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X-Men ND: Character Movelist
05-31-16 08:43 PM
EX Palen is Offline
| ID: 1272872 | 8133 Words
Spanish Davideo7
POSTS: 2772/6174
POST EXP: 1093324
LVL EXP: 30379313
CP: 187902.5
VIZ: 10657600
DISCLAIMER: Since the game is full of errors and glitches, this guide may provide inaccurate information. Everything detailed here was thoroughly tested, but no player can go beyond the limits of the game. Apologies in advance for this lack of accuracy. The arena is set once again for mutants of all kinds to battle for survival. 22 mutants on three different sides (X-Men, Magneto, Bastion) ready to kill anything in sight with their mighty powers. This game was the first to include outfits seen in the live action films. It’s easily noticeable in Wolverine, who dresses casually like Hugh Jackman in the movie instead of the yellow spandex suit worn in the comics, Toad also mirrors his live action counterpart, and Rogue is noticeably different from her comic counterpart too, just to name three of them. This guide will bring you a complete movelist of the characters, in which we distinguish two different kinds of attacks: super attacks, which can include melee attacks or different kinds of projectiles; and super moves, which consume one or more bars of your super meter. This is how the super meter works. There are four levels of super moves. The left bar is used for level 1, the middle one for level 2, the right one for level 3, and when all bars are full you can use level 4. Using a super move depletes the affected bars. Each super move has a small “charging period” where the character glows of a certain color, which changes depending on the level of the super move. These colors will be used to distinguish each level. To charge the meter, simply attack or be hit. The meter is charged from left to right, and through the Z button, you can transfer all of the charged meter into a single bar to allow for quicker high level super moves, like this screenshot shows. After this introduction, it’s time we get into business. This guide will go numbered, since some of the attacks shown here don’t appear in the in-game movelist at the pause screen and therefore have no official name. Besides the number and the button input, I’ll also include the damage it inflicts and the number of hits, just as a measure to gauge each move’s effectiveness. The color chart is as follows: Character name Super attacks Level 1 Super move Level 2 Super move Level 3 Super move Level 4 Super move As a last note, a full life bar means 30,000 damage, so any super move you see in the five digits takes away a good chunk of the life bar. Hits aren’t that important, but super moves can go very easily beyond 20 or 30, which should demonstrate how massive they are. As always, a quick explanation of the commands and terminologies: qcf: Quarter-circle forward (down, down-forward, forward) qcb: Quarter-circle back (down, down-back, back) b, f, d, u: Directional buttons: back, forward, down, up A, B, X, Y, L: The buttons needed to press in the controller. Technically, the former two are punches and the latter two are kicks, but this pattern isn’t always followed. Air Seek: Some attacks can send the opponent high into the air, situations in which “Air Seek” can be seen under the hits. At that time, tilt the control stick up, a close-up of your character will appear and you will be able to continue the combo in mid-air, sometimes unleashing two super moves in the same combo! Stunned: Self explanatory, the opponent will be unable to attack or defend for a brief period of time. Hitting the opponent against an obstacle or wall immediately produces a “Stunned” situation, but some attacks can produce it on their own. Kinetic motion: This terminology will be used on super moves which are unleashed as normal combos. This means that it’s possible the full move doesn’t connect because the opponent is out of range at some point in the attack, such as hitting a wall and therefore being knocked out, but most of the times it’s due to a glitch in the 3D graphics. This only applies to some melee attacks, as others aren’t affected by game glitches once they start (at least in regards to damage inflicted, that is) and projectile-based super moves are unaffected completely since the character unleashing them doesn’t move from the spot. Beast 1) b, f+Y Hits: 2 Damage: 2433 It’s a throw, so must be used up close. 2) f, f+B Hits: 5 Damage: 3325 Rolls forward, so all hits are low. Doesn’t knock the opponent out. 3) f, f+A, A Hits: 4 Damage: 4022 Four slaps in a helicopter-like swing. 4) f, f+Y Hits: 2 Damage: 2826 Lateral front flip kick. 5) f, f+X Hits: 1 Damage: 1561 A quick shoulder bash. 6) b, b+Y/X Hits: 1 Damage: 3291 A heavy kick with a somewhat evasive maneuver. Technically, Y should make the evasive maneuver to one side and X to the other, but there’s actually no difference between using one button or the other. 7) b+B/A Hits: 2 Damage: 3310 A vertical somersault, so must be used up close. B has a slightly shorter range than A. 8) qcf+B Hits: 5 Damage: 4321 A melee combination starring 4) and ending with a final smash to the ground. 9) qcf+A Hits: 5 Damage: 4321 A variation of 8) that instead sends the opponent into an Air Seek. 10) qcb+B/A Hits: 1 Damage: 3035 A forward somersault. B has a shorter reach than A. 11) qcf+X (on air) Hits: 4 Damage: 1705 Beast curls up to attack like a ball. Follows a diagonal trajectory. 12) B+A Hits: 2 Damage: 5035 It’s a throw, so must be used up close. 13) d+B+A Hits: 10 Damage: 8360 Close to medium range. Uses 11) to start, so can be avoided by jumping. It’s a kinetic motion. 14) B+A (on air) Hits: 16 Damage: 4980 Works at any distance. A more powerful variant of 12). 15) f+B+A Hits: 4 Damage: 9500 Close range. A heavy combination of kicks and punches. 16) b+B+A Hits: 12 Damage: 15675 Medium range. A barrage of acrobatic kicks that end with an overhead throw. Betsy 1) d+L Hits: 1 Damage: 3510 It’s a throw, so must be used up close. 2) f, f+X, Y Hits: 2 Damage: 2422 A low damaging kick combo. Second hit is low. No hit knocks the opponent out. 3) qcf+B Hits: 3 Damage: 2280 A melee combination consisting of a right-left punch and ending with her beam sword. 4) qcf+A Hits: 4 Damage: 2706 Melee combo that sends the opponent into an Air Seek. 5) qcf+Y Movement attack. Jumps forward a great distance and, if within range, over the opponent. 6) qcb+A, A, A Hits: 3 Damage: 3818 Melee attack. All hits leave the opponent Stunned. 7) qcb+Y Hits: 2 Damage: 2745 Melee attack that makes Betsy jump. 8) b, b+X/Y Movement attack. Performs an evasive maneuver to appear at the back of the opponent. X performs the move to the left, Y to the right. 9) qcb+X/Y (on air) Hits: 2 Damage: 3230 An on air variant of 7), slightly more damaging. 10) B+A Hits: 9 Damage: 4396 Close range melee attack. Sends the opponent into an Air Seek. It’s a kinetic motion. 11) X+Y Hits: 6 Damage: 6935 Close range. A powerful combination of kicks. It’s a kinetic motion. 12) b+B+A Hits: 13 Damage: 12106 Short range. An altered and more powerful version of 1). 13) f+B+A Hits: 7 Damage: 9500 Medium to long range. Makes the opponent lower their guard thanks to Betsy’s mental powers, and strikes them down with her beam sword. Bishop 1) d+L Hits: 6 Damage: 1985 It’s a throw, so must be used up close. 2) f, f+B Hits: 2 Damage: 3205 A left punch to right uppercut combination. 3) qcf+B Hits: 1 Damage: 2277 Shoots one of his pistols at the opponent. Doesn’t knock the opponent out. 4) qcf+A Hits: 2 Damage: 3049 Shoots his twin pistols at the opponent. Doesn’t knock the opponent out. 5) qcf+X Hits: 4 Damage: 2896 Shoots his pistols while doing a frontflip. Hits very high, so it can only hit most opponents if they are jumping. 6) qcb+X Hits: 2 Damage: 1641 Shoots his pistols while doing a backflip. Like in 5), hits very high. 7) qcb+B Hits: 6 Damage: 2778 Launches an explosive object to the air and makes it explode with a shot of his pistol. Doesn’t knock the opponent out. 8) qcb+A Hits: 1 Damage: 2277 Shoots an energy beam from his hands. It seemingly has certain levels of charge, dealing more hits and damage with higher levels, but I ignore the exact pattern to attain those levels. 9) qcb+A/B (on air) Hits: 1 Damage: 2525 Shoots his pistols diagonally down, one by each of his sides. 10) B+A Hits: 1 Damage: 5060 Counter attack, so must be used up close. Retaliates with a more powerful version of 8). 11) X+Y Hits: 12 Damage: 7284 Works at any distance. Shoots his twin pistols several times. 12) b+X+Y Hits: 14 Damage: 5656 A variant of 12) aimed at jumping foes only. Hits can vary heavily between each use. 13) f+B+A Hits: 7 Damage: 13156 Starts as a throw, so must be used up close. Launches the opponent into the air and shoots his pistols several times before the opponent falls to the ground, heavily damaged. 14) f+X+Y Hits: 3 Damage: 6900 Close range. Smacks his opponent with one of his pistols, and shoots it at point-blank range at his opponent’s head from behind. Strangely low damaging for its category. 15) b+B+A Hits: 3 Damage: +15000 Close range. Pushes the opponent away and throws one of his pistols at them. When the opponent picks it up, Bishop quickly shoots them with his other pistol, and the impact allows him to retrieve his “lost” weapon. Blob 1) d+L Hits: 7 Damage: 1793 It’s a throw, so must be used up close. 2) f, f+B, B Hits: 2 Damage: 3992 Swings his arms like a hammer, first down and then up. 3) f, f+A Hits: 1 Damage: 2566 Pushes the opponent away with his belly. 4) f, f+X Hits: 1 Damage: 2484 Charges forward, seemingly tripping to bash the opponent with his full body. 5) b, f+A, A, A Hits: 3 Damage: 7737 Claps his hands twice, then delivers a finishing backhand uppercut. All hits knock the opponent out. 6) b, f+Y Hits: 1 Damage: 2898 Stomps the ground with his foot. 7) b, f+X Hits: 1 Damage: 2898 Same attack as 6), but this time the tremor makes the attack have a long range. 8) qcb+B Hits: 3 Damage: 4278 A throw aimed at jumping opponents. 9) B+A Hits: 1 Damage: 5520 Works at any distance. Blob jumps high and smashes the ground with his belly. Can hit the opponent directly or let the shockwave do the work. 10) f+B+A Hits: 1 Damage: 6440 It’s a throw, so must be used up close. 11) X+Y Hits: 5 Damage: 10350 Works at any distance. Blob stomps on the ground a handful of times. 12) d+X+Y Hits: 1 Damage: 13800 Works at any distance. A more powerful variant of 9), Blob jumps very high and smashes the ground with his butt. Cyclops 1) b, f+A/B Hits: 1 Damage: 2359 Performs a horizontal swing with his laser visor. B performs it to the right, and A to the left. Doesn’t knock the opponent out. 2) f, f+A, A Hits: 2 Damage: 3435 Performs a swinging uppercut with both his hands, and follows up with the same attack performed with his laser visor. 3) f, f+Y Hits: 1 Damage: 1697 A heavy up-down vertical kick. 4) f, f+X, X Hits: 2 Damage: 4153 Performs two roundhouse kicks. The first one doesn’t knock the opponent out. 5) qcf+B/A/Y Hits: 1 Damage: 2359 Shoots a simple laser from his visor. B shoots it horizontally, A shoots it diagonally up and Y shoots it horizontally while Cyclops crouches. No attack knocks the opponent out. 6) qcb+A/B Hits: 2 Damage: 3049 A hammer uppercut sends the opponent flying and Cyclops finishes them with his laser visor. B seems to have a slightly shorter range than B. 7) qcb+Y Hits: 2 Damage: 2737 Starts by kneeing his opponent’s stomach and then delivers a powerful backflip kick. 8) qcb+X Hits: 2 Damage: 2737 Same attack as 7), but technically more powerful since it sends the opponent into an Air Seek. 9) qcf+B/A (on air) Hits: 1 Damage: 2359 An on air version of 5), shot horizontally. 10) qcb+B/A (on air) Hits: 1 Damage: 2359 Another variation of 5), this time shot diagonally down. 11) X+Y Hits: 15 Damage: 5508 Close range. A more powerful version of 7). 12) f+B+A Hits: 25 Damage: 7338 Medium range. A melee combo that ends with a massive beam. It’s a kinetic motion. 13) B+A Hits: 1 Damage: 10580 Medium range. Fires his beam to the ground, creating an explosion. 14) B+A (on air) Hits: 35 Damage: 11270 Works at any distance. A powerful beam trademark of Cyclops. It’s shot horizontally, so can be used during an Air Seek for devastating damage. 15) b+B+A Hits: 38 Damage: 15542 Works at any distance. The standing version of Cyclops trademark attack, slightly more damaging because of its higher category. Forge 1) d+L Hits: 3 Damage: 3266 It’s a throw, so must be used up close. 2) qcf+B/A Hits: 1 Damage: 2525 Shoots a single projectile from his weapon. B is shot while crouching, while A is shot while standing. 3) qcf+X Hits: 1 Damage: 2442 Throws some kind of grenade to the opponent. Doesn’t have a very good range. 4) qcb+B Hits: 1 Damage: 952 Shoots a mysterious projectile from his gun. Travels slowly, and leaves the opponent Stunned if it connects. 5) qcb+A Hits: 1 Damage: 2359 Summons an explosive mechanical spider right by his feet that travels horizontally. Doesn’t knock the opponent out. 6) qcb+X Hits: 3 Damage: 2317 Forge lays facedown in the ground and shoots three small bullets from his weapon. Hits low, and doesn’t knock the opponent out. 7) qcf+B/A (on air) Hits: 1 Damage: 1449 An on air version of 2), shot diagonally down. 8) qcb+B/A (on air) Hits: 1 Damage: 2442 An on air version of 3), has an even worse range. 9) B+A Hits: 10 Damage: 2760 Works at any distance. Shoots a laser beam from his gun. Can be avoided by crouching. 10) f+B+A Hits: 1 Damage: 6716 Works at any distance. A single shot that forbids the opponent from using super moves for several seconds. Leaves the opponent Stunned. 11) B+A (on air) Hits: 5 Damage: 4600 Medium range. Shoots a handful of bullets diagonally down, so it’s hard to connect properly during an Air Seek. 12) f+X+Y Hits: 1 Damage: 9200 Works at any distance. Creates a massive nuke that affects the whole screen. 13) b+B+A Hits: 56 Damage: 15176 Works at any distance. Forge summons the spirits of the deceased and sends them as projectiles to attack the opponent. Deals heavy damage, but the number of hits can vary sometimes, and with it the damage dealt. Gambit 1) d+L Hits: 3 Damage: 2577 It’s a throw, so must be used up close. 2) b, f+Y Hits: 1 Damage: 2608 Swings his staff from down to up. 3) b, f+X Hits: 1 Damage: 2939 A slightly more powerful version of 2) that sends the opponent into an Air Seek. 4) b, f+B/A Hits: 1 Damage: 2442 Shoots a card at his opponent. Though the attack is executed a bit differently with each button, damage and hits are the same. No attack knocks the opponent out. 5) f, f+A Hits: 1 Damage: 1945 Swings his staff horizontally in a baseball bat manner. 6) f, f+X, X Hits: 2 Damage: 3031 Twin spinning kicks. Only the second one knocks the opponent out. 7) qcf+B/A Hits: 3 Damage: 5629 Shoots three cards in a widespread formation. B is performed to the left and A to the right. Doesn’t knock the opponent out. 8) qcb+B Hits: 8 Damage: 2788 A quick succession of thrusts of his staff. Last hit leaves the opponent Stunned. 9) qcb+A, A Hits: 1 Damage: 2608 Shoots a card at short range. It’s charged with energy, so explodes if it makes contact. If it fails to reach the opponent, it will remain in the ground for several seconds posing a threat to any opponent that attempts to get closer. The card self-explodes after a few seconds. 10) qcb+A, B Hits: 1 Damage: 2442 A secondary input for 4). 11) qcb+A, X Hits: 4 Damage: 7036 Combines the two variants of 7) in a single move. 12) qcf+B/A (on air) Hits: 1 Damage: 2442 An on air version of 4), shot horizontally. 13) qcb+B/A (on air) Hits: 1 Damage: 2442 An on air version of 4), shot diagonally down. 14) B+A Hits: 1 Damage: 5566 Medium range, even though it’s a throw. 15) b+B+A Hits: 1 Damage: 6532 Close range. Lifts the opponent up with a kick before shooting a card at them while falling. 16) B+A (on air) Hits: 6 Damage: 6624 Medium range. Shoots several cards down in a diagonal trajectory, so it’s hard to connect properly during an Air Seek. 17) f+B+A Hits: 58 Damage: 10904 Works at any distance. Shoots a ton of cards to the opponent. Number of hits can vary greatly in each use, and with it the damage. 18) d+B+A Hits: 11 Damage: 21758 Medium range. Sends a shockwave through the ground, and then shoots cards like a rain shower in all directions. Number of hits and damage can vary greatly in each use. Havok 1) b, f+X Hits: 3 Damage: 2944 It’s a throw, so must be used up close. 2) f, f+B/A Hits: 1 Damage: 2608/2773 A heavy punch to the gut. B performs it with one arm, A with both (hence the slightly higher damage). 3) f, f+X Hits: 1 Damage: 2359 A heavy side kick. Can be avoided by crouching. 4) qcb+B Hits: 2 Damage: 2501 Two uppercuts, first with one arm then with both, that send the opponent into an Air Seek. 5) qcb+A Hits: 1 Damage: 3187 Shoots a plasma stream from both his hands. 6) qcb+X Hits: 3 Damage: 2538 Knees the opponent in the stomach, follows with a low side kick and then performs a heavy backflip kick that sends the opponent into an Air Seek. 7) qcf+B/A Hits: 1 Damage: 2359 Shoots a single plasma stream from one of his arms. B is shot while standing and A is shot while crouching. Doesn’t knock the opponent out. 8) qcb+B/A (on air) Hits: 1 Damage: 2359 An on air version of 7), shot diagonally down. 9) qcf+B/A (on air) Hits: 1 Damage: 2359 An on air version of 7), shot horizontally. 10) f+B+A Hits: 9 Damage: 5244 Medium to long range. A variation of Cyclops’ level 2 super move, but instead of firing a beam he keeps punching his opponent into the air. It’s a kinetic motion. 11) B+A Hits: 14 Damage: 6440 Works at any distance. Shoots a plasma beam from both his fists. 12) B+A (on air) Hits: 14 Damage: 6440 Works at any distance. Same attack as 12) but used on air. Perfect for Air Seek combos due to its horizontal trajectory. 13) X+Y Hits: 1 Damage: 9200 Works at any distance. A plasma explosion that covers the whole screen. 14) b+X+Y Hits: 1 Damage: 15640 Works at any distance. Havok jumps high and powers up while aiming at his opponent. He then fires down a massive plasma beam upon his target. Juggernaut 1) d+L Hits: 4 Damage: 4042 It’s a throw, so must be used up close. 2) qcf+Y Hits: 1 Damage: 3353 A dashing headbutt. Doesn’t cover much distance, though. 3) qcf+X Hits: 3 Damage: 3400 It’s a throw, so must be used up close. 4) qcb+A Hits: 2 Damage: 4139 A throw aimed at jumping foes only. 5) b, f+B Hits: 2 Damage: 3362 A one-two punch aimed at smashing the opponent into the ground. 6) b, f+A Hits: 1 Damage: 3353 A straight punch. It has a longer reach than it seems. 7) b, f+Y Hits: 1 Damage: 3022 A hammer uppercut with both his fists. 8) b, f+X Hits: 1 Damage: 3105 A hammer smash with both his fists. 9) qcf+B/A (on air) Hits: 2 Damage: 3362 A helicopter-like swing. Rarely used in battle since Juggernaut cannot produce an Air Seek. 10) X+Y Hits: 4 Damage: 6256 Close range. He rams the opponent, delivering a series of punches afterwards. It’s a kinetic motion. 11) B+A (on air) Hits: 2 Damage: 5704 Close range. A variation of 9) that ends with a hammer smash. Again, rarely used in battle. 12) B+A Hits: 2 Damage: 8188 Close range. Smashes the ground with his fists in consecutive hits. It sends the opponent flying, landing behind Juggernaut. 13) b+B+A Hits: 3 Damage: 10983 Close range. Doesn’t need to connect the first hit to unleash the full move. Smashes the ground with one of his fists, sending the opponent flying behind him, then smashes the ground again while turning back with his other fist to send the opponent back to the starting point, and delivers one final ground smash with both his fists. It’s a kinetic motion. 14) f+B+A Hits: 11 Damage: +25000 Close range. Doesn’t need to connect the first hit to unleash the full move. A massive beatdown consisting of several ground smashes. It’s a kinetic motion, which makes it quite hard to deliver all the hits. Not like it matters, because it delivers heavy damage even when only half the hits connect. Lady Deathstrike 1) f, f+B Hits: 2 Damage: 3049 A double swing, first from side to side and then from down to up. First hit leaves the opponent Stunned, second produces an Air Seek. 2) f, f+A Hits: 2 Damage: 2737 Bashes the opponent with her shoulder, then pushes them back with both her palms. 3) f, f+Y Hits: 2 Damage: 2110 A jumping double side kick. Can be avoided by crouching. 4) f, f+X Hits: 2 Damage: 2658 A jumping double frontal kick. 5) qcf+B, B Hits: 1 Damage: 1614 Rolls forward and uppercuts the opponent into an Air Seek. 6) qcf+B, Y Hits: 1 Damage: 1366 Rolls forward and performs a sliding kick. Hits low, and doesn’t knock the opponent out. 7) qcf+B, X, X Hits: 3 Damage: 3206 Rolls forward and performs a backflip kick. The second input delivers an extra backflip kick that knocks the opponent out. 8) qcf+A Hits: 1 Damage: 2691 Jumps forward to deliver a very high hit. Easily avoidable by crouching. 9) qcb+B Hits: 2 Damage: 2892 Extends her arms forward. Has a medium range. 10) qcb+A Hits: 1 Damage: 3022 Pushes the opponent away by extending her arms. Has a medium-long range. 11) qcb+Y Hits: 2 Damage: 2814 A sideflip kick. Quick to trigger upon input. 12) qcb+X Hits: 2 Damage: 4070 A jumping kick. Follow up with d+Y upon hit. 13) qcf+B/A (on air) Hits: 5 Damage: 3701 Delivers several blows with her claws. 14) B+A Hits: 7 Damage: 5980 Medium range. Delivers a series of blows with her claws before finishing with 9). It’s a kinetic motion. 15) X+Y Hits: 5 Damage: 7452 Close range. An empowered and continuous version of 12). It’s a kinetic motion. 16) f+B+A Hits: 9 Damage: 8786 Medium-long range. Extends her arm to grab her opponent, then delivers a series of blows from the distance and finishes off with 10). 17) b+B+A Hits: 13 Damage: 15916 Medium range. Attacks the opponent with swift movements before thrusting them with one of her extensible arms. Magneto 1) d+L Hits: 4 Damage: 2410 It’s a throw, so must be used up close 2) f+L Hits: 3 Damage: 2993 It’s a throw, so must be used up close. 3) b, f+A Hits: 1 Damage: 1945 Summons some kind of magnetic wave in the shape of a tornado at the opponent’s feet. 4) f, f+X Hits: 1 Damage: 1446 A jumping knee blow. 5) qcf+A Hits: 1 Damage: 3022 Smashes the ground, creating some kind of magnetic dome that sends the opponent into an Air Seek. 6) qcf+X Hits: 1 Damage: 2111 Summons some kind of magnetic projectile that travels the screen horizontally. Doesn’t knock the opponent out. 7) qcf+Y/qcb+Y Hits: 1 Damage: 2111 Summons two magnetic objects, approaching from each side to clasp the opponent. First input summons the objects at a long range, the second input summons them right before Magneto. 8) qcf+B/A (on air) Hits: 1 Damage: 1614 Shoots a magnetic stream horizontally from one of his hands. 9) qcb+B/A (on air) Hits: 1 Damage: 1614 Same attack as 8), but strangely enough, it’s shot diagonally up, contrary to the rest of characters. 10) B+A Hits: 1 Damage: 5520 Close range. An empowered version of 5). Sends the opponent into an Air Seek. 11) X+Y Defensive move. Creates a magnetic shield to protect himself from projectile attacks that lasts for about 15 seconds. 12) f+B+A Hits: 27 Damage: 8181 Works at any distance. Shoots a powerful magnetic stream from both his hands. 13) B+A (on air) Hits: 19 Damage: 5244 Works at any distance. An empowered version of 8). 14) b+B+A Hits: 15 Damage: +10000 Close range. First attacks with a magnetic pulse from one of his palms, then encases the opponent in a magnetic shield and tosses them aside a few times before plummeting them to the ground. 15) d+X+Y Hits: 32 Damage: 15008 Works at any distance. Summons several magnetic objects from below as he charges his magnetic powers, the unleashes several more magnetic projectiles. Hits and damage dealt can vary in each use. Mystique 1) b, f+Y Hits: 1 Damage: 2028 Shooting her gun behind her, Mystique takes advantage of the impulse to perform a sweep attack. Easily avoidable by jumping. 2) b, b+X/Y Hits: 2 Damage: 2423 Performs a lateral flip. Technically, each button should perform the flip to a different side, but in the end there’s no such difference. 3) b, b+B Hits: 1 Damage: 3312 Shoots an energy ball from her gun. Takes a bit of preparation time. 4) qcf+A/B/Y Hits: 1 Damage: 2359 Shoots an energy bullet from her weapon. Y is shot while crouched, B is shot while standing and A is aimed at jumping foes. No attack knocks the opponent out. 5) qcf+X Hits: 5 Damage: 3057 Shoots an energy bullet to the ground, creating a small blast. Doesn’t knock the opponent out. 6) qcb+B Hits: 2 Damage: 2524 Uppercuts her opponent into the air and shots her gun at them. 7) qcb+A Hits: 2 Damage: 3260 A variant of 6), this time Mystique waits for her opponent to fall a bit and shoot a heavier projectile similar to 3). 8) qcb+X Hits: 1 Damage: 3560 It’s a throw, so must be used up close. 9) qcf+B/A (on air) Hits: 1 Damage: 2359 An on air version of 4), shot horizontally. 10) X+Y Hits: 5 Damage: 5612 Short range. An empowered and continuous version of her default throw. 11) f+X+Y Hits: 17 Damage: 7199 Medium range. A combination of hits and gun smashes that end with a shower of bullets shot in ascending order. It’s a kinetic motion. 12) B+A Hits: 35 Damage: 9660 Any distance. A massive shower of bullets rains down on the opponent. 13) B+A (on air) Hits: 32 Damage: 9408 Any distance. An on air version of 12), slightly shorter and as such less damaging. 14) d+B+A Hits: 1 Damage: 10560 Short range. Mystique knocks out her opponent, then takes cover as the screen switches to a sniper-like format. The opponent is then shot in the forehead with deadly precision. Nightcrawler 1) d+L Hits: 3 Damage: 2761 It’s a throw, so must be used up close. 2) b, f+X Hits: 1 Damage: 2028 Nightcrawler warps a bit behind on the air to strike the opponent down with an arrow kick. 3) f, f+A Hits: 7 Damage: 2547 A series of thrusts delivered with the sword on his back. 4) b, b+X/Y Hits: 1 Damage: 2442 Jumps behind and takes impulse to kick the opponent away. Technically, each button should jump diagonally towards a different side, but in the end there’s no such difference. 5) qcf+B Hits: 2 Damage: 2987 Rolls forward and thrusts his sword into the enemy’s legs. 6) qcf+A Hits: 3 Damage: 2979 Harmoniously swings his sword a few times and retreats with a side backflip. 7) qcf+Y Hits: 2 Damage: 2306 Performs a sliding kick and finishes with a swing of his sword. Easily avoidable by jumping. 8) qcb+Y/X Movement attack. Nightcrawler teleports. Distance can be adjusted with the Control Stick. Y teleports at ground level, X at air level. 9) qcb+Y/X (on air) An on air version of 8). Y makes Nightcrawler return to the ground and X keeps him in the air. 10) B+A Hits: 9 Damage: 4964 Close range. Nightcrawler grabs his opponent from behind and teleports several times, seemingly damaging the opponent in the process. 11) X+Y Hits: 3 Damage: 7268 Close range. Lifts the opponent up with a kick, then teleports above them to send them down with another kick and teleports back to ground level to deliver one final kick. 12) b+B+A Hits: 5 Damage: 9660 Close range. Nightcrawler grabs the opponent and teleports into the air, sending the opponent down with a hammer punch. He then swings his sword before teleporting above them and sending them down with a final slash. 13) f+B+A Close range. Nightcrawler leaves the opponent in what appears like the alternate dimension he enters while teleporting. There, the opponent is left defenseless for nearly 10 seconds, open to any kind of attacks. The hits and damage inflicted will depend in the combos you unleashed during that time frame. Phoenix 1) f, f+A, A Hits: 2 Damage: 2423 Two consecutive uppercuts. The second one sends the opponent into an Air Seek. 2) f, f+Y, Y Hits: 4 Damage: 3306 Four swift kicks that send the opponent flying into an Air Seek. 3) b, b+B Hits: 6/9 Damage: 2150/2480 Phoenix lifts her opponent high and then gently breathes some fire at them. I’ve listed two possible endings, the first one is the full move and the second just the fire breath. The fire breath alone doesn’t knock the opponent out. 4) b, b+X Hits: 1 Damage: 1945 Summons a big fire ball and hurls it into the opponent. Can hit either when the ball is being formed or after it’s shot. 5) b+A, A, A Hits: 3 Damage: 3771 Phoenix sets herself ablaze, then bashes her opponent by flying. First hit doesn’t knock the opponent out. 6) b+X Hits: 1 Damage: 1531 Sends a small flare through the ground at a medium range. Doesn’t knock the opponent out, and it’s pretty easy to avoid. 7) qcf+B Hits: 1 Damage: 1945 Shoots a firebird from one of her arms. Doesn’t knock the opponent out. 8) qcf+A Hits: 2 Damage: 2892 Same attack as 7), but this time two firebirds are shot. 9) qcb+A Hits: 2 Damage: 2797 It’s a throw, so must be used up close. 10) qcf+B/A (on air) Hits: 1 Damage: 1945 Shoots a firebird diagonally down using the power of her mind. B has a much shorter range than A. 11) qcf+Y/X (on air) Hits: 1 Damage: 1531 Performs an arrow kick. Again, Y has a much shorter range than X. 12) B+A Hits: 1 Damage: 4462 Works at any distance. Shoots an energy ball with her mind powers that confuse the enemy for about 10 seconds. While confused, the controls for movement are inverted. 13) X+Y (on air) Hits: 1 Damage: 3680 Close range. An empowered version of 11). 14) f+B+A Hits: 14 Damage: +8000 Works at any distance. Follow up with B, B, A, A+B for the full move. Shoots a series of firebirds. 15) B+A (on air) Hits: 9 Damage: 5382 Works at any distance. An on air version of 14). 16) X+Y Defensive move. Creates a protective shield that reflects projectiles. The shield lasts for about 15 seconds. 17) b+B+A Hits: 30 Damage: 17850 Long range. Phoenix flies towards her opponent and immerses him into a solar prominence, which ends in a massive beatdown within countless fire balls under her command. Psylocke 1) b, b+Y/X Movement attack. Appears behind her opponent by evading them by one side. Each button performs the maneuver at a different side. 2) f, f+X, Y Hits: 2 Damage: 2422 A low damaging kick combo. Second hit is low. No hit knocks the opponent out. 2) qcf+B Hits: 1 Damage: 2525 A dashing slash with her psychic sword. Leaves the opponent Stunned. 3) qcf+A Hits: 2 Damage: 2541 Two harmonious swings with her psychic blade. Sends the opponent into an Air Seek. 4) qcf+Y Movement attack. Jumps very high, aiming to land at the opponent’s back. 5) qcb+Y, Y, Y Hits: 3 Damage: 2979 A slightly different version of Betsy’s attack, additional hits are delivered the more you push the button. 6) qcf+B/A (on air) Hits: 1 Damage: 2277 Aims diagonally down towards her opponent with the palm of her hand extended. 7) qcb+B/A (on air) Hits: 1 Damage: 1117 A variant of 6) with a completely vertical trajectory, and strangely a lot less damaging. 8) B+A Hits: 9 Damage: 4392 Close range. Same attack as Betsy’s level 1 super move, a combination of punches and kicks ending in an Air Seek. It’s a kinetic motion. 9) B+A (on air) Hits: 5 Damage: 3980 Medium range. An empowered version of 6). 10) X+Y Hits: 6 Damage: 6715 Close range. Same attack as Betsy’s level 2 super move, a swift combination of kicks. It’s a kinetic motion. 11) f+B+A Hits: 30 Damage: 18060 Works at any distance. Uses her ninja powers to summon some kind of energy stream towards her opponent. Delivers heavy damage. 12) b+B+A Hits: 23 Damage: 15065 Long range, almost any distance. Dashes forward with her sword, then the screen blacks out and all we see are two energy beams slicing something, until the screen returns to normal and we see the opponent knocked out. Rogue 1) f, f+A Hits: 1 Damage: 1821 A simple shoulder bash. Leaves the opponent Stunned. 2) qcf+B Hits: 1 Damage: 2401 An spiral uppercut. 3) qcf+A Hits: 1 Damage: 2815 A more powerful version of 2) that sends the opponent into an Air Seek. 4) qcf+X Hits: 2 Damage: 2633 Flies forward to grab the enemy and kiss them, acquiring their powers. 5) qcb+Y Absorbed ability after 4). Hits and damage depend on the opponent. 6) qcb+B Hits: 1 Damage: 2401 A straight punch to the gut. 7) qcb+A Hits: 1 Damage: 2815 A more powerful variant of 6) that also has slightly longer reach. 8) qcf+B/A (on air) Hits: 1 Damage: 2815 An on air version of 6), which turns into a powerful version of 7) with A for the longer reach. 9) qcf+X (on air) Hits: 1 Damage: 2500-3000 Dashes forward to grab the opponent and smack them to the ground. 10) XY Hits: 2 Damage: 4673 Close range. Grabs the opponent and heavily drains their power, dealing severe damage. 11) B+A (on air) Hits: 1 Damage: 5060 Medium range. An empowered version of 6). 12) b+B+A Hits: 16 Damage: 6992 Close range. Flies upwards with her fist high in a spiral pattern. 13) d+B+A Hits: 5 Damage: 8280 Close range. A series of heavy punches that end in a slow-motion uppercut. Can also be performed with B+A. 14) f+B+A Hits: 3 Damage: 13340 Close range. Jumps diagonally forward with her fist high, then aims for the ground and emits a blast upon impact. It’s a kinetic motion. 15) f+X+Y Hits: 4 Damage: 13800 Medium range. Rogue delivers a series of heavy blows while flying around the stage. Sabretooth 1) After L, b+B Hits: 7 Damage: 2621 After smashing his opponent to the ground, he pushes his opponent’s head for a while before tossing his opponent away. 2) After 1), u+B Hits: 7 Damage: 3485 Follows the same pattern as 1), but the extra input makes Sabretooth launch his opponent into the air. 3) f, f+B Hits: 3 Damage: 2869 Swings his claws three times from side to side. 4) f, f+A Hits: 3 Damage: 3090 A more powerful version of 3) that sends the opponent into an Air Seek. 5) f, f+X Hits: 3 Damage: 2194 A heavy front kick that sends the opponent away. 6) b, f+A Hits: 1 Damage: 3270 A powerful two handed smash. 7) qcf+B Hits: 2 Damage: 1945 It’s a throw, so must be used up close. 8) After 7), b, f+B+A Hits: 5 Damage: 3807 Simply continues the throw started in 7) to trash his opponent a bit more. 9) qcf+A Hits: 1 Damage: 4324 Tackles the opponent head on, and takes advantage of it being Stunned to unleash a Pile Driver-like throw on it. 10) qcf+Y Hits: 1 Damage: 3680 Similar attack as 9), but this time uses a back breaking throw. 11) qcb+B Hits: 7 Damage: 2509 Swings his claws rather quickly. 12) qcb+A Hits: 1 Damage: 1117 A heavy elbow hit to the face. Leaves the opponent Stunned and back turned. 13) qcb+Y/X Hits: 1 Damage: 1945 Swings his claws on the ground, like launching sand at the opponent. Each button performs the attack with a different arm. 14) qcf+B/A (on air) Hits: 4 Damage: 2620 An on air, watered down version of 11). 15) B+A Hits: 1 Damage: +4000 Medium range. Delivers a hammer smash to the opponent, and grabs them by their feet while unconscious to throw them away. 16) B+A (on air) Hits: 1 Damage: 5152 Close range. A heavy two handed hammer smash. 17) f+B+A Hits: 1 Damage: 6072 Close range. Delivers a heavy ground smash that sends the opponent into an Air Seek. 18) b+B+A Hits: 6 Damage: 6440 Close range. A series of ground pounds followed by a light beatdown. 19) X+Y Healing move. Doesn’t recover much health, though, but enough to make a difference if time isn’t on your side in a battle. 20) b+X+Y Hits: 6 Damage: 10580 Medium range. A massive beatdown that ends with Sabretooth breaking the opponent’s neck. Sentinel A 1) f, f+B Hits: 1 Damage: 2918 A heavy straight punch. Has a great reach due to his immense size. 2) f, f+A Hits: 6 Damage: 3639 A two handed straight punch, infused with energy. 3) f, f+Y Hits: 1 Damage: 2835 Dives forward, covering a great distance. 4) b, b+A Hits: 1 Damage: 2918 A heavy two handed jumping hammer smash to the ground. 5) b, b+X Hits: 1 Damage: 2007 Similar attack to 4), but this time performed with his knee. 6) qcf+B Hits: 2 Damage: 3479 Shoots twin energy balls with one of his hands. Their trajectory mirrors each other. Doesn’t knock the opponent out. 7) qcf+A Hits: 2 Damage: 3644 An up-down two handed double hammer smash. 8) qcb+B, B Hits: 8 Damage: 3543 Gathers energy in his palm to damage the opponent. Second button serves as finisher, otherwise the move doesn’t knock the opponent out. 9) qcb+A, A Hits: 8 Damage: 3543 Exactly same attack as 8), but this time aimed at jumping foes. 10) qcb+Y Hits: 1 Damage: 2835 Stomps the ground, creating a shockwave. 11) qcb+X Hits: 1 Damage: 3084 A heavier and energized stomp that sends the opponent away. 12) d+B+A Hits: 1 Damage: 5290 Close range. A heavy ground pound that sends the opponent flying. 13) B+A (on air) Hits: 1 Damage: 5336 Close range. A heavy two handed hammer smash. Rarely used, as he cannot produce an air seek. 14) b+B+A Hits: 30 Damage: +8000 Close range. Follow up with B, B, B, B, A for more hits. An empowered, two handed version of 8). 15) B+A Hits: 14 Damage: 7210 Works at any distance. Shoots a massive energy beam from one of his arms. 16) X+Y Powers up for roughly 10 seconds. All attacks deliver not less than 50% more damage. 17) f+B+A Hits: 1 Damage: 9844 Close range. Charges a very heavy and energized punch. 18) f+X+Y Hits: 9 Damage: 15916 Close range. “Infects” his opponent with energy, which then seemingly causes small explosions on their body in mid-air as they float about without control. Sentinel B NOTE: If before using Sentinel B in costume II you’ve picked a character with projectile-based attacks, the android’s energy will change colors according to the character used. 1) b, f+A Hits: 1 Damage: 3105 Dashes forward with her fists high and covered in energy. 2) f, f+A Hits: 1 Damage: 1780 A simple shoulder bash. Leaves the opponent Stunned. 3) f, f+X, X Hits: 4 Damage: 3293 Four swift kicks that send the opponent into an Air Seek. 4) b, b+B Hits: 2 Damage: 2719 Creates a couple of energy balls. Doesn’t knock the opponent out. 5) b, b+A Hits: 1 Damage: 2773 Shoots a quick energy stream from one hand. Doesn’t knock the opponent out. 6) b, b+X Hits: 2 Damage: 3049 Creates twin energy balls, their trajectory mirroring each other. Doesn’t knock the opponent out. 7) b+Y Defensive move. Creates a quick projectile shield to defend herself for just a second. 8) qcf+B Hits: 10 Damage: 2788 Sends a stream of energy following the ground. Easy to avoid by jumping. Doesn’t knock the opponent out. 9) qcf+A Hits: 9 Damage: 2565 Punches the ground to emit a beautiful fountain of energy. 10) qcb+B Hits: 1 Damage: 2939 An energized uppercut. Sends the opponent into an Air Seek. 11) qcb+Y Hits: 3 Damage: 2641 It’s a throw, so must be used up close. 12) qcf+B (on air) Hits: 1 Damage: 2939 Shoots a single energy ball diagonally down. 13) qcf+Y (on air) Hits: 1 Damage: 2608 Aims diagonally down towards her opponent with her fist high. 14) qcf+A (on air) Hits: 1 Damage: 1945 An on air version of 5), shot horizontally. 15) qcf+X (on air) Hits: 1 Damage: 2500-3000 Dashes towards the opponent to grab them and plummet them to the ground with a hammer smash. 16) f+B+A Hits: 6 Damage: 5060 Close range. A series of energized gut punches that end with 10), and thus sends the opponent into an Air Seek. 17) X+Y (on air) Hits: 6 Damage: 2760 Medium range. An empowered version of 13). 18) b+B+A Hits: 12 Damage: 5736 Works at any distance. An empowered version of 5), shot with both hands. 19) B+A (on air) Hits: 14 Damage: 6692 Works at any distance. An on air version of 18). 20) b+X+Y Powers up for roughly 10 seconds. All hits now deliver at least 50% more damage. 21) X+Y Hits: 43 Damage: 17802 Works at any distance. Sends several streams of energy in different directions towards her opponent. Can look very nice with the right energy color. Storm 1) b, f+X/Y Hits: 1 Damage: 2525 Launches a lightning bolt at the opponent. Y has close range, while X has medium. 2) f, f+B Hits: 5 Damage: 3220 Dashes forward with her fists high while spinning. 3) b, b+B Hits: 1 Damage: 2111 Sends a raincloud to the opponent. Accuracy is lame, and just leaves the opponent Stunned. 4) qcf+A Hits: 1 Damage: 2277 Shoots a lightning beam from both her hands. Doesn’t knock the opponent out. 5) qcb+B/Y Hits: 1 Damage: 2028 Shoots a lightning ball with straight trajectory at the opponent. Almost no difference using one button or the other. Doesn’t knock the opponent out. 6) qcb+A Hits: 2 Damage: 2189 Shoots two lightning balls, this time with a more erratic trajectory. Doesn’t knock the opponent out. 7) qcf+B (on air) Hits: 1 Damage: 2028 An on air version of 5), shot horizontally. 8) qcf+A (on air) Hits: 1 Damage: 2028 An on air version of 5), shot diagonally down. 9) qcf+Y/X (on air) Hits: 5 Damage: 1045 Performs a spinning arrow kick. X has a longer reach than Y. 10) X+Y Hits: 3 Damage: 5244 Long range. A continuous and empowered version of 1). It’s quite difficult to make all hits connect. 11) b+X+Y Hits: 8 Damage: 5624 Long range. Sends an energy surge that imitates a cyclone that travels the whole screen. It’s a kinetic motion. 12) B+A Hits: 12 Damage: 5904 Works at any distance. Shoots a massive lightning beam from both her hands. 13) B+A (on air) Hits: 14 Damage: 6888 Works at any distance. An on air version of 12) 14) X+Y (on air) Hits: 20 Damage: 5140 Close range. Storm glows with energy, imitating the eye of a hurricane. 15) b+B+A Hits: 4 Damage: 11960 Medium range. Sends a hurricane to the opponent, and uses her control over wind to smash them to the ground several times. 16) f+X+Y Hits: 42 Damage: 13524 Works at any distance. Summons a heavy rain (or probably stars, but I guess it’s rain due to the name the game gives it) to deal severe damage. Hits and damage can vary greatly with each use. Toad 1) d+L Hits: 2 Damage: 3164 It’s a throw, so must be used up close. 2) f, f+A Hits: 1 Damage: 1366 Jumps forward in a similar manner to some real life felines. 3) f, f+X Hits: 3 Damage: 2064 Jumps forward while spinning with his limbs stretched out. Doesn’t knock the opponent out. 4) b, b+X Hits: 2 Damage: 2267 A backwards front flip. Doesn’t knock the opponent out. 5) qcf+B Hits: 1 Damage: 2525 Shoots a ball of poison straight at the opponent. Doesn’t knock the opponent out. 6) qcf+A Hits: 1 Damage: 1945 Similar attack to 5), but this time the ball has medium range, and leaves the opponent Stunned. 7) qcf+X Hits: 13 Damage: 2563 A side kick infused with some kind of energy. 8) qcf+Y, B, B Hits: 3 Damage: 3172 Performs a handstand frontflip and follows up with two swings of his long tongue. 9) qcf+Y, A Hits: 2 Damage: 3067 Performs a handstand frontflip and follows up with 2). 10) qcf+Y, Y Hits: 2 Damage: 2993 Performs a handstand frontflip and follows up with a slide kick. 11) qcf+Y, X Hits: 2 Damage: 2846 Performs a handstand frontflip and follows up with a big jumping stomp. 12) qcb+B Hits: 6 Damage: 2768 Swings his long tongue several times. 15) qcf+Y/X (on air) Hits: 5 Damage: 1045 Performs a spinning arrow kick. Both buttons have the same reach. 16) B+A Hits: 2 Damage: 4968 Medium range, even though it’s a throw. 17) X+Y (on air) Hits: 3 Damage: 4420 Close range. Another throw, this time aiming diagonally down from above. 18) f+B+A Hits: 10 Damage: 7408 Close range. Charges a kick that sends the opponent into an Air Seek. 19) d+B+A Hits: 5 Damage: 9752 Close range. Jumps on his opponent several times before finally stomping them to the ground. 20) b+B+A Hits: 6 Damage: 15824 Close range. Stretches out his tongue to grab the opponent, and then happily toys with it until he finally throws it away, hitting the “screen” and cracking it. Wolverine 1) f, f+B Hits: 1 Damage: 2773 Rolls forward to deliver a heavy uppercut with his claws, sending the opponent into an Air Seek. 2) f, f+A Hits: 8 Damage: 2869 Dashes forward with his fists high while spinning. 3) qcf+A Hits: 4 Damage: 3450 A series of slashes with his claws that end with a side kick. 4) qcf+B Hits: 4 Damage: 3172 A series of slashes with his claws that end in an uppercut sending the opponent into an Air Seek. 5) qcb+Y/X Performs a leap forward. X has a noticeably longer reach. 6) After 5), B Hits: 1 Damage: 2442 Aims diagonally down with three of his claws. 7) After 5), A Hits: 1 Damage: 2773 Aims diagonally down with all his claws. 8) After 5), X/Y Hits: 1 Damage: 2111 Performs a heavy arrow kick. 9) qcf+B/A (on air) Hits: 5 Damage: 2509 A swift series of slashes with his claws. 10) b+B+A Hits: 5 Damage: 4600 Medium range. A melee beatdown that sends the opponent into an Air Seek. It’s a kinetic motion. 11) B+A Hits: 20 Damage: 8512 Close range. Delivers several slashes while spinning around before a final double slash on air. 12) B+A (on air) Hits: 9 Damage: 3393 Medium range. An empowered, on air version of 2). 13) f+B+A Hits: 12 Damage: 11500 Close range. A series of heavy slashes that end with an on air beatdown. 14) X+Y Healing move. Can recover nearly half of a full life bar. DISCLAIMER: Since the game is full of errors and glitches, this guide may provide inaccurate information. Everything detailed here was thoroughly tested, but no player can go beyond the limits of the game. Apologies in advance for this lack of accuracy. The arena is set once again for mutants of all kinds to battle for survival. 22 mutants on three different sides (X-Men, Magneto, Bastion) ready to kill anything in sight with their mighty powers. This game was the first to include outfits seen in the live action films. It’s easily noticeable in Wolverine, who dresses casually like Hugh Jackman in the movie instead of the yellow spandex suit worn in the comics, Toad also mirrors his live action counterpart, and Rogue is noticeably different from her comic counterpart too, just to name three of them. This guide will bring you a complete movelist of the characters, in which we distinguish two different kinds of attacks: super attacks, which can include melee attacks or different kinds of projectiles; and super moves, which consume one or more bars of your super meter. This is how the super meter works. There are four levels of super moves. The left bar is used for level 1, the middle one for level 2, the right one for level 3, and when all bars are full you can use level 4. Using a super move depletes the affected bars. Each super move has a small “charging period” where the character glows of a certain color, which changes depending on the level of the super move. These colors will be used to distinguish each level. To charge the meter, simply attack or be hit. The meter is charged from left to right, and through the Z button, you can transfer all of the charged meter into a single bar to allow for quicker high level super moves, like this screenshot shows. After this introduction, it’s time we get into business. This guide will go numbered, since some of the attacks shown here don’t appear in the in-game movelist at the pause screen and therefore have no official name. Besides the number and the button input, I’ll also include the damage it inflicts and the number of hits, just as a measure to gauge each move’s effectiveness. The color chart is as follows: Character name Super attacks Level 1 Super move Level 2 Super move Level 3 Super move Level 4 Super move As a last note, a full life bar means 30,000 damage, so any super move you see in the five digits takes away a good chunk of the life bar. Hits aren’t that important, but super moves can go very easily beyond 20 or 30, which should demonstrate how massive they are. As always, a quick explanation of the commands and terminologies: qcf: Quarter-circle forward (down, down-forward, forward) qcb: Quarter-circle back (down, down-back, back) b, f, d, u: Directional buttons: back, forward, down, up A, B, X, Y, L: The buttons needed to press in the controller. Technically, the former two are punches and the latter two are kicks, but this pattern isn’t always followed. Air Seek: Some attacks can send the opponent high into the air, situations in which “Air Seek” can be seen under the hits. At that time, tilt the control stick up, a close-up of your character will appear and you will be able to continue the combo in mid-air, sometimes unleashing two super moves in the same combo! Stunned: Self explanatory, the opponent will be unable to attack or defend for a brief period of time. Hitting the opponent against an obstacle or wall immediately produces a “Stunned” situation, but some attacks can produce it on their own. Kinetic motion: This terminology will be used on super moves which are unleashed as normal combos. This means that it’s possible the full move doesn’t connect because the opponent is out of range at some point in the attack, such as hitting a wall and therefore being knocked out, but most of the times it’s due to a glitch in the 3D graphics. This only applies to some melee attacks, as others aren’t affected by game glitches once they start (at least in regards to damage inflicted, that is) and projectile-based super moves are unaffected completely since the character unleashing them doesn’t move from the spot. Beast 1) b, f+Y Hits: 2 Damage: 2433 It’s a throw, so must be used up close. 2) f, f+B Hits: 5 Damage: 3325 Rolls forward, so all hits are low. Doesn’t knock the opponent out. 3) f, f+A, A Hits: 4 Damage: 4022 Four slaps in a helicopter-like swing. 4) f, f+Y Hits: 2 Damage: 2826 Lateral front flip kick. 5) f, f+X Hits: 1 Damage: 1561 A quick shoulder bash. 6) b, b+Y/X Hits: 1 Damage: 3291 A heavy kick with a somewhat evasive maneuver. Technically, Y should make the evasive maneuver to one side and X to the other, but there’s actually no difference between using one button or the other. 7) b+B/A Hits: 2 Damage: 3310 A vertical somersault, so must be used up close. B has a slightly shorter range than A. 8) qcf+B Hits: 5 Damage: 4321 A melee combination starring 4) and ending with a final smash to the ground. 9) qcf+A Hits: 5 Damage: 4321 A variation of 8) that instead sends the opponent into an Air Seek. 10) qcb+B/A Hits: 1 Damage: 3035 A forward somersault. B has a shorter reach than A. 11) qcf+X (on air) Hits: 4 Damage: 1705 Beast curls up to attack like a ball. Follows a diagonal trajectory. 12) B+A Hits: 2 Damage: 5035 It’s a throw, so must be used up close. 13) d+B+A Hits: 10 Damage: 8360 Close to medium range. Uses 11) to start, so can be avoided by jumping. It’s a kinetic motion. 14) B+A (on air) Hits: 16 Damage: 4980 Works at any distance. A more powerful variant of 12). 15) f+B+A Hits: 4 Damage: 9500 Close range. A heavy combination of kicks and punches. 16) b+B+A Hits: 12 Damage: 15675 Medium range. A barrage of acrobatic kicks that end with an overhead throw. Betsy 1) d+L Hits: 1 Damage: 3510 It’s a throw, so must be used up close. 2) f, f+X, Y Hits: 2 Damage: 2422 A low damaging kick combo. Second hit is low. No hit knocks the opponent out. 3) qcf+B Hits: 3 Damage: 2280 A melee combination consisting of a right-left punch and ending with her beam sword. 4) qcf+A Hits: 4 Damage: 2706 Melee combo that sends the opponent into an Air Seek. 5) qcf+Y Movement attack. Jumps forward a great distance and, if within range, over the opponent. 6) qcb+A, A, A Hits: 3 Damage: 3818 Melee attack. All hits leave the opponent Stunned. 7) qcb+Y Hits: 2 Damage: 2745 Melee attack that makes Betsy jump. 8) b, b+X/Y Movement attack. Performs an evasive maneuver to appear at the back of the opponent. X performs the move to the left, Y to the right. 9) qcb+X/Y (on air) Hits: 2 Damage: 3230 An on air variant of 7), slightly more damaging. 10) B+A Hits: 9 Damage: 4396 Close range melee attack. Sends the opponent into an Air Seek. It’s a kinetic motion. 11) X+Y Hits: 6 Damage: 6935 Close range. A powerful combination of kicks. It’s a kinetic motion. 12) b+B+A Hits: 13 Damage: 12106 Short range. An altered and more powerful version of 1). 13) f+B+A Hits: 7 Damage: 9500 Medium to long range. Makes the opponent lower their guard thanks to Betsy’s mental powers, and strikes them down with her beam sword. Bishop 1) d+L Hits: 6 Damage: 1985 It’s a throw, so must be used up close. 2) f, f+B Hits: 2 Damage: 3205 A left punch to right uppercut combination. 3) qcf+B Hits: 1 Damage: 2277 Shoots one of his pistols at the opponent. Doesn’t knock the opponent out. 4) qcf+A Hits: 2 Damage: 3049 Shoots his twin pistols at the opponent. Doesn’t knock the opponent out. 5) qcf+X Hits: 4 Damage: 2896 Shoots his pistols while doing a frontflip. Hits very high, so it can only hit most opponents if they are jumping. 6) qcb+X Hits: 2 Damage: 1641 Shoots his pistols while doing a backflip. Like in 5), hits very high. 7) qcb+B Hits: 6 Damage: 2778 Launches an explosive object to the air and makes it explode with a shot of his pistol. Doesn’t knock the opponent out. 8) qcb+A Hits: 1 Damage: 2277 Shoots an energy beam from his hands. It seemingly has certain levels of charge, dealing more hits and damage with higher levels, but I ignore the exact pattern to attain those levels. 9) qcb+A/B (on air) Hits: 1 Damage: 2525 Shoots his pistols diagonally down, one by each of his sides. 10) B+A Hits: 1 Damage: 5060 Counter attack, so must be used up close. Retaliates with a more powerful version of 8). 11) X+Y Hits: 12 Damage: 7284 Works at any distance. Shoots his twin pistols several times. 12) b+X+Y Hits: 14 Damage: 5656 A variant of 12) aimed at jumping foes only. Hits can vary heavily between each use. 13) f+B+A Hits: 7 Damage: 13156 Starts as a throw, so must be used up close. Launches the opponent into the air and shoots his pistols several times before the opponent falls to the ground, heavily damaged. 14) f+X+Y Hits: 3 Damage: 6900 Close range. Smacks his opponent with one of his pistols, and shoots it at point-blank range at his opponent’s head from behind. Strangely low damaging for its category. 15) b+B+A Hits: 3 Damage: +15000 Close range. Pushes the opponent away and throws one of his pistols at them. When the opponent picks it up, Bishop quickly shoots them with his other pistol, and the impact allows him to retrieve his “lost” weapon. Blob 1) d+L Hits: 7 Damage: 1793 It’s a throw, so must be used up close. 2) f, f+B, B Hits: 2 Damage: 3992 Swings his arms like a hammer, first down and then up. 3) f, f+A Hits: 1 Damage: 2566 Pushes the opponent away with his belly. 4) f, f+X Hits: 1 Damage: 2484 Charges forward, seemingly tripping to bash the opponent with his full body. 5) b, f+A, A, A Hits: 3 Damage: 7737 Claps his hands twice, then delivers a finishing backhand uppercut. All hits knock the opponent out. 6) b, f+Y Hits: 1 Damage: 2898 Stomps the ground with his foot. 7) b, f+X Hits: 1 Damage: 2898 Same attack as 6), but this time the tremor makes the attack have a long range. 8) qcb+B Hits: 3 Damage: 4278 A throw aimed at jumping opponents. 9) B+A Hits: 1 Damage: 5520 Works at any distance. Blob jumps high and smashes the ground with his belly. Can hit the opponent directly or let the shockwave do the work. 10) f+B+A Hits: 1 Damage: 6440 It’s a throw, so must be used up close. 11) X+Y Hits: 5 Damage: 10350 Works at any distance. Blob stomps on the ground a handful of times. 12) d+X+Y Hits: 1 Damage: 13800 Works at any distance. A more powerful variant of 9), Blob jumps very high and smashes the ground with his butt. Cyclops 1) b, f+A/B Hits: 1 Damage: 2359 Performs a horizontal swing with his laser visor. B performs it to the right, and A to the left. Doesn’t knock the opponent out. 2) f, f+A, A Hits: 2 Damage: 3435 Performs a swinging uppercut with both his hands, and follows up with the same attack performed with his laser visor. 3) f, f+Y Hits: 1 Damage: 1697 A heavy up-down vertical kick. 4) f, f+X, X Hits: 2 Damage: 4153 Performs two roundhouse kicks. The first one doesn’t knock the opponent out. 5) qcf+B/A/Y Hits: 1 Damage: 2359 Shoots a simple laser from his visor. B shoots it horizontally, A shoots it diagonally up and Y shoots it horizontally while Cyclops crouches. No attack knocks the opponent out. 6) qcb+A/B Hits: 2 Damage: 3049 A hammer uppercut sends the opponent flying and Cyclops finishes them with his laser visor. B seems to have a slightly shorter range than B. 7) qcb+Y Hits: 2 Damage: 2737 Starts by kneeing his opponent’s stomach and then delivers a powerful backflip kick. 8) qcb+X Hits: 2 Damage: 2737 Same attack as 7), but technically more powerful since it sends the opponent into an Air Seek. 9) qcf+B/A (on air) Hits: 1 Damage: 2359 An on air version of 5), shot horizontally. 10) qcb+B/A (on air) Hits: 1 Damage: 2359 Another variation of 5), this time shot diagonally down. 11) X+Y Hits: 15 Damage: 5508 Close range. A more powerful version of 7). 12) f+B+A Hits: 25 Damage: 7338 Medium range. A melee combo that ends with a massive beam. It’s a kinetic motion. 13) B+A Hits: 1 Damage: 10580 Medium range. Fires his beam to the ground, creating an explosion. 14) B+A (on air) Hits: 35 Damage: 11270 Works at any distance. A powerful beam trademark of Cyclops. It’s shot horizontally, so can be used during an Air Seek for devastating damage. 15) b+B+A Hits: 38 Damage: 15542 Works at any distance. The standing version of Cyclops trademark attack, slightly more damaging because of its higher category. Forge 1) d+L Hits: 3 Damage: 3266 It’s a throw, so must be used up close. 2) qcf+B/A Hits: 1 Damage: 2525 Shoots a single projectile from his weapon. B is shot while crouching, while A is shot while standing. 3) qcf+X Hits: 1 Damage: 2442 Throws some kind of grenade to the opponent. Doesn’t have a very good range. 4) qcb+B Hits: 1 Damage: 952 Shoots a mysterious projectile from his gun. Travels slowly, and leaves the opponent Stunned if it connects. 5) qcb+A Hits: 1 Damage: 2359 Summons an explosive mechanical spider right by his feet that travels horizontally. Doesn’t knock the opponent out. 6) qcb+X Hits: 3 Damage: 2317 Forge lays facedown in the ground and shoots three small bullets from his weapon. Hits low, and doesn’t knock the opponent out. 7) qcf+B/A (on air) Hits: 1 Damage: 1449 An on air version of 2), shot diagonally down. 8) qcb+B/A (on air) Hits: 1 Damage: 2442 An on air version of 3), has an even worse range. 9) B+A Hits: 10 Damage: 2760 Works at any distance. Shoots a laser beam from his gun. Can be avoided by crouching. 10) f+B+A Hits: 1 Damage: 6716 Works at any distance. A single shot that forbids the opponent from using super moves for several seconds. Leaves the opponent Stunned. 11) B+A (on air) Hits: 5 Damage: 4600 Medium range. Shoots a handful of bullets diagonally down, so it’s hard to connect properly during an Air Seek. 12) f+X+Y Hits: 1 Damage: 9200 Works at any distance. Creates a massive nuke that affects the whole screen. 13) b+B+A Hits: 56 Damage: 15176 Works at any distance. Forge summons the spirits of the deceased and sends them as projectiles to attack the opponent. Deals heavy damage, but the number of hits can vary sometimes, and with it the damage dealt. Gambit 1) d+L Hits: 3 Damage: 2577 It’s a throw, so must be used up close. 2) b, f+Y Hits: 1 Damage: 2608 Swings his staff from down to up. 3) b, f+X Hits: 1 Damage: 2939 A slightly more powerful version of 2) that sends the opponent into an Air Seek. 4) b, f+B/A Hits: 1 Damage: 2442 Shoots a card at his opponent. Though the attack is executed a bit differently with each button, damage and hits are the same. No attack knocks the opponent out. 5) f, f+A Hits: 1 Damage: 1945 Swings his staff horizontally in a baseball bat manner. 6) f, f+X, X Hits: 2 Damage: 3031 Twin spinning kicks. Only the second one knocks the opponent out. 7) qcf+B/A Hits: 3 Damage: 5629 Shoots three cards in a widespread formation. B is performed to the left and A to the right. Doesn’t knock the opponent out. 8) qcb+B Hits: 8 Damage: 2788 A quick succession of thrusts of his staff. Last hit leaves the opponent Stunned. 9) qcb+A, A Hits: 1 Damage: 2608 Shoots a card at short range. It’s charged with energy, so explodes if it makes contact. If it fails to reach the opponent, it will remain in the ground for several seconds posing a threat to any opponent that attempts to get closer. The card self-explodes after a few seconds. 10) qcb+A, B Hits: 1 Damage: 2442 A secondary input for 4). 11) qcb+A, X Hits: 4 Damage: 7036 Combines the two variants of 7) in a single move. 12) qcf+B/A (on air) Hits: 1 Damage: 2442 An on air version of 4), shot horizontally. 13) qcb+B/A (on air) Hits: 1 Damage: 2442 An on air version of 4), shot diagonally down. 14) B+A Hits: 1 Damage: 5566 Medium range, even though it’s a throw. 15) b+B+A Hits: 1 Damage: 6532 Close range. Lifts the opponent up with a kick before shooting a card at them while falling. 16) B+A (on air) Hits: 6 Damage: 6624 Medium range. Shoots several cards down in a diagonal trajectory, so it’s hard to connect properly during an Air Seek. 17) f+B+A Hits: 58 Damage: 10904 Works at any distance. Shoots a ton of cards to the opponent. Number of hits can vary greatly in each use, and with it the damage. 18) d+B+A Hits: 11 Damage: 21758 Medium range. Sends a shockwave through the ground, and then shoots cards like a rain shower in all directions. Number of hits and damage can vary greatly in each use. Havok 1) b, f+X Hits: 3 Damage: 2944 It’s a throw, so must be used up close. 2) f, f+B/A Hits: 1 Damage: 2608/2773 A heavy punch to the gut. B performs it with one arm, A with both (hence the slightly higher damage). 3) f, f+X Hits: 1 Damage: 2359 A heavy side kick. Can be avoided by crouching. 4) qcb+B Hits: 2 Damage: 2501 Two uppercuts, first with one arm then with both, that send the opponent into an Air Seek. 5) qcb+A Hits: 1 Damage: 3187 Shoots a plasma stream from both his hands. 6) qcb+X Hits: 3 Damage: 2538 Knees the opponent in the stomach, follows with a low side kick and then performs a heavy backflip kick that sends the opponent into an Air Seek. 7) qcf+B/A Hits: 1 Damage: 2359 Shoots a single plasma stream from one of his arms. B is shot while standing and A is shot while crouching. Doesn’t knock the opponent out. 8) qcb+B/A (on air) Hits: 1 Damage: 2359 An on air version of 7), shot diagonally down. 9) qcf+B/A (on air) Hits: 1 Damage: 2359 An on air version of 7), shot horizontally. 10) f+B+A Hits: 9 Damage: 5244 Medium to long range. A variation of Cyclops’ level 2 super move, but instead of firing a beam he keeps punching his opponent into the air. It’s a kinetic motion. 11) B+A Hits: 14 Damage: 6440 Works at any distance. Shoots a plasma beam from both his fists. 12) B+A (on air) Hits: 14 Damage: 6440 Works at any distance. Same attack as 12) but used on air. Perfect for Air Seek combos due to its horizontal trajectory. 13) X+Y Hits: 1 Damage: 9200 Works at any distance. A plasma explosion that covers the whole screen. 14) b+X+Y Hits: 1 Damage: 15640 Works at any distance. Havok jumps high and powers up while aiming at his opponent. He then fires down a massive plasma beam upon his target. Juggernaut 1) d+L Hits: 4 Damage: 4042 It’s a throw, so must be used up close. 2) qcf+Y Hits: 1 Damage: 3353 A dashing headbutt. Doesn’t cover much distance, though. 3) qcf+X Hits: 3 Damage: 3400 It’s a throw, so must be used up close. 4) qcb+A Hits: 2 Damage: 4139 A throw aimed at jumping foes only. 5) b, f+B Hits: 2 Damage: 3362 A one-two punch aimed at smashing the opponent into the ground. 6) b, f+A Hits: 1 Damage: 3353 A straight punch. It has a longer reach than it seems. 7) b, f+Y Hits: 1 Damage: 3022 A hammer uppercut with both his fists. 8) b, f+X Hits: 1 Damage: 3105 A hammer smash with both his fists. 9) qcf+B/A (on air) Hits: 2 Damage: 3362 A helicopter-like swing. Rarely used in battle since Juggernaut cannot produce an Air Seek. 10) X+Y Hits: 4 Damage: 6256 Close range. He rams the opponent, delivering a series of punches afterwards. It’s a kinetic motion. 11) B+A (on air) Hits: 2 Damage: 5704 Close range. A variation of 9) that ends with a hammer smash. Again, rarely used in battle. 12) B+A Hits: 2 Damage: 8188 Close range. Smashes the ground with his fists in consecutive hits. It sends the opponent flying, landing behind Juggernaut. 13) b+B+A Hits: 3 Damage: 10983 Close range. Doesn’t need to connect the first hit to unleash the full move. Smashes the ground with one of his fists, sending the opponent flying behind him, then smashes the ground again while turning back with his other fist to send the opponent back to the starting point, and delivers one final ground smash with both his fists. It’s a kinetic motion. 14) f+B+A Hits: 11 Damage: +25000 Close range. Doesn’t need to connect the first hit to unleash the full move. A massive beatdown consisting of several ground smashes. It’s a kinetic motion, which makes it quite hard to deliver all the hits. Not like it matters, because it delivers heavy damage even when only half the hits connect. Lady Deathstrike 1) f, f+B Hits: 2 Damage: 3049 A double swing, first from side to side and then from down to up. First hit leaves the opponent Stunned, second produces an Air Seek. 2) f, f+A Hits: 2 Damage: 2737 Bashes the opponent with her shoulder, then pushes them back with both her palms. 3) f, f+Y Hits: 2 Damage: 2110 A jumping double side kick. Can be avoided by crouching. 4) f, f+X Hits: 2 Damage: 2658 A jumping double frontal kick. 5) qcf+B, B Hits: 1 Damage: 1614 Rolls forward and uppercuts the opponent into an Air Seek. 6) qcf+B, Y Hits: 1 Damage: 1366 Rolls forward and performs a sliding kick. Hits low, and doesn’t knock the opponent out. 7) qcf+B, X, X Hits: 3 Damage: 3206 Rolls forward and performs a backflip kick. The second input delivers an extra backflip kick that knocks the opponent out. 8) qcf+A Hits: 1 Damage: 2691 Jumps forward to deliver a very high hit. Easily avoidable by crouching. 9) qcb+B Hits: 2 Damage: 2892 Extends her arms forward. Has a medium range. 10) qcb+A Hits: 1 Damage: 3022 Pushes the opponent away by extending her arms. Has a medium-long range. 11) qcb+Y Hits: 2 Damage: 2814 A sideflip kick. Quick to trigger upon input. 12) qcb+X Hits: 2 Damage: 4070 A jumping kick. Follow up with d+Y upon hit. 13) qcf+B/A (on air) Hits: 5 Damage: 3701 Delivers several blows with her claws. 14) B+A Hits: 7 Damage: 5980 Medium range. Delivers a series of blows with her claws before finishing with 9). It’s a kinetic motion. 15) X+Y Hits: 5 Damage: 7452 Close range. An empowered and continuous version of 12). It’s a kinetic motion. 16) f+B+A Hits: 9 Damage: 8786 Medium-long range. Extends her arm to grab her opponent, then delivers a series of blows from the distance and finishes off with 10). 17) b+B+A Hits: 13 Damage: 15916 Medium range. Attacks the opponent with swift movements before thrusting them with one of her extensible arms. Magneto 1) d+L Hits: 4 Damage: 2410 It’s a throw, so must be used up close 2) f+L Hits: 3 Damage: 2993 It’s a throw, so must be used up close. 3) b, f+A Hits: 1 Damage: 1945 Summons some kind of magnetic wave in the shape of a tornado at the opponent’s feet. 4) f, f+X Hits: 1 Damage: 1446 A jumping knee blow. 5) qcf+A Hits: 1 Damage: 3022 Smashes the ground, creating some kind of magnetic dome that sends the opponent into an Air Seek. 6) qcf+X Hits: 1 Damage: 2111 Summons some kind of magnetic projectile that travels the screen horizontally. Doesn’t knock the opponent out. 7) qcf+Y/qcb+Y Hits: 1 Damage: 2111 Summons two magnetic objects, approaching from each side to clasp the opponent. First input summons the objects at a long range, the second input summons them right before Magneto. 8) qcf+B/A (on air) Hits: 1 Damage: 1614 Shoots a magnetic stream horizontally from one of his hands. 9) qcb+B/A (on air) Hits: 1 Damage: 1614 Same attack as 8), but strangely enough, it’s shot diagonally up, contrary to the rest of characters. 10) B+A Hits: 1 Damage: 5520 Close range. An empowered version of 5). Sends the opponent into an Air Seek. 11) X+Y Defensive move. Creates a magnetic shield to protect himself from projectile attacks that lasts for about 15 seconds. 12) f+B+A Hits: 27 Damage: 8181 Works at any distance. Shoots a powerful magnetic stream from both his hands. 13) B+A (on air) Hits: 19 Damage: 5244 Works at any distance. An empowered version of 8). 14) b+B+A Hits: 15 Damage: +10000 Close range. First attacks with a magnetic pulse from one of his palms, then encases the opponent in a magnetic shield and tosses them aside a few times before plummeting them to the ground. 15) d+X+Y Hits: 32 Damage: 15008 Works at any distance. Summons several magnetic objects from below as he charges his magnetic powers, the unleashes several more magnetic projectiles. Hits and damage dealt can vary in each use. Mystique 1) b, f+Y Hits: 1 Damage: 2028 Shooting her gun behind her, Mystique takes advantage of the impulse to perform a sweep attack. Easily avoidable by jumping. 2) b, b+X/Y Hits: 2 Damage: 2423 Performs a lateral flip. Technically, each button should perform the flip to a different side, but in the end there’s no such difference. 3) b, b+B Hits: 1 Damage: 3312 Shoots an energy ball from her gun. Takes a bit of preparation time. 4) qcf+A/B/Y Hits: 1 Damage: 2359 Shoots an energy bullet from her weapon. Y is shot while crouched, B is shot while standing and A is aimed at jumping foes. No attack knocks the opponent out. 5) qcf+X Hits: 5 Damage: 3057 Shoots an energy bullet to the ground, creating a small blast. Doesn’t knock the opponent out. 6) qcb+B Hits: 2 Damage: 2524 Uppercuts her opponent into the air and shots her gun at them. 7) qcb+A Hits: 2 Damage: 3260 A variant of 6), this time Mystique waits for her opponent to fall a bit and shoot a heavier projectile similar to 3). 8) qcb+X Hits: 1 Damage: 3560 It’s a throw, so must be used up close. 9) qcf+B/A (on air) Hits: 1 Damage: 2359 An on air version of 4), shot horizontally. 10) X+Y Hits: 5 Damage: 5612 Short range. An empowered and continuous version of her default throw. 11) f+X+Y Hits: 17 Damage: 7199 Medium range. A combination of hits and gun smashes that end with a shower of bullets shot in ascending order. It’s a kinetic motion. 12) B+A Hits: 35 Damage: 9660 Any distance. A massive shower of bullets rains down on the opponent. 13) B+A (on air) Hits: 32 Damage: 9408 Any distance. An on air version of 12), slightly shorter and as such less damaging. 14) d+B+A Hits: 1 Damage: 10560 Short range. Mystique knocks out her opponent, then takes cover as the screen switches to a sniper-like format. The opponent is then shot in the forehead with deadly precision. Nightcrawler 1) d+L Hits: 3 Damage: 2761 It’s a throw, so must be used up close. 2) b, f+X Hits: 1 Damage: 2028 Nightcrawler warps a bit behind on the air to strike the opponent down with an arrow kick. 3) f, f+A Hits: 7 Damage: 2547 A series of thrusts delivered with the sword on his back. 4) b, b+X/Y Hits: 1 Damage: 2442 Jumps behind and takes impulse to kick the opponent away. Technically, each button should jump diagonally towards a different side, but in the end there’s no such difference. 5) qcf+B Hits: 2 Damage: 2987 Rolls forward and thrusts his sword into the enemy’s legs. 6) qcf+A Hits: 3 Damage: 2979 Harmoniously swings his sword a few times and retreats with a side backflip. 7) qcf+Y Hits: 2 Damage: 2306 Performs a sliding kick and finishes with a swing of his sword. Easily avoidable by jumping. 8) qcb+Y/X Movement attack. Nightcrawler teleports. Distance can be adjusted with the Control Stick. Y teleports at ground level, X at air level. 9) qcb+Y/X (on air) An on air version of 8). Y makes Nightcrawler return to the ground and X keeps him in the air. 10) B+A Hits: 9 Damage: 4964 Close range. Nightcrawler grabs his opponent from behind and teleports several times, seemingly damaging the opponent in the process. 11) X+Y Hits: 3 Damage: 7268 Close range. Lifts the opponent up with a kick, then teleports above them to send them down with another kick and teleports back to ground level to deliver one final kick. 12) b+B+A Hits: 5 Damage: 9660 Close range. Nightcrawler grabs the opponent and teleports into the air, sending the opponent down with a hammer punch. He then swings his sword before teleporting above them and sending them down with a final slash. 13) f+B+A Close range. Nightcrawler leaves the opponent in what appears like the alternate dimension he enters while teleporting. There, the opponent is left defenseless for nearly 10 seconds, open to any kind of attacks. The hits and damage inflicted will depend in the combos you unleashed during that time frame. Phoenix 1) f, f+A, A Hits: 2 Damage: 2423 Two consecutive uppercuts. The second one sends the opponent into an Air Seek. 2) f, f+Y, Y Hits: 4 Damage: 3306 Four swift kicks that send the opponent flying into an Air Seek. 3) b, b+B Hits: 6/9 Damage: 2150/2480 Phoenix lifts her opponent high and then gently breathes some fire at them. I’ve listed two possible endings, the first one is the full move and the second just the fire breath. The fire breath alone doesn’t knock the opponent out. 4) b, b+X Hits: 1 Damage: 1945 Summons a big fire ball and hurls it into the opponent. Can hit either when the ball is being formed or after it’s shot. 5) b+A, A, A Hits: 3 Damage: 3771 Phoenix sets herself ablaze, then bashes her opponent by flying. First hit doesn’t knock the opponent out. 6) b+X Hits: 1 Damage: 1531 Sends a small flare through the ground at a medium range. Doesn’t knock the opponent out, and it’s pretty easy to avoid. 7) qcf+B Hits: 1 Damage: 1945 Shoots a firebird from one of her arms. Doesn’t knock the opponent out. 8) qcf+A Hits: 2 Damage: 2892 Same attack as 7), but this time two firebirds are shot. 9) qcb+A Hits: 2 Damage: 2797 It’s a throw, so must be used up close. 10) qcf+B/A (on air) Hits: 1 Damage: 1945 Shoots a firebird diagonally down using the power of her mind. B has a much shorter range than A. 11) qcf+Y/X (on air) Hits: 1 Damage: 1531 Performs an arrow kick. Again, Y has a much shorter range than X. 12) B+A Hits: 1 Damage: 4462 Works at any distance. Shoots an energy ball with her mind powers that confuse the enemy for about 10 seconds. While confused, the controls for movement are inverted. 13) X+Y (on air) Hits: 1 Damage: 3680 Close range. An empowered version of 11). 14) f+B+A Hits: 14 Damage: +8000 Works at any distance. Follow up with B, B, A, A+B for the full move. Shoots a series of firebirds. 15) B+A (on air) Hits: 9 Damage: 5382 Works at any distance. An on air version of 14). 16) X+Y Defensive move. Creates a protective shield that reflects projectiles. The shield lasts for about 15 seconds. 17) b+B+A Hits: 30 Damage: 17850 Long range. Phoenix flies towards her opponent and immerses him into a solar prominence, which ends in a massive beatdown within countless fire balls under her command. Psylocke 1) b, b+Y/X Movement attack. Appears behind her opponent by evading them by one side. Each button performs the maneuver at a different side. 2) f, f+X, Y Hits: 2 Damage: 2422 A low damaging kick combo. Second hit is low. No hit knocks the opponent out. 2) qcf+B Hits: 1 Damage: 2525 A dashing slash with her psychic sword. Leaves the opponent Stunned. 3) qcf+A Hits: 2 Damage: 2541 Two harmonious swings with her psychic blade. Sends the opponent into an Air Seek. 4) qcf+Y Movement attack. Jumps very high, aiming to land at the opponent’s back. 5) qcb+Y, Y, Y Hits: 3 Damage: 2979 A slightly different version of Betsy’s attack, additional hits are delivered the more you push the button. 6) qcf+B/A (on air) Hits: 1 Damage: 2277 Aims diagonally down towards her opponent with the palm of her hand extended. 7) qcb+B/A (on air) Hits: 1 Damage: 1117 A variant of 6) with a completely vertical trajectory, and strangely a lot less damaging. 8) B+A Hits: 9 Damage: 4392 Close range. Same attack as Betsy’s level 1 super move, a combination of punches and kicks ending in an Air Seek. It’s a kinetic motion. 9) B+A (on air) Hits: 5 Damage: 3980 Medium range. An empowered version of 6). 10) X+Y Hits: 6 Damage: 6715 Close range. Same attack as Betsy’s level 2 super move, a swift combination of kicks. It’s a kinetic motion. 11) f+B+A Hits: 30 Damage: 18060 Works at any distance. Uses her ninja powers to summon some kind of energy stream towards her opponent. Delivers heavy damage. 12) b+B+A Hits: 23 Damage: 15065 Long range, almost any distance. Dashes forward with her sword, then the screen blacks out and all we see are two energy beams slicing something, until the screen returns to normal and we see the opponent knocked out. Rogue 1) f, f+A Hits: 1 Damage: 1821 A simple shoulder bash. Leaves the opponent Stunned. 2) qcf+B Hits: 1 Damage: 2401 An spiral uppercut. 3) qcf+A Hits: 1 Damage: 2815 A more powerful version of 2) that sends the opponent into an Air Seek. 4) qcf+X Hits: 2 Damage: 2633 Flies forward to grab the enemy and kiss them, acquiring their powers. 5) qcb+Y Absorbed ability after 4). Hits and damage depend on the opponent. 6) qcb+B Hits: 1 Damage: 2401 A straight punch to the gut. 7) qcb+A Hits: 1 Damage: 2815 A more powerful variant of 6) that also has slightly longer reach. 8) qcf+B/A (on air) Hits: 1 Damage: 2815 An on air version of 6), which turns into a powerful version of 7) with A for the longer reach. 9) qcf+X (on air) Hits: 1 Damage: 2500-3000 Dashes forward to grab the opponent and smack them to the ground. 10) XY Hits: 2 Damage: 4673 Close range. Grabs the opponent and heavily drains their power, dealing severe damage. 11) B+A (on air) Hits: 1 Damage: 5060 Medium range. An empowered version of 6). 12) b+B+A Hits: 16 Damage: 6992 Close range. Flies upwards with her fist high in a spiral pattern. 13) d+B+A Hits: 5 Damage: 8280 Close range. A series of heavy punches that end in a slow-motion uppercut. Can also be performed with B+A. 14) f+B+A Hits: 3 Damage: 13340 Close range. Jumps diagonally forward with her fist high, then aims for the ground and emits a blast upon impact. It’s a kinetic motion. 15) f+X+Y Hits: 4 Damage: 13800 Medium range. Rogue delivers a series of heavy blows while flying around the stage. Sabretooth 1) After L, b+B Hits: 7 Damage: 2621 After smashing his opponent to the ground, he pushes his opponent’s head for a while before tossing his opponent away. 2) After 1), u+B Hits: 7 Damage: 3485 Follows the same pattern as 1), but the extra input makes Sabretooth launch his opponent into the air. 3) f, f+B Hits: 3 Damage: 2869 Swings his claws three times from side to side. 4) f, f+A Hits: 3 Damage: 3090 A more powerful version of 3) that sends the opponent into an Air Seek. 5) f, f+X Hits: 3 Damage: 2194 A heavy front kick that sends the opponent away. 6) b, f+A Hits: 1 Damage: 3270 A powerful two handed smash. 7) qcf+B Hits: 2 Damage: 1945 It’s a throw, so must be used up close. 8) After 7), b, f+B+A Hits: 5 Damage: 3807 Simply continues the throw started in 7) to trash his opponent a bit more. 9) qcf+A Hits: 1 Damage: 4324 Tackles the opponent head on, and takes advantage of it being Stunned to unleash a Pile Driver-like throw on it. 10) qcf+Y Hits: 1 Damage: 3680 Similar attack as 9), but this time uses a back breaking throw. 11) qcb+B Hits: 7 Damage: 2509 Swings his claws rather quickly. 12) qcb+A Hits: 1 Damage: 1117 A heavy elbow hit to the face. Leaves the opponent Stunned and back turned. 13) qcb+Y/X Hits: 1 Damage: 1945 Swings his claws on the ground, like launching sand at the opponent. Each button performs the attack with a different arm. 14) qcf+B/A (on air) Hits: 4 Damage: 2620 An on air, watered down version of 11). 15) B+A Hits: 1 Damage: +4000 Medium range. Delivers a hammer smash to the opponent, and grabs them by their feet while unconscious to throw them away. 16) B+A (on air) Hits: 1 Damage: 5152 Close range. A heavy two handed hammer smash. 17) f+B+A Hits: 1 Damage: 6072 Close range. Delivers a heavy ground smash that sends the opponent into an Air Seek. 18) b+B+A Hits: 6 Damage: 6440 Close range. A series of ground pounds followed by a light beatdown. 19) X+Y Healing move. Doesn’t recover much health, though, but enough to make a difference if time isn’t on your side in a battle. 20) b+X+Y Hits: 6 Damage: 10580 Medium range. A massive beatdown that ends with Sabretooth breaking the opponent’s neck. Sentinel A 1) f, f+B Hits: 1 Damage: 2918 A heavy straight punch. Has a great reach due to his immense size. 2) f, f+A Hits: 6 Damage: 3639 A two handed straight punch, infused with energy. 3) f, f+Y Hits: 1 Damage: 2835 Dives forward, covering a great distance. 4) b, b+A Hits: 1 Damage: 2918 A heavy two handed jumping hammer smash to the ground. 5) b, b+X Hits: 1 Damage: 2007 Similar attack to 4), but this time performed with his knee. 6) qcf+B Hits: 2 Damage: 3479 Shoots twin energy balls with one of his hands. Their trajectory mirrors each other. Doesn’t knock the opponent out. 7) qcf+A Hits: 2 Damage: 3644 An up-down two handed double hammer smash. 8) qcb+B, B Hits: 8 Damage: 3543 Gathers energy in his palm to damage the opponent. Second button serves as finisher, otherwise the move doesn’t knock the opponent out. 9) qcb+A, A Hits: 8 Damage: 3543 Exactly same attack as 8), but this time aimed at jumping foes. 10) qcb+Y Hits: 1 Damage: 2835 Stomps the ground, creating a shockwave. 11) qcb+X Hits: 1 Damage: 3084 A heavier and energized stomp that sends the opponent away. 12) d+B+A Hits: 1 Damage: 5290 Close range. A heavy ground pound that sends the opponent flying. 13) B+A (on air) Hits: 1 Damage: 5336 Close range. A heavy two handed hammer smash. Rarely used, as he cannot produce an air seek. 14) b+B+A Hits: 30 Damage: +8000 Close range. Follow up with B, B, B, B, A for more hits. An empowered, two handed version of 8). 15) B+A Hits: 14 Damage: 7210 Works at any distance. Shoots a massive energy beam from one of his arms. 16) X+Y Powers up for roughly 10 seconds. All attacks deliver not less than 50% more damage. 17) f+B+A Hits: 1 Damage: 9844 Close range. Charges a very heavy and energized punch. 18) f+X+Y Hits: 9 Damage: 15916 Close range. “Infects” his opponent with energy, which then seemingly causes small explosions on their body in mid-air as they float about without control. Sentinel B NOTE: If before using Sentinel B in costume II you’ve picked a character with projectile-based attacks, the android’s energy will change colors according to the character used. 1) b, f+A Hits: 1 Damage: 3105 Dashes forward with her fists high and covered in energy. 2) f, f+A Hits: 1 Damage: 1780 A simple shoulder bash. Leaves the opponent Stunned. 3) f, f+X, X Hits: 4 Damage: 3293 Four swift kicks that send the opponent into an Air Seek. 4) b, b+B Hits: 2 Damage: 2719 Creates a couple of energy balls. Doesn’t knock the opponent out. 5) b, b+A Hits: 1 Damage: 2773 Shoots a quick energy stream from one hand. Doesn’t knock the opponent out. 6) b, b+X Hits: 2 Damage: 3049 Creates twin energy balls, their trajectory mirroring each other. Doesn’t knock the opponent out. 7) b+Y Defensive move. Creates a quick projectile shield to defend herself for just a second. 8) qcf+B Hits: 10 Damage: 2788 Sends a stream of energy following the ground. Easy to avoid by jumping. Doesn’t knock the opponent out. 9) qcf+A Hits: 9 Damage: 2565 Punches the ground to emit a beautiful fountain of energy. 10) qcb+B Hits: 1 Damage: 2939 An energized uppercut. Sends the opponent into an Air Seek. 11) qcb+Y Hits: 3 Damage: 2641 It’s a throw, so must be used up close. 12) qcf+B (on air) Hits: 1 Damage: 2939 Shoots a single energy ball diagonally down. 13) qcf+Y (on air) Hits: 1 Damage: 2608 Aims diagonally down towards her opponent with her fist high. 14) qcf+A (on air) Hits: 1 Damage: 1945 An on air version of 5), shot horizontally. 15) qcf+X (on air) Hits: 1 Damage: 2500-3000 Dashes towards the opponent to grab them and plummet them to the ground with a hammer smash. 16) f+B+A Hits: 6 Damage: 5060 Close range. A series of energized gut punches that end with 10), and thus sends the opponent into an Air Seek. 17) X+Y (on air) Hits: 6 Damage: 2760 Medium range. An empowered version of 13). 18) b+B+A Hits: 12 Damage: 5736 Works at any distance. An empowered version of 5), shot with both hands. 19) B+A (on air) Hits: 14 Damage: 6692 Works at any distance. An on air version of 18). 20) b+X+Y Powers up for roughly 10 seconds. All hits now deliver at least 50% more damage. 21) X+Y Hits: 43 Damage: 17802 Works at any distance. Sends several streams of energy in different directions towards her opponent. Can look very nice with the right energy color. Storm 1) b, f+X/Y Hits: 1 Damage: 2525 Launches a lightning bolt at the opponent. Y has close range, while X has medium. 2) f, f+B Hits: 5 Damage: 3220 Dashes forward with her fists high while spinning. 3) b, b+B Hits: 1 Damage: 2111 Sends a raincloud to the opponent. Accuracy is lame, and just leaves the opponent Stunned. 4) qcf+A Hits: 1 Damage: 2277 Shoots a lightning beam from both her hands. Doesn’t knock the opponent out. 5) qcb+B/Y Hits: 1 Damage: 2028 Shoots a lightning ball with straight trajectory at the opponent. Almost no difference using one button or the other. Doesn’t knock the opponent out. 6) qcb+A Hits: 2 Damage: 2189 Shoots two lightning balls, this time with a more erratic trajectory. Doesn’t knock the opponent out. 7) qcf+B (on air) Hits: 1 Damage: 2028 An on air version of 5), shot horizontally. 8) qcf+A (on air) Hits: 1 Damage: 2028 An on air version of 5), shot diagonally down. 9) qcf+Y/X (on air) Hits: 5 Damage: 1045 Performs a spinning arrow kick. X has a longer reach than Y. 10) X+Y Hits: 3 Damage: 5244 Long range. A continuous and empowered version of 1). It’s quite difficult to make all hits connect. 11) b+X+Y Hits: 8 Damage: 5624 Long range. Sends an energy surge that imitates a cyclone that travels the whole screen. It’s a kinetic motion. 12) B+A Hits: 12 Damage: 5904 Works at any distance. Shoots a massive lightning beam from both her hands. 13) B+A (on air) Hits: 14 Damage: 6888 Works at any distance. An on air version of 12) 14) X+Y (on air) Hits: 20 Damage: 5140 Close range. Storm glows with energy, imitating the eye of a hurricane. 15) b+B+A Hits: 4 Damage: 11960 Medium range. Sends a hurricane to the opponent, and uses her control over wind to smash them to the ground several times. 16) f+X+Y Hits: 42 Damage: 13524 Works at any distance. Summons a heavy rain (or probably stars, but I guess it’s rain due to the name the game gives it) to deal severe damage. Hits and damage can vary greatly with each use. Toad 1) d+L Hits: 2 Damage: 3164 It’s a throw, so must be used up close. 2) f, f+A Hits: 1 Damage: 1366 Jumps forward in a similar manner to some real life felines. 3) f, f+X Hits: 3 Damage: 2064 Jumps forward while spinning with his limbs stretched out. Doesn’t knock the opponent out. 4) b, b+X Hits: 2 Damage: 2267 A backwards front flip. Doesn’t knock the opponent out. 5) qcf+B Hits: 1 Damage: 2525 Shoots a ball of poison straight at the opponent. Doesn’t knock the opponent out. 6) qcf+A Hits: 1 Damage: 1945 Similar attack to 5), but this time the ball has medium range, and leaves the opponent Stunned. 7) qcf+X Hits: 13 Damage: 2563 A side kick infused with some kind of energy. 8) qcf+Y, B, B Hits: 3 Damage: 3172 Performs a handstand frontflip and follows up with two swings of his long tongue. 9) qcf+Y, A Hits: 2 Damage: 3067 Performs a handstand frontflip and follows up with 2). 10) qcf+Y, Y Hits: 2 Damage: 2993 Performs a handstand frontflip and follows up with a slide kick. 11) qcf+Y, X Hits: 2 Damage: 2846 Performs a handstand frontflip and follows up with a big jumping stomp. 12) qcb+B Hits: 6 Damage: 2768 Swings his long tongue several times. 15) qcf+Y/X (on air) Hits: 5 Damage: 1045 Performs a spinning arrow kick. Both buttons have the same reach. 16) B+A Hits: 2 Damage: 4968 Medium range, even though it’s a throw. 17) X+Y (on air) Hits: 3 Damage: 4420 Close range. Another throw, this time aiming diagonally down from above. 18) f+B+A Hits: 10 Damage: 7408 Close range. Charges a kick that sends the opponent into an Air Seek. 19) d+B+A Hits: 5 Damage: 9752 Close range. Jumps on his opponent several times before finally stomping them to the ground. 20) b+B+A Hits: 6 Damage: 15824 Close range. Stretches out his tongue to grab the opponent, and then happily toys with it until he finally throws it away, hitting the “screen” and cracking it. Wolverine 1) f, f+B Hits: 1 Damage: 2773 Rolls forward to deliver a heavy uppercut with his claws, sending the opponent into an Air Seek. 2) f, f+A Hits: 8 Damage: 2869 Dashes forward with his fists high while spinning. 3) qcf+A Hits: 4 Damage: 3450 A series of slashes with his claws that end with a side kick. 4) qcf+B Hits: 4 Damage: 3172 A series of slashes with his claws that end in an uppercut sending the opponent into an Air Seek. 5) qcb+Y/X Performs a leap forward. X has a noticeably longer reach. 6) After 5), B Hits: 1 Damage: 2442 Aims diagonally down with three of his claws. 7) After 5), A Hits: 1 Damage: 2773 Aims diagonally down with all his claws. 8) After 5), X/Y Hits: 1 Damage: 2111 Performs a heavy arrow kick. 9) qcf+B/A (on air) Hits: 5 Damage: 2509 A swift series of slashes with his claws. 10) b+B+A Hits: 5 Damage: 4600 Medium range. A melee beatdown that sends the opponent into an Air Seek. It’s a kinetic motion. 11) B+A Hits: 20 Damage: 8512 Close range. Delivers several slashes while spinning around before a final double slash on air. 12) B+A (on air) Hits: 9 Damage: 3393 Medium range. An empowered, on air version of 2). 13) f+B+A Hits: 12 Damage: 11500 Close range. A series of heavy slashes that end with an on air beatdown. 14) X+Y Healing move. Can recover nearly half of a full life bar. |
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