Captain America
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Shield Slash
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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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Hyper Charging Star
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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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Final Justice
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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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Captain Sword
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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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Cyclops
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Gambit
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Royal Flush
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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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Saotome Shine
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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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Saotome Crush
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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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Blodia Vulcan
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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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Mega Man
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Mega Buster
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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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Eddie Yobi
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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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Item Tougeki
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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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Beat Plane
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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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Rush Drill
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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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Hyper MegaMan
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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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Eddie Yobi
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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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Item Tougeki
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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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Beat Plane
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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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Rush Drill
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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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Hyper Roll
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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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Shadow
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Shadow Lady
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Gomen ne
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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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Heel Stomp
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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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Final Mission
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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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Web Swing
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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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Web Ball
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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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Web Throw
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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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Maximum Spider
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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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Gram
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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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Excalibur
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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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Gram
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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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Vajra
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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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Wall Cling
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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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Formation A
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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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Ouroboros
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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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Venom
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Web Throw
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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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Venom Web
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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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Tactical Launch
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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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Smart Bomb
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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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Repulsor Blast
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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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Shoulder Cannon
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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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War Destroyer
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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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Proton Cannon
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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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Double Lariat
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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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Iron Body
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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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