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Command Moves
Not really a dash, more of a swing through the air.
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Special Moves
Venom grabs his foe with a strand of weebing and slams them back and forth. Mashing and waggling increases the number of slams.
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Special Moves
Venom transforms into a giant blob head and rushes through the air for a bite.
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Special Moves [Hyper Venom]
Venom melds his face and hands into a giant mouth and bites at the foe. Bashing increases the number of bites.
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Super Moves
Venom leaps into the air and spreads a web across the screen, wrapping the opponent in a cocoon. He then descends and strikes the opponent a few times, finishing up with a Venom Rush and a Venom Fang.
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War Machine
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Command Moves
War Machine uses his thrusters to propel through the air in any direction.
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Command Moves
War Machine uses his rocket boots to quickly descend on the foe and apply knees to their face.
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Command Moves
War Machine ducks and fires out a rocket from a shoulder cannon. Hyper Armor WM and MVC2 WM instead shoot a laser.
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String Move
War Machine follows up his first jab with a snap jab from the opposite fist.
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Special Moves
War Machine fires two chains of explosives from his shoulders. The arc can be directed with @term=backward@ or @term=forward@
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Special Moves
War Machine creates a glowing sphere between his hands, over his head, that lashes out with ensnaring strikes.
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Special Moves
War Machine uses boot thrusters to gain eight-way air movement.
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Special Moves
A cannon appears on War Machine's shoulder and fires off a laser. Hyper Armor WM fires a missile instead, as does WM in MvC2. If @term=anykick@ is used, he will crouch before firing.
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Super Moves
War Machine straps on a harness and fires missiles straight up in the air, which come back down in the opponent's general vicinity.
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Super Moves
War Machine summons a gigantic cannon and blasts the opponent with it. Hyper WM and MvC2 WM fires off rockets instead.
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Zangief
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Special Moves
Zangief leaps into the air, and if he connects with the enemy, tosses them to the ground.
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Special Moves
Zangief pivots and swipes with his hand. Strikes and nullifies projectiles.
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Special Moves
Zangief takes a few steps forward trying to power bomb his opponent.
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Special Moves
Zangief spins in place with arms extended. Gief has mid-body invulnerability while spinning, meaning most projectiles pass through. Starting in Champion Edition, can move left/right during execution. Kick version, if available, is usually faster with more vulnerability.
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Super Moves
A series of suplexes, followed by a Spinning Piledriver.
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Super Moves
Zangief transforms into Mecha Zangief from Marvel Super Heroes vs. Street Fighter, losing the Banishing Flat and Ultra Final Atomic Buster and taking a hit in speed, but gaining Vodka Fire and Siberian Blizzard, as well as Super Armor. Repeating the move turns Zangief back to normal.
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Super Moves [Level 3]
A Flying Power Bomb, a Suplex, and a toss up and off the screen; Zangief follows the foe and brings them back down with a Spinning Piledriver.
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