Ultimate Marvel vs. Capcom 3: FAQ/Move List

       -------------------------------------------------------------------------------
---------------------- [Ultimate Marvel vs Capcom 3] --------------------------
------------------------------[FAQ/Movelist]-----------------------------------
----------------------------[by Ice Queen Zero]--------------------------------
------------------- [Playstation 3/XBOX 360/PS Vita] --------------------------
-------------------------------------------------------------------------------

o---------------------o
      INTRODUCTION
o---------------------o

Good ol' Capcom is milking the cow (our money) once  again. They got $60 out of
whoever had bought Marvel Capcom 3 and just like what they do with their Street
Fighter series, they are charging $40 for another edition of Marvel vs Capcom 3
and dubbed it Ultimate Marvel vs Capcom 3. Smooth move, Capcom. Charge 40 more
dollars for an extra letter and extra characters and then pay more money for DLC
characters we paid for in the original Marvel vs Capcom 3.

o---------------------o
       DISCLAIMER
o---------------------o
Ultimate Marvel vs Capcom 3 and its characters are trademarks of Capcom and 
Marvel all copyrights belong to them.

This FAQ/Movelist is the sole copyright of Andrea "Azul Fria" Castillo aka
Ice Queen Zero and cannot be put on other sites or posted without my given 
permission nor can it be reproduced w/o proper consent.

For more of my guides: http://www.gamefaqs.com/features/recognition/74803.html
My PSN ID is AzulFria.

o--------------------o
         STORY
o--------------------o

Villains from the Marvel universe and Capcom universe are brought together by
Galactus in an effort to conquer both universes. It is up to characters from
both universes to come together and save the Earth from its impending doom.

o--------------------o
       CONTROLS
o--------------------o

PS3|XBOX 360
[]|X = Light Attack
/\|Y = Medium Attack
()|A = Heavy Attack
><|B = Special (Air Combo)
L1|LB = Assist 1
R1|RB = Assist 2
L2|LT = both Assists
R2|RT = Same as Light + Medium + Heavy
Select = Taunt

On the D-pad,

     u
  ub   uf
b         f
  db   df
     d

ub jumps backwards
u jumps straight up
uf jumps forwards
f walks forward
d crouches
db blocks low attacks and standing attacks
b blocks standing and jump attacks (you can block attacks in air)
~ means to hold previous direction briefly before continuing the motion

f,f = Dash (also in air) [You can also use f + Light + Medium or f + R2/RT]
b,b = Backdash (also in air) [You can also use b + Light + Medium or b + R2/RT]
d,u = Super Jump

The following are controls for special attacks which will be explained in their
own section

close, b/f + Heavy = Throw
d, df, f + either Assist = Snap Back
Light + Medium + Heavy + Special during Hyper Move = X-factor
Hold Assist = Tag Out
Delayed Hyper Combo = perform a Hyper Combo while another one is in play.
d, df, f + both Assists = Team Hyper Combo
Light + Medium during guard = Push block
Light, Medium, Heavy = Chain Combo start
f + Special during block = Crossover Counter
Special during air combo = Slam opponent to ground
same direction as opponent + Special during aerial combo = Aerial Counter

o--------------------o
   SPECIAL ATTACKS
o--------------------o

Snap Backs - hit the opponent so hard that it'll literally knock them into next
week and bring in one of their partners to fight. The snapbacked fighter will
be out of commision for a few seconds and all red life will be lost.

X-Factor: A new feature which has a lot of functions: You can use it to do more
damage, cancel out your hyper combos, and best of all... you can also reset the
damage scaling. It is now possible to destroy your opponent in one combo. That
was possible in previous games but now it's much easier. You can also use it to
regain some of your health.

Delayed Hyper Combo: As before, you can interrupt your Hyper with one of your
partner's combos and come in with the third partner's combos.

Team Hyper Combo: All active fighter's attack at once.

o--------------------o
         MODES
o--------------------o

Offline Mode
------------

Single (Arcade) Mode - you formulate a team of three and fight against six CPU
controlled teams and take on Galactus and co. in the final fight.

Versus - Two players face off against each other 3 on 3 offline.

Training - This is just a spot to test your moves, combos, and strategies. You
also get to see how much damage you deal with each action.

Mission: It's similar to Trial Mode in Vanilla and Super Street Fighter 4. Each
character has 10 missions to complete.

Network Mode
------------

Ranked Match - Players put it all on the line to rise up in rank.

Player Match - nothing at stake here. Just two players fighting each other over
the Internet for personal bragging rights.

Search Lobby - Find a lobby where a group of players are hanging out and take
turns fighting whoever wins the previous match

Create Lobby - Self explanatory. You create the lobby yourself and dictate how
many people you want  in it.

Leaderboard - see who has the most points out of all who have played the game
in network mode: ranked matches.

Gallery Mode
------------
View all character bios, endings, models, artwork, and sound from the game.
Some are unlockable via winning the game.

Options
-------
Just some setting adjustments.

o--------------------o
      MOVELISTS
o--------------------o

Each character has a set of special moves in addition to the normal attacks
given to them. They are executed by moving the joystick in a certain sequence
and pressing the appropiate attack button. Movenames in Parenthesis are their
names in Japanese.

===================================MARVEL SIDE==================================

+---------------------+
    CAPTAIN AMERICA
+---------------------+

Origin: Captain America

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Anti-Ground Kick: d + Heavy in air
Air Raid Kick: u + Heavy in air
Middle Kick: Medium, Medium
Shield Slash: d, df, f + Attack (also in air)
Charging Star: d, db, b + Attack
Stars and Stripes: f, d, df + Attack
Backflip: Attack + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Hyper Charging Star: d, db, b + 2 Attacks
Hyper Stars and Stripes: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Final Justice: d, df, f + 2 Attacks

---

Anti-Ground Kick: An air kick at a downward pointed angle.

Air Raid Kick: An air kick at an upward pointed angle

Middle Kick: If the Medium connects, pressing it again does an extra kick to the
opponent's midsection.

Shield Slash: Captain America throws his shield forward at his opponent.

Charging Star: Captain America charges forward with his shield extended.

Stars and Stripes: An anti-air uppercut.

Backflip: Captain America flips away.

Hyper Charging Star: Super version of Charging Star.

Hyper Stars and Stripes: Does multiple Stars and Stripes.

Final Justice: Captain America runs at opponent if he catches them, does a multi
punch n' kick combo.

+---------------------+
        DEADPOOL
+---------------------+

Origin: New Mutants

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o
Mad Wheel: f + Medium
Trigger Happy: d, df, f + Attack (also in air)
Ninja Gift: Trigger Happy, Attack (also in air) [Gift varies by strength]
Quick Work: d, df, f + Attack
Katana-Rama!: f, d, df + Attack
Chimichangas!: Quick Work or Katana-Rama! (Heavy), Heavy
TELEPORT: b, d, db + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Happy-Happy Trigger: d, df, f + 2 Attacks (also in air)
Cuttin' Time: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

4th-Wall Crisis: b, d, db + 2 Attacks

---

Mad Wheel: Overhead roundhouse kick.

Trigger Happy: Fires projectiles. Light fires low, Medium fires high, and Heavy
fires at an upward angle. This can be done in air and low fires at a downward
angle, Medium fires straight, and Heavy still fires at an upward angle.

Ninja Gift: Extra projectile Deadpool throws at the end of Trigger Happy. Light
throws a three beams, Medium throws a grenade, and Heavy throws ninja bolos to
capture the opponent. An airborne opponent falls hard when the bolos connect.

Quick Work: A low attack that knocks down opponent on contact.

Katana-Rama!: A slash at the opponent. The Heavy version version can OTG and
cause the opponent to bounce on the ground for more combo capabilities.

Chimichangas!: An extra attack that follows Quick Work or Katana-Rama!

TELEPORT: Deadpool with teleport to another part of the screen. Light is to the
left, Medium is center, and Heavy to the right. Malufuctions every 3rd time it
is used and causes and explosion that does damage to Deadpool along with the
opponent.

Happy-Happy Trigger: Super version of the Trigger Happy. Air version cann OTG.

Cuttin' Time: Slices and dices opponent. Can go through projectiles.

4th-Wall Crisis: Counterattack where Deadpool will go all out on opponent once
hit with a physical attack.

+---------------------+
      DOCTOR DOOM
+---------------------+

Origin: Fantastic Four

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Hard Kick: f + Heavy
Hidden Missile: b + Heavy
Foot Dive: f + Heavy in air
Plasma Beam: d, df, f + Attack (also in air)
Photon Shot: d, db, b + Attack (also in air)
Molecular Shield: f, d, df + Attack
Flight: f, d, df + Special (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Photon Array: d, db, b + 2 Attacks (also in air)
Sphere Flame: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Electric Cage: close, d, df, f + 2 Attacks

---

Hard Kick: Doctor Doom will do a field goal kick with his far leg.

Hidden Missile: A gun comes from underground and targets the opponent's current
location.

Foot Dive: Doctor Doom flies forward at a downward angle feetfirst at the foe.

Plasma Beam: A wave of plasma flies across the screen. Light will hit 4 times.
Medium hits 6 times and Heavy hits 10 times. The air version fires at a downward
angle and light hits 5, Medium hits 10, and Heavy hits 12 times.

Photon Shot: Doctor Doom takes two orbs in each hand and claps them together to
send an array of Photon in multiple directions. The air version will make the
Photon fly in downward forward angles.

Molecular Shield: Surrounds Doctor Doom with rocks before he shoots it at the
opponent. The strength determines how long the shield surrounds him before he
throws it.

Flight: Allows Doctor Doom to fly.

Photon Array: Beefed-up version of Photon Shot.

Sphere Flame: Doctor Doom charges a Photon Shot and throws it straight up into
the air and it explodes into multiple angles.

Electric Cage: Encases opponent into the cage that damages them before it blows
up. Must be done up close.

+---------------------+
     DOCTOR STRANGE
+---------------------+

Origin: Strange Tales

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Impact Palm: f + Heavy (also in air)
Illusion: b + Heavy
Daggers of Denak (Denak no Hikari Wa): d, df, f + Light or Medium (also in air)
Eye of Agamotto (Agamotto no Ma): d, df, f + Heavy (also in air)
Mystic Sword: f, d, df + Attack
Grace of Hoggoth (Hoggoth no Kage: d, db, b + Light or Medium (also in air)
Flame of the Faltine (Faltine no Honoo): d, db, b + Heavy (also in air)
Teleportation: b, d, db + Attack
Flight: d, db, b + Special (also in air)
Bolts of Balthakk (Balthakk no Inazuma): Attack + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Spell of Vishanti (Vishanti no Hijutsu): d, df, f + 2 Attacks (also in air)
Seven Rings of Raggadorr (Raggadorr no Nanatsu no Wa): d, db, b + A2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Astral Magic: f, d, df + 2 Attacks

---

Impact Palm: Causes the opponent to crumple to the ground.

Illusion: Counter physical attacks and appears behind the opponent.

Daggers of Denak (Denak no Hikari Wa): Discs that form then advances towards
the opponent's location. Light throws one. Medium throws three. Another bonus
is that you can add a fourth disc after the Medium version by using the Light
one afterwards

Eye of Agamotto (Agamotto no Ma): A yellow orb that can hit the opponent up
to 10 times. Impact Palms can shoot it at the opponent.

Mystic Sword: Dr. Strange slashes the air. Light version stays as a slash but
can be used for combos. Medium version throws a straight projectile. Heavy one
send the projectile at an upward angle.

Grace of Hoggoth (Hoggoth no Kage: Used in coordination with Flames of the
Faltine. The light version makes a yellow glyph as a go between for the Flame
of the Faltine. You can have up to 3 on the screen and they will move between
each other to track the opponent location to hit them. The more you have the
more damage the flame causes Medium version sends a red glyph that explodes if
the flame hits it. Nice job keeping up with the "if it's red it explodes" trend.

Flame of the Faltine (Faltine no Honoo): A green fireball that gets more power
from any Grace of Hoggoth's on the screen.

Teleportation: Dr. Strange teleports to certain spots. Light appears in front,
Medium appears behind, Heavy appears above opponent.

Flight: Dr. Strange hovers momentarily.

Bolts of Balthakk (Balthakk no Inazuma): Throws a green lightning bolt followed
by another.

Spell of Vishanti (Vishanti no Hijutsu): Dr. Strange uses a magic book to form
a pillar under where the opponent stands.

Seven Rings of Raggadorr (Raggadorr no Nanatsu no Wa): Blue Lightning bolt that
will strike anyone who hits Dr. Strange with a projectile during the counter
phase.

Astral Magic: Dr. Strange creates a ghastly hologram of himself that attacks the
opponent and binds them with rings. When the hologram returns, seven orbs will
form around the opponent and attack the opponent with a deadly blast.

+---------------------+
        DORMAMMU
+---------------------+

Origin: Strange Tales

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

The Sufferer (Dark Matter): f + Heavy
Flame Carpet: df + Heavy
Dark Spell - Destruction: d, db, b + Light
Dark Spell - Creation: d, db, b + Medium
Liberation: d, db, b + Heavy
Dark Hole: d, df, f + Attack (also in air)
Purification: f, d, df + Attack
Mass Change (Teleport): b, d, db + Attack (also in air)
Flight: f, df, d, db, b + Special (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Chaotic Flame: d, df, f + 2 Attacks
Stalking Flare: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Dark Dimension: f, d, df + 2 Attacks

---

The Sufferer (Dark Matter): Dormamu throws a dark arrow at the opponent.

Flame Carpet: Dormamu throws a pit of fire on the ground in front of him and
if the opponent should touch it, it explodes for multiple hits.

Dark Spell - Destruction: Absorbs red energy in the away hand. After doing this
3 times, the fourth time will make the full attack come out which is a flaming
attack across the lower part of the screen. If you did the move once, perform a
Liberation to do a short range fireball. Two times will do a midscreen fireball
and three times will be the same full screen attack as before.

Dark Spell - Creation: Absorbs blue eneregy in the close hand to the screen. If
you do this attack 3 times, the next one will make the full attack come out and
it stuns the opponent temporarily so they can't jump but does minimal damage if
any. One in conjuction with Liberation to make a spike appear in front. Two of
them will make multiple spikes appear in a wave motion. Three will do the same
full screen ground attack.

Liberation: WIthout a energy ball, it is a full body burst. If you have a red
and a blue energy ball. Dormamu claps his hands and makes meteros rain upon the
opponent.

Dark Hole: Creates a black hole that damages foes. Light attacks foes who are
close. Medium attacks foes about a jump away. Heavy attacks foes from afar.

Purification: Dark pillar rises from the ground, Light attacks foes who are up
close. Medium attacks foes from a jump away. Heavy attacks foes from afar.

Mass Change (Teleport): Dormamu will teleport to a spot depending on the button
strength. Left is away from the opponent. Medium is on the other side of the
opponent. Heavy is close to the opponent.

Flight: Dormamu hovers for a few seconds.

Chaotic Flame: A giant stream of flame across the screen.

Stalking Flare: A ball of flaming rock flies across the screen.

Dark Dimension: Encases opponent into a dark ball and explodes.

+---------------------+
      GHOST RIDER
+---------------------+

Origin: Marvel Spotlight

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Angry Chain (Ikari no Kusari): Heavy (must hit or be blocked), Heavy
Flaming Walls of Cruelty (Mujou no Honoo Kabe): b + Heavy
Hellfire (Jigoku no Gouka): d, df, f + Attack
Chain of Rebuttal (Togame no Honoo Kusari): f, d, df + Light
Chain of Punishment (Imashime no Honoo Kusari): f, d, df + Medium
Judgement Strike (Sabaki no Honoo Kusari): f, d, df + Heavy
Chaos Bringer (Konton no Kusari Imajime): d, db, b + Light
Hell's Embrace (Rengoku no Kusari Imajime): d, db, b + Medium
Conviction Slam (Danzai no Kusari Imajime): d, db, b + Heavy

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Hellfire Maelstorm (Funnu no Kyou Kusari): d, df, f + 2 Attacks
Spirit of Vengeance (Fukushuu no Shouryou): f, d, df + 2 Attacks,
                                            follow with any button

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Penance Stare (Shokuzai no Me): f, df, d, db, b + 2 Attacks

---

Angry Chain (Ikari no Kusari): Connect with the Heavy first and then you can use
this to pull the opponent to you.

Flaming Walls of Cruelty (Mujou no Honoo Kabe): Summons a spike from in front
of Ghost Rider. It nullifies projectiles and OTGs.

Hellfire (Jigoku no Gouka): Fire breath. Light will attack low similar to the
fatality of Scorpion's in the first few Mortal Kombats. Medium attacks straight
ahead. Heavy is an anti-air flame that attacks at an upward angle.

Chain of Rebuttal (Togame no Honoo Kusari): Ghost Rider will lash out with a
red chain for a multihit strike.

Chain of Punishment (Imashime no Honoo Kusari): Anti-air version of the Chain
of Rebuttal.

Judgement Strike (Sabaki no Honoo Kusari): Sends fireballs across the screen.

Chaos Bringer (Konton no Kusari Imajime): Pull the opponent closer.

Hell's Embrace (Rengoku no Kusari Imajime): Pulls the opponent a little closer
then hangs them in the air to burn them.

Conviction Slam (Danzai no Kusari Imajime): Ghost Rider uses the chain to grab
the opponent and spins them around and tosses them to the pavement.

Hellfire Maelstorm (Funnu no Kyou Kusari): A fire tornado surrounds Ghost Rider
as he swings his chain around. The chain itself will eventually cover the whole
screen and cause a fiery eruption.

Spirit of Vengeance (Fukushuu no Shouryou): Ghost Rider will ride his motor-
cycle and uses it to attack the enemy. Follow with Light to run the opponent
over at high speed. Medium will make the motorcycle jump. Heavy will make it
spin and hit the opponent hard. Special hits the opponent with a wheelie.

Penance Stare (Shokuzai no Me): Grabs opponent and stares directly into their
eyes and the opponent suffers heavy damage. This can kill opponents with low
maximum HP instantly namely Phoenix (Jean Grey).

+---------------------+
       HAWKEYE
+---------------------+

Origins: Tales of Suspense

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Shock Value: f + Medium
Hard Staff: f + Heavy
Hop Toad: df + Heavy
Quick Shot - Greyhound: d, df, f + Light (also in air)
Quick Shot - Hunter: d, df, f + Medium (also in air)
Quick Shot - Spritzer: d, df, f + Heavy (also in air)
Trick Maneuver: d, db, b + Attack
Trick Shot [Violet Fizz]: Trick Maneuver, Light
Trick Shot [Ice Breaker]: Trick Maneuver, Medium
Trick Shot [Rusty Nail]: Trick Maneuver, Heavy
Ragtime Shot [Jack Rose]: f, d, df + Light
Ragtime Shot [Kamikaze]: f, d, df + Medium
Ragtime Shot [Balalaika]: f, d, df + Heavy

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Gimlet: d, df, f + 2 Attacks (also in air)
Kiss of Fire: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

X, Y, Z: d, db, b + 2 Attacks

---

Shock Value: Blue projectile with electric properties.

Hard Staff: Does two roundhouse kicks.

Hop Toad: A slide attack that hits low.

Quick Shot - Greyhound: Hawkeye shoots three projectiles at the opponent.

Quick Shot - Hunter: Temporarily renders opponents motionless with a net.

Quick Shot - Spritzer: Eats up projectiles as it travels forward.

Trick Maneuver: Haweye will make move forward or backward to get into position
to use his Trick Shot. Light flips backward. Medium rolls forward. Heavy flips
forward.

Trick Shot [Violet Fizz]: Shoots poison arrow that slowly drains his opponent's
lifebar momentarily as long as Hawekye is not hit during the whole duration as
it'll stop the poison instantly.

Trick Shot [Ice Breaker]: Can make the enemy bounce on the ground to open them
up for more combo damage.

Trick Shot [Rusty Nail]: Fires a beamlike arrow.

Ragtime Shot [Jack Rose]: Explosive arrows will come down after Hawkeye shoots
them up.

Ragtime Shot [Kamikaze]: Arrows will split into more arrows on the way down.

Ragtime Shot [Balalaika]: Three arrows fall from the sky.

Gimlet: Shoots a deadly arrow that does massive damage.

Kiss of Fire: Multiple exploding arrows that Hawkeye shoots up into the air and
rains down on the opponent and they explode.

X,Y,Z: Shoots an arrow on the ground and Ant Man appears and grows. He will go
after the opponent and attack them then Giant Man stomps on the opponent.

+---------------------+
         HULK
+---------------------+

Origin: Incredible Hulk

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Incredible Punch: f + Medium
Gamma Wave: b~f + Attack
Gamma Charge: d, df, f + Attack (also in air)
Gamma Charge Second: Gamma Charge, Attack
Vertical Gamma Charge: f, d, df + Attack
Vertical Gamma Charge Second: Vertical Gamma Charge, Attack
Gamma Tornado: close, f, df, d, db, b + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Gamma Tsunami: d, df, f + 2 Attacks
Gamma Crush: d, db, b + 2 Attacks
Gamma Quake: f, d, df + 2 Attacks

---

Incredible Punch: Hulk will do a Hammer Punch

Gamma Wave: Lifts up a piece of ground that waves in pieces.

Gamma Charge: Charges forward with a sliding punch

Gamma Charge Second: Extra punch

Vertical Gamma Charge: Hulk charges upward with a headbutt

Vertical Gamma Charge Second: Extra vertical headbutt

Gamma Tornado: Close range Minesweeper throw.

Gamma Tsunami: Beefed up version of the Gamma Wave that spans the whole screen.

Gamma Crush: Hulk goes high up into the air and comes down hard with a huge rock
in hand.

Gamma Quake: Hulk will pound the ground so hard rocks will rain from the sky.

+---------------------+
       IRONFIST
+---------------------+

Origin: Marvel Premiere

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Dual Palm: b + Heavy
Quick Kick: f + Heavy
CHI: f, d, df + Attack
Lotus Whip(Dragon Whip): d, df, f + Light
Dragon's Touch (Dragon Touch): d, df, f + Medium
Surging Fist (Dragon Claw): d, df, f + Heavy
Wall of K'un-Lun(Dragon Wall): Do two of the above, d, df, f + Special
Dragon Tail: d, db, b + Light
Crescent Heel(Dragon Stomp): d, db, b + Medium
Twin Snakes(Dragon Horn): d, db, b + Heavy
Rising Fang(Dragon Fang): Do two of the above, d, db, b + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Iron Rage (Dragon Rage): d, df, f + 2 Attacks
Volcanic Roar (Dragon Roar): d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Dragon's Prey (Dragon Fist): f, d, df + 2 Attacks

---

Dual Palm: Double palm thrust.

Quick Kick: A surprise kick used to catch opponents off-guard.

CHI: Gather's Chi (energy) that has three different properties based on button
strength. Light version increases attack power (red). Medium increases defense
(blue). Heavy increases super meter (green).

Lotus Whip (Dragon Whip): A surprise backhand fist that is quick.

Dragon's Touch (Dragon Touch): Short range punch that crumples opponent. If you
are a fan of King of Fighters, this is similar to K' and Kula's One Inch (f + A)

Surging Fist (Dragon Claw): Punches opponent hard enough to wallbounce them.

Wall of K'un-Lun (Dragon Wall): A devastating shoulderblock that can wallbounce
the opponent.

Dragon Tail: A fast kick that hits low.

Crescent Heel(Dragon Stomp): Iron Fist does a Crescent Kick that can also OTG.

Twin Snakes (Dragon Horn): Iron Fist will kick the opponent twice to juggle them
and open them up for more damage.

Rising Fang(Dragon Fang): Flaming Kick across the screen. Similar to Liu Kang's
flying kick in Mortal Kombat series with flames attached (which is an EX version
in MK9).

Iron Rage (Dragon Rage): Pretty much looks the Beserker Barrage X without the
slashes but with punches instead.

Volcanic Roar (Dragon Roar): Iron Fist will create a pink pillar and damage any
opponent who is close enough.

Dragon's Prey (Dragon Fist): Iron Fist gathers some energy and then punches the
opponent hard. You can say it's a non-fatal version of Liu Kang's fatality from
Mortal Kombat 2011 (MK9).

+---------------------+
       IRON MAN
+---------------------+

Origin: Iron Man (debuted in Tales of Suspense)

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Focus Shot: u or d + Heavy in air
Unibeam: d, df, f + Attack (also in air)
Repulsor Blast: d, db, b + Attack
Repulsor Spread: Repulsor Blast, d, db, b, Heavy
Smart Bomb: f, d, df + Attack (also in air)
Flight: d, db, b + Special (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Proton Cannon: d, df, f + 2 Attacks
Angled Proton Cannon: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Iron Avenger: d, db, b + 2 Attacks

---

Focus Shot: A medium range air beam blast. Use up or down to shoot it it in that
angle.

Unibeam: A screen-length beam that hits 5 times if light, 7 or 8 if Medum, and
9 to 10 if Heavy.

Repulsor Blast: Iron Man holds an orb aboves his head that lifts the opponent
high above him if it connects. Button strenght determines the attack range and
hits up to 5 times.

Repulsor Spread: Blast the opponent away.

Smart Bomb: Drops two bombs in front of the opponent.

Flight: Iron Man hovers for a few seconds.

Proton Cannon: A cannon forms out of nowhere and fires a beam across the screen.

Angled Proton Cannon: Fires the Proto Cannon at an upward angle.

Iron Avenger: Iron Man flies in and catches the opponent then fires a vicious
Proton Beam at them for a total of 68 hits.

+---------------------+
        MAGNETO
+---------------------+

Origin: X-Men

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Electromagnetic Disruptor: d, df, f + Attack (also in air)
Magnetic Blast: u, uf, f + Attack in air
Hyper Gravitation: d, db, b + Attack (also in air)
Force Field: f, d, df + Attack
Flight: d, db, b + Special
Attraction: b, d, db + Light
Repulsion: b, d, db + Medium
Gravitation: b, d, db + Heavy

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Magnetic Shockwave: d, df, f + 2 Attacks
Magnetic Tempest: d, db, b + 2 Attacks (also in air)

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Gravity Squeeze: f, d, df + 2 Attacks

---

Electromagnetic Disruptor: Magneto fires a screen length beam. Light hits once.
Medium hits twice. Heavy hits 3 times.

Magnetic Blast: Magneto throws two plasma blades at a downward angle.

Hyper Gravitation: Four orbs will grab the opponent's limbs and drag them to
Magneto. Strength determines how far the orbs travel before they dissipate.

Force Field: Magneto forms a barrier which if hit, he will counterattack with a
Shockwave.

Flight: Makes Magneto hover for a few moments.

Attraction: New move that draws the opponent in.

Repulsion: New move that repels the opponent away.

Gravitation: Keeps the opponent grounded momentarily.

Magnetic Shockwave: Sends pillars of shockwaves across the screen.

Magnetic Tempest: Throws a lot of rocks in multiple direction towards the foe.

Gravity Squeeze: Encases opponent into a dark orb which sucks in rocks before it
explodes.

+---------------------+
       M.O.D.O.K.
+---------------------+

Origin: Tales of Suspense

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Heavy Blaster: f or df + Heavy
Barrier: b + Heavy
Hyper Barrier: Analysis Cube, b + Special
Mountain Dew: d + Medium
Battering Ram: Any direction + Attack + Special (also in air)
Psionic Blast: d, df, f + Attack (also in air)
Balloon Bomb: f, d, df + Attack (also in air)
Analysis Cube: d, db, b + Attack (also in air)
Psionic High Blaster: After Analysis Cube has hit, d, df, f + Special
Jamming Bomb: After Analysis Cube has hit, f, d, df + Special
Flight: d, db, b + Special (any non-super jump will do the trick too).

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Hyper Psionic Blast: d, df, f + 2 Attacks (also in air)
Hyper Battering Ram: d, db, b + 2 Attacks (also in air)

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Killer Illmension: close, f, d, df + 2 Attacks

---

Heavy Blaster: Hard punch that wall bounces opponent. The crouching one acts as
an anti-air attack.

Barrier: Keeps opponent from approaching forward from the ground momentarily.

Hyper Barrier: A bigger barrier big enough to stop normal jumps.

Mountain Dew: Goo attack

Battering Ram: Modok will rocket forward with a headbutt.

Psionic Blast: Full screen blast attack. Light hits 3 times. Medium hits 4 times
and Heavy hits 5 times.

Balloon Bomb: Fires a bomb at the opponent. Light trashes short and rises. The
medium version travels further then stops. The Heavy one travels full screen.

Analysis Cube: Throws a small cube on the ground. Distance determines where the
cube travels to hit. Light is up close, Medium is airborne, Heavy is a far hit.
A successful hit adds the amount of times you can do the next two moves in one
sitting.

Psionic High Blaster: Powerful Psiconic Blast thats full screen and does double
damage.

Jamming Bomb: Throws a homing mine at the opponent. If it hits, it reverses the
opponent's controls.

Flight: M.O.D.O.K. can fly for several seconds. He can do this just by jumping
as long as it's not a super jump.

Hyper Psionic Blast: Beefed up Psionic Blast. In conjuction with Analysis Cube,
it can do more damage to a total of 99 hits.

Hyper Battering Ram: Beefed up Battering Ram

Killer Illmension: M.O.D.O.K takes two wires and shocks opponent high above his
head.

+---------------------+
         NOVA
+---------------------+

Origin: Nova

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Nova Slam: f + Heavy
Gravimetric Pulse: d, df, f + Attack (also in air)
Centurion Rush: f, d, df + Attack
Nova Strike: d, db, b + Attack (also in air)
Energy Javelin: Attack + Special
Flight:d, db, b + Special (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Gravimetric Blaster: d, df, f + 2 Attacks (also in air)
Human Rocket: d, db, b + 2 Attacks (also in air)
Super Nova: f, d, df + 2 Attacks (also in air)

---

Nova Slam: Makes Nova do an OTGable overhead punch similar to Ryu's Sakotsu Wari

Gravimetric Pulse: Creates an energy blast that can expand if Nova has any red
energy remaining. The Heavy version can nullify projectiles.

Centurion Rush: Nova will rush in and perform either a slide that hits low using
the Light Attack, leaping divekick similar to Cammy's Cannon Strike with the
Medium attack or a flaming uppercut with the Heavy attack.

Nova Strike: Rushing flame punch. Light version is normal. Medium version will
bounce the enemy off the wall. Heavy version will make them crumple.

Energy Javelin: Dr. Doom's Hidden Missiles move that can ground bounce the foe.

Flight: Makes Nova hover temporarily.

Gravimetric Blaster: A screenwide beam that can increase in damage if Nova has
any red energy.

Human Rocket: Devastating Torpedo attack. Hits up to three times by changing the
direction of the attack.

Super Nova: An orange energy ball will surround Nova and damage anyone who is 
close to him.

+---------------------+
        PHOENIX
+---------------------+

Origin: X-Men (Jean Grey)

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Burning Axe Kick: f + Medium
Flare Sword: f + Heavy (also in air)
Burnout Beak: d + Heavy in air
TK Shot: d, df, f + Attack
TK Trap: d, db, b + Attack
TK Overdrive: f, d, df + Attack
Teleportation: b, d, db + Attack
Flight: d, db, b + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Phoenix Rage: d, df, f + 2 Attacks
Healing Field: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 5 HYPER COMBO
                      o----------------------o

Dark Phoenix: Lose while at full super bar (Level 5)

---

Burning Axe Kick: Flaming Axe Kick. Adds three flames in Dark Phoenix mode.

Flare Sword: Lunging flame kick. Adds flame projectiles in Dark Phoenix mode.

Burnout Beak: Flaming orb that travels straight down. Adds flame projectiles
in Dark Phoenix mode.

TK Shot: Phoenix throws a fire orb. Two orbs come out in Dark Phoenix mode.

TK Trap: Flaming circle on the floor that burns opponent if they step on it. An
exploding Phoenix flame comes out in Dark Phoenix mode.

TK Overdrive: Flaming torpedo attack. Medium version travels at an upward angle.
Does more hits in Dark Phoenix mode.

Teleportation: Teleport to a different spot on the screen.

Flight: Hovers for a few seconds.

Phoenix Rage: Sends a giant flaming phoenix at the opponent.

Healing Field: Restores health as long as the force field is touches the foe.

Dark Phoenix: Phoenix resurrects upon defeat when at Level 5 and does massive
damage and has higher speed. Energy slowly goes down. Her attacks change too
including adding flame projectiles with normal attacks.

+---------------------+
    ROCKET RACCOON
+---------------------+

Origin: Marvel Premiere

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Wild Ripper: f + Heavy
Spitfire: d, df, f + Attack (also in air)
Spitfire Twice: Spitfire, Attack (also in air)
Oil Bomb: f, d, df + Light
Mr. Flapper: f, d, df + Medium
Pendulum: f, d, df + Heavy
Boulder Trap (Angel Gift): d, db, b + Light
Claymore: d, db, b + Medium
Net Trap (Grab Bag): d, db, b + Heavy
Play Tag (Tunnel Rat): d, d + Attack
Rocket Skates: Attack + Special (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Rock and Roll: d, df, f + 2 Attacks
Mad Hopper: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Rocky Raccoon: f, d, df + 2 Attacks

---

Wild Ripper: Rushing attack.

Spitfire: Rocket Raccoon will take his gun and shoot at the opponent. Light
shoots at downward angle and can OTG. Meduim fires ahead. Heavy fires at an
upward angle as an anti-air.

Spitfire Twice: Extra shot with the same properties as the first shot.

Oil Bomb: Tosses oil on the ground. If hit with a fire attack, it explodes into
flames.

Mr. Flapper: Summons a beartrap from the ground that can OTG.

Pendulum: A large log comes from the sky and swings into the opponent.

Boulder Trap (Angel Gift): If the opponent steps on the trap, a boulder will
fall on top of the opponent.

Claymore: If the opponent steps on the trap, bullets shoot directly upwards at
the opponent.

Net Trap (Grab Bag): If the opponent steps on the trap, an electric net will
snare the opponent and render them helpless momentarily.

Play Tag (Tunnel Rat): Rocket Raccoon digs into the ground. Light appears in
front of opponent. Medium appears behind the opponent. Heavy (when held) allows
him to move anywhere and pop up when released or after a few seconds.

Rocket Skates: Rocket Racoon moves throw the air on rocket skates in the given
direction.

Rock and Roll: Shoots a rapid fire gun followed by a huge plasma orb that homes
in on the opponent.

Mad Hopper: Sets a large trap on the ground that stays even when Rocket Raccoon
is hit. A spring will launch the opponent when stepped on.

Rocky Raccoon: Buries opponent up to their shoulders and then beats them upside
the head with a shovel and retreats as a helicopter drops a napalm bomb on them.

+---------------------+
        SENTINEL
+---------------------+

Origin: X-Men

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Rocket Punch: d, df, f + Attack (also in air)
Human Catapult: close, f, d, df + Attack
Sentinel Force: d, db, b + Attack
Flight: d, db, b + Special (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Plasma Storm: d, df, f + 2 Attacks
Hard Drive: d, df, f + 2 Attacks in air
Hyper Sentinel Force: d, db, b + 2 Attacks

---

Rocket Punch: Sentinel shoots it fist forward to punch opponet from afar.

Human Catapult: Tosses opponent sky high in the air for them to land hard.

Sentinel Force: Sentinel calls for backup and has them attack opponent.

Flight: Allows Sentinel to fly through the air temporarily

Plasma Storm: Forces a huge plasma orbs in its hands and damages the opponent
when close.

Hard Drive: An air torpedo charge.

Hyper Sentinel Force: Sends waves of Sentinel Forces at the opponent.

+---------------------+
        SHE-HULK
+---------------------+

Origin: Savage She-Hulk

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Greeting Punch: f + Heavy
Savage Swing: d + Heavy
Senton: d + Heavy in air
Heavy Strike: d, df, f + Attack
Somersault Kick: f, d, df + Attack (f + Heavy after Running Start or to repeat)
Runner's Start: d, d + Special
Chariot: Runner's Start, f
Catapult: Runner's Start, b
Torpedo: Runner's Start, f + Light
Clothesline: Runner's Start or Sommersault Kick, f + Medium
Shooting Star: Runner's Start or Somersault Kick, b + Light
Flying Drop Kick: Runner's Start or Somersault Kick, b + Medium
Diving Senton: Runner's Start or Somersault Kick, b + Heavy

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Emerald Cannon: d, df, f + 2 Attacks
Emerald Impulse: Emerald Cannon, d, df, f + Special
Emerald Disaster: Emerald Impulse, d, df, f + Special
Taking out the Trash (Criminal Laundrey): f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Road Rage (Terrible Accident): close, d, db, b + 2 Attacks

---

Greeting Punch: Overhand haymaker punch. She-Hulk runs if you hold forward and
backflip against the wall and spring back if you hold back.

Savage Swing: She-Hulk swing a lampost at the opponent.

Senton: She does a flip and lands on her back known in wrestling as a senton.

Heavy Strike: Grabs opponent and dizzies them with a cheap shot. Light grabs the
opponent ahead and elbowsmashes. Medium grabs from the air and punches them in
the gut. Heavy does a running grab that ends with a knee to the face.

Somersault Kick: Looks similar to Guile's Flash kick. Strength determines the
height of the backflip.

Runner's Start: She-Hulk gets into a 4-point stance then...

Chariot: she'll run towards the opponent or...

Catapult: backflip against the wall and flip back into the original position.

Torpedo: Sliding punch.

Clothesline: Self-explanatory

Shooting Star: Dive bomb attack

Flying Drop Kick: Self-explanatory

Diving Senton: Senton from off the wall.

Emerald Cannon: Super dropkick that wallbounces opponent.

Emerald Impulse: Diving splash followup.

Emerald Disaster: Senton finish.

Taking out the Trash (Criminal Laundrey): Anti-air grab that swings opponent 
over She-Hulks head afterwards and throws them hard into the side of the screen.

Road Rage (Terrible Accident): She-Hulk tries to save the opponent from getting
ran over and ends up tossing the car onto them which explodes. If done from far
away, the car will run them over instead.

+---------------------+
      SHUMA-GORATH
+---------------------+

Origin: Marvel Premiere

He is a DLC

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Strange Gaze: f + Heavy or u + Heavy in air
Mystic Stare: b~f + Attack
Mystic Smash: d, df, f + Attack (also in air)
Mystic Ray: d~u + Attack
Devilization: close, f, df, d, db, b + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Hyper Mystic Smash: f, d, df + 2 Attacks
Hyper Mystic Ray: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Chaos Dimension: d, df, f + 2 Attacks, Heavy (follow up can be done in air too)

---

Strange Gaze: An short range eye beam. The air version aims up at an angle.

Mystic Stare: Fires a spiraling ring of eyes that will stick to the opponent.
Range determines the range the eyes travel before they dissipate. Light will
travel 1/2 screen, Medium travels 3/4 screen, Heavy travels full screen.

Mystic Smash: Shuma rolls into a spike ball and launches himself at the opponent
Strength determines how steep the arc is for the ground version and the how wide
the decent is for the air version.

Mystic Ray: Shuma sweeps a beam along the surface starting from the ground up.
Strength determines the area covered. Light covers up to eye level, Medium will
cover till an upward forward angle, Heavy covers up to above him.

Devilization:  Grabs opponent, spins them into the air and slams them followed
by a tentacle hammer smash.

Hyper Mystic Smash: Sends multiple copies of himeslf doing the Mystic Smash.

Hyper Mystic Ray: Does two deadlier Mystic Rays. The medium version followed by
the Heavy version as far as looks are concerned.

Chaos Dimension: Does a chomp that does minimal damage but following the move
with a Heavy attack afterwards will initiate the actual move. He will encase the
opponent within himself then attack with a pillar of energy.

+---------------------+
       SPIDERMAN
+---------------------+

Origin: Amazing Spiderman (debuted in Amazing Fantasy)

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Web Ball: d, df, f + Attack (also in air)
Spider Sting: f, d, df + Attack
Spider Bite: Spider Sting (Heavy), Heavy
Web Throw: close, f, df, d, db, b + Attack
Web Swing: b, d, db + Attack (also in air)
Web Glide: any direction + Attack + Special (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Maximum Spider: d, df, f + 2 Attacks (also in air)
Crawler Assault: f, d, df + 2 Attacks
Ultimate Web Throw: f, df, d, db, b + 2 Attacks

---

Web Ball: Encases opponent completely in spiderweb. Strengthe determines how
fast the web ball travels. Air versions travel down at an angle.

Spider Sting: A rising uppecut good for anti-air attacks.

Spider Bite: Knocks opponent to the ground.

Web Throw: Spiderman uses his webbing to swing opponent over his head and toss
them aside. Light shoots straight forward, Medium shoots at an angle and Heavy
shoots straight up.

Web Swing: Spiderman uses his web to swing feetfirst into the opponent.

Web Glide: Shoots a web at a spot on the screen and vaults to that spot. Does
minimal damage to opponent if he manages to hit them on route.

Maximum Spider: Spiderman does a wall jump then strikes with a flurry of zigzag
punches that encase the opponent in web then ends with a foot stomp.

Crawler Assault: Charging attack with a flurry of uppercuts and overhands ending
with a kick that wallbounces the opponent.

Ultimate Web Throw: Spiderman jumps into the sky and tosses some web. If it does
connect, he will spin with the opponent and slam them into the ground.

+---------------------+
         STORM
+---------------------+

Origin: X-Men

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Whirlwind: d, df, f + Attack (also in air)
Double Typhoon: d, db, b + Attack (also in air)
Lightning Attack: Any direction + Attack + Special (also in air)
Lightning Sphere: f, d, df + Attack in air
Fair Wind: f, d, df + Special
Foul Wind: b, d, db + Special
Flight: d, db, b + Special


                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Lightning Storm: d, df, f + 2 Attacks (also in air)
Hail Storm (Ice Storm): d, db, b + 2 Attacks (also in air)
Power of Gaia (Elemental Rage): f, d, df + 2 Attacks

---

Whirlwind: Sends waves of tornadoes across the screen. Strength determines how
far it goes. Light travels 1/2 screen, Medium travels 3/4 screen, Heavy travels
full screen.

Double Typhoon: Summons two typhoons from the ground. Strength determines how
far away from Storm the typhoons sprout. Light is close, Medium is mid-screen
and Heavy is for far attacks.

Lightning Attack: Electric torpedo charge attack.

Lightning Sphere: Self explanatory here. Light travels at downward angle, Medium
travels forward, Heavy travels at an upward angle.

Fair Wind: Repels the opponent away.

Foul Wind: Draws the opponent in.

Flight: Allows Storm to hover momentarily.

Lightning Storm: Wide range Lighting Barrier attack. Looks like it is a full
screen attack but it's not.

Hail Storm (Ice Storm): Storm rises up and brings down a hail of Hail onto the
opponent.

Power of Gaia (Elemental Rage): Freezes opponent into a block of ice and sends
tornados to damage them.

+---------------------+
      SUPER-SKRULL
+---------------------+

Origin: Fantastic Four

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Elastic Punch: f + Heavy
Elastic Punch Upper: df + Heavy
Brutal Pale Banger: d + Heavy in air
Rolling Hook: f, f, f + Heavy
Worm Squash: d, d + Heavy
Stone Dunk: Hold Special in air
Stone Smite: Hold Heavy
Flame Kick: Hold Heavy when crouching
Orbital Grudge: d, df, f + Attack
Fatal Blaster: Orbital Grudge, d, db, b + Heavy
Tenderizer (Killing Beat): Attack rapidly (also in air)
Elastic Slam (Invisible Menace): close, d, db, b + Attack
Meteor Smash: f, d, df + Attack (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Skrull Torch: d, df, f + 2 Attacks (also in air)
Inferno (Gevena Flame): d, db, b + 2 Attacks (also in air)

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Death Penalty: f, d, df + 2 Attacks

---

Elastic Punch: Extended forward punch

Elastic Punch Upper: Extended anti-air punch

Brutal Pale Banger: Ground pound attack. Can damage opponent if close enough.

Rolling Hook: Stepping clothesline

Worm Squash: Ground stomp that OTG's

Stone Dunk: Flaming Overhead smash.

Stone Smite: Dashing Overhead smash.

Flame Kick: Flaming foot sweep.

Orbital Grudge: Super Skrull flames spins at opponent. Strength determines how
far he moves forward.

Fatal Blaster: An added flaming upper smash for goof measire.

Tenderizer (Killing Beat): Rapid punch attack.

Elastic Slam (Invisible Menace): A grab that slams opponent left and right. The
light version is short range. Medium version has longer range. Heavy version is
an anti-air.

Meteor Smash: Super Skrull rises up and comes down with a ground punch. Light
punches the left side of the screen. Medium punches the middle. Heavy punches
the right. All this regardless of which side he is on or where he is.

Skrull Torch: Upward angling spiral flame torpedo.

Inferno (Gevena Flame): Flaming barrier that damages opponent if close.

Death Penalty: Beefed up version of Meteor Smash where contact will make him
beat the opponent senseless. Light + Medium attacks the left side of the screen.
Light + Heavy attacks the middle. Medium + Heavy attacks the right.

+---------------------+
       TASKMASTER
+---------------------+

Origin: The Avengers

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Charging Star: b + Heavy
Spidey's Swing (Web Swing): f + Heavy (also in air)
Aim Master: d, df, f + Attack (also in air)
Guard Master: d, db, b + Attack
Sword Master (SM): f, d, df + Attack
Lights Out Set Up: Blocked SM (Light), Heavy
Lights Out Set Up 2: Blocked SM (Medium), Heavy, Medium, Heavy
Lights Out Set Up 3: Blocked SM (Heavy), Heavy, Medium, Heavy x2, Medium
Lights Out: After set up, d, df, f + Heavy
Sting Master: d, df, f + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Legion Arrow: d, df, f + 2 Attacks (also in air)
Aegis Counter: d, db, b + 2 Attacks

---

Charging Star: Does Captain America's Charging star with a shoulderbutt with his
shield extended.

Spidey's Swing (Web Swing): Does Spiderman's web swing. Swings into opponent
feet first.

Aim Master: Shoots an arrow. Light shoots straight. Medium is an anti-air. Heavy
shoots straight up. Charge for more arrows.

Guard Master: Taskmsater uses his shield to guard against attacks and counter.
Light counters High and mid attacks, Medium counters low attacks. Heavy reflects
projectiles.

Sword Master (SM): Spinning sword attack after a small hop.

Lights Out Set Up: Unblockable headbutt

Lights Out Set Up 2: 3 unblockable attacks

Lights Out Set Up 3: 5 unblockable attacks

Lights Out: Raises opponent by belly with sword and shoots them in the face.

Sting Master: Basically the Lights Out and Guard Master without the setup parts.

Legion Arrow: Shoots multiple arrows at opponent. Light + Medium shoots straight
ahead. Light + Heavy act as anti-airs. Medium + Heavy shoots straight up then
rain down.

Aegis Counter: Counter super which if successfull will punish enemies with a
lot of slashes.

+---------------------+
         THOR
+---------------------+

Origin: Journey Into Mystery

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Mighty Speech: d, d + hold Heavy
Mighty Spark: d, df, f + Attack (also in air)
Mighty Smash: f, d, df + Attack (also in air)
Mighty Strike: b, db, b + Attack (also in air)
Mighty Hurricane: close, f, df, d, db, b + Attack (also in air)
Flight: b, d, db + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Mighty Tornado: d, df, f + 2 Attacks (also in air)
Mighty Thunder: f, d, df + 2 Attacks
Mighty Punisher: close, f, df, d, db, b + 2 Attacks

---

Mighty Speech: Just a silly taunt that's useless in a fight but earns full bars
if it finishes.

Mighty Spark: Electric beam that spans the screen. Can't hit small foes while 
they are standing (Spiderman and Amaretsu for example). 

Mighty Smash: Upward angle electric charges followed by a ground smash. Strength
determines the height of the electric charges before Thor smashes the ground.

Mighty Strike: Electric torpedo charge. Light charges straight. Medium charges
upward at an angle. Heavy charges straight up.

Mighty Hurricane: Takes opponent in to the air, spins and slams them to the
ground.

Flight: Take flight momentarily.

Mighty Tornado: Forms a huge electric tornado around Thor and damages enemies
who are close to him.

Mighty Thunder: Thor slams the ground with Mjolnir and creates an electric spike
pillar.

Mighty Punisher: Thor attaches Mjonir to the opponent and tosses them into the
air and they end up crashing to the ground.

+---------------------+
       WOLVERINE
+---------------------+

Origin: X-Men (debuted in Incredibule Hulk)

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Sliding: df + Medium
Diving Kick: d + Heavy in air
Berserker Barrage: d, df, f + Attack
Tornado Claw: f, d, df + Attack
Drill Claw: Any Direction + Attack + Special (also in air)
Berserker Slash: d, db, b + Attack
Berserker Rage: Any Attack button rapidly

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Berserker Barrage X: d, df, f + 2 Attacks
Fatal Claw: d, db, b + 2 Attacks
Berserker Charge: d, d + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Weapon X: f, d, df + 2 Attacks

---

Sliding: Slides on belly fangsfirst into opponent's legs.

Diving Kick: Downward angled air kick.

Berserker Barrage: Upward slash followed by downward slash. Light hits twice,
medium hits 4 times, Heavy hits 6 times.

Tornado Claw: Slashing uppercut. Strength determines how high it rises thus more
hits. Light hits 3 times. Medium hits 4 times. Heavy hits 5 times.

Drill Claw: Spiraling Torpedo with fangs pointed out.

Berserker Slash: Rushing cross slash. Strenght determine how far Wolverine runs
at opponent.

Berserker Rage: Rapid stabbing attack. Strength determines the speed of the
slashes.

Berserker Barrage X: Beefed up Berserker Barrage.

Fatal Claw: Takes to the sky an makes a giant energy X that slashes opponent.

Berserker Charge: Speed boost to Wolverine.

Weapon X: Multiple slashes then sends opponent upwards in a tornado then adds
an extra cross slash.

+---------------------+
         X-23
+---------------------+

Origin: NYX/X-Men Evolution

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Foreign Claw: d + Heavy in air
Neck Slice: d, df, f + Light (chargeable)
Ankle Slice: d, df, f + Medium (chargeable)
Decapitating Slice: d, df, f + Heavy
Mirage Feint: d, db, b + Attack (chargeable)
Crescent Scythe: f, d, df + Attack (also in air)
Talon (Hornet Needle): d, df, f + Attack in air

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Rage Trigger: d, df, f + 2 Attacks
Weapon X Prime: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Dirtnap (Silent Killing): d, db, b + 2 Attacks

---

Foreign Claw: Downward slash drop.

Neck Slice: Rushing slash. Hold to delay it.

Ankle Slice: Rushing low slash. Hold to delay.

Decapitating Slice: Dash jump and if it connects, does a scissor neck twist and
kicks opponent into the air.

Mirage Feint: Makes X-23 leap forward with afterimages. Light is a short hop,
medium hops to the other side of opponent, Heavy leaps upward.

Crescent Scythe: Sort of like a slashing flash kick. Strength determines how
high she rises. Light hits 3 times. Medium hits 4 times. Heavy hits 5 times.

Talon (Hornet Needle): Air torpedo attack. Light attacks at a downward angle.
Medium attacks straight. Heavy attacks at an upward angle.

Rage Trigger: Multiple slashes followed by a Crescent Slash

Weapon X Prime: Multiple slashes that ends with a cross slash.

Dirtnap (Silent Killing): Makes X-23 invisible momentarily. If you press Special
when close, she will appear overhead and stab opponent in the back area.

================================CAPCOM SIDE=====================================

+---------------------+
      AKUMA/GOUKI
+---------------------+

Origin: Super Street Fighter 2 Turbo

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Zugai Hasatsu: f + Medium
Senpu Kyaku: f + Heavy
Tenma Kujin Kyaku: d + Medium in air
Gohadouken: d, df, f + Attack
Zankuu Hadouken: d, df, f + Attack in air
Goshoryuuken: f, d, df + Attack
Tatsumaki Zankukyaku: d, db, b + Attack
Hyakkishu: b, d, db + Attack
Hyakki Gosho: Hyakkishu, Light
Hyakki Gojin: Hyakkishu, Medium
Hyakki Goho: Hyakkishu, Heavy
Ashura Senku: f, d, df + Special or b, d, db + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Messatsu-Gohado Agyo: d, df, f + 2 Attacks (also in air)
Messatsu-Gohado Ungyo: Messatsu-Gohado Agyo, hold Heavy (also in air)
Messatsu-Goshoryu: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Raging Demon: Light, Light, f, Medium, Heavy

---

Zugai Hasatsu: Overhead karate chop

Senpu Kyaku: Standing spin kick

Tenma Kujin Kyaku: Sharp-angled downward kick.

Gohadouken: A purple fireball is launched across the screen.

Zankuu Hadouken: Air version of Gohadouken that ankles downward.

Goshoryuuken: A rising uppercut that is quick and deadly.

Tatsumaki Zankukyaku: Akuma spins across the air with his leg extended out.

Hyakkishu: Akuma does a front flip.

Hyakki Gosho: Downward angle palm thrust that groundbounces opponent.

Hyakki Gojin: Flaming version of his Tenma Kujin Kyaku

Hyakki Goho: Hyakki Gosho except it shoots a fireball on the way down instead of
a palm thrust

Ashura Senku: Teleportation move

Messatsu-Gohado Agyo: Fires lots of purple fireballs ahead. Air version fires at
a downward angle.

Messatsu-Gohado Ungyo: Fires a large purple beam instead of fireballs.

Messatsu-Goshoryu: Multiple Goshoryuukens that run along the ground and the last
one goes airborne.

Raging Demon: Akuma dashes forward and if he grabs the opponent, the screen goes
black and a bunch of hit marks appear all over the screen. If the opponent is
defeated, the "Ten" symbol (translates to "heaven" appears on the screen.

+---------------------+
       AMATERASU
+---------------------+

Origin: Okami

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Power Slash: d, db, b + Attack
Head Charge: d, df, f + Attack in air
Weapon Change: d, d + Attack
Solar Flare: w/ Solar Flare, f, d, df + Heavy
Thunder Edge: w/ Thunder Edge, d, df, f + Attack
Glaive Chop: w/ Thunder Edge, d, df, f + Special in air
Cold Star: w/ Devout Beads, d, df, f + Attack rapidly

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Okami Shuffle: d, df, f + 2 Attacks
Vale of Mist: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Divine Instruments: f, d, df + 2 Attacks

---

Power Slash: Throws a talisman at the opponent. Light attacks straight. Medium
attacks at an upward angle. Heavy attacks directly above Amaterasu and can hit
the opponent as it falls down.

Head Charge: Amaterasu charges headfirst at her opponent. Light attacks at an
upward angle. Medium charges forward. Heavy charges directly downwards. 

Weapon Change: Changes the type of weapon Amaretsu uses. Light for Solar Flare,
Medium for Thunder Edge, Heady for Cold Star.

Solar Flare: Amaterasu projects a shield in front of her. Light counters high
and mid attacks and Medium counters low attacks. Both perform a piledriver move.
Heavy reflects or nullifies projectiles depending on the time.

Thunder Edge: This is her Power Slash + Head Charge combined as she will use the
Head Charge with electric properties and the angle of the charge is similar to 
where her talismans go when she used the Power Slash. 

Glaive Chop: Comes down with an electric sword that hits up to 8 times.

Cold Star: Shoots several iceballs at the oppoent when pressed rapidly.

Okami Shuffle: Uses moves of all elements one after the other in the order of
Fire, Ice, and Thunder

Vale of Mist: Amaterasu howls and creates a purple cloud that slows the opponent
down.

Divine Instruments: Knocks the opponent in the air with a fire uppercut then
attacks them with a ice whip and finishes them off with a thunder charge.

+---------------------+
         ARTHUR
+---------------------+

Origin: Ghosts N' Goblins

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Joust: f + Heavy
Magic Sword: b + Heavy
Dagger (Danken): d, df, f + Light (also in air)
Lance Toss (Yari): d, df, f + Medium (also in air)
Scatter Crossbow (Bowgun): d, df, f + Heavy (also in air)
Fire Bottle Toss (Taimatsu): d, db, b + Light (also in air)
Axe Toss (Ono): d, db, b + Medium
Scythe Toss (Kama Boomerang): d, db, b + Heavy
Shield Deflect (Tate): f, d, df + Light
Heavenly Slash (Kishi no Ken - Ten): f, d, df + Medium
Hellbound Slash (Kishi no Ken - Jigoku): f, d, df + Heavy

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Goddess' Bracelet (Megami no Udewa): d, df, f + 2 Attacks
Golden Armor (Yoroi Soubi): d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

For the Princess (Fire Dragon no Maryoku): f, d, df + 2 Attacks

---

Joust: Charges forward with his lance extended out.

Magic Sword: Throws a magic sword that flies in wierd directions.

Dagger (Danken): Tosses a dagger at the opponent. Golden Armor throws it faster.

Lance Toss (Yari): Tosses a lance at the opponent. Golden Armor throws it a
little bit faster.

Scatter Crossbow (Bowgun): Shoots arrows at opponent with the crossbow. Golden
Armor shoots homing arrows.

Fire Bottle Toss (Taimatsu): Lobs a fire bottle that sends a wave of blue flames
at the opponent. Golden Armor makes the flames span the whole floor.

Axe Toss (Ono): Tosses an axe at the opponent that spins towards them. Golden
Armor lobs the axe before it spins at the opponent.

Scythe Toss (Kama Boomerang): Tosses a scythe at the opponent that pull them
towards Arthur if it connects. Golden Armor pulls opponent to Arthur completely.

Shield Deflect (Tate): Defelects projectiles.

Heavenly Slash (Kishi no Ken - Ten): Stepping upward slash.

Hellbound Slash (Kishi no Ken - Jigoku): Stepping upward slash followed by a
hard downward slash.

Goddess' Bracelet (Megami no Udewa): Arthur raises his fist the shoots multiple
projectiles at the opponent.

Golden Armor (Yoroi Soubi): Puts on his Golden Armor and can do extra damage. He
loses his armor when the move runs its course. Use this move again to replace
his normal armor.

For the Princess (Fire Dragon no Maryoku): Firey explosion fill the screen as a
blue dragon flies by (don't know if that's an icy one or a blue flame one).

+---------------------+
     CHRIS REDFIELD
+---------------------+

Origin: Resident Evil

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Handgun: f + Medium
Air Handgun: d + Heavy in air
Stun Rod: f + Heavy
Flamethrower: b + Heavy
Sneaking Mode: d, d + 2 Attacks
Gunfire: d, df, f + Attack (also in air)
Grenade Throw: f, d, df + Attack
Combination Punch (CP): d, db, b + Attack
Magnum Combo: CP (Medium), Heavy
Body Blow: CP, Light
Heavy Blow: Body Blow, Meidum
Finish Combo: Heavy Blow, Heavy

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Grenade Launcher: d, df, f + 2 Attacks
Sweep Combo: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Satellite Laser: d, db, b + 2 Attacks

---

Handgun: Fires a shot at the opponents feet.

Air Handgun: Fires a shot at the opponents from the air.

Stun Rod: Swings an electric stun stick at the oppoent.

Flamethrower: Burns the opponent for up to 25 hits.

Sneaking Mode: Chris lies down in a prone positon on the floor.

Gunfire: Chris shoots opponent with a different type of gun. Light uses shotgun.
Medium uses an uzi. Heavy uses a magnum.

Grenade Throw: Chris uses an explosive to attack the opponent. Light lays down a
mine. Medium lobs a grenade that explodes once. Heavy lobs a grenade that will
explode rapidly.

Combination Punch (CP): Two punches in succession. Light does two hooks. Medium
does a hook followed by a straight punch. Heavy does a hook followed by a back-
fist.

Magnum Combo: Finishes with a Magnum shot.

Body Blow: Punch to gut followed by...

Heavy Blow: Punch to the face and finished with...

Finish Combo: several more punches.

Grenade Launcher: Shoots an ice grenade to freeze opponent then fires a grenade
in the air the shoots a fire grenade and finish with a thunder grenade as the
air grenade falls into place.

Sweep Combo: Chris takes out every weapon in his arsenal then attacks the foe
with each one at a time.

Satellite Laser: Summons a satellite and a recticle that can be controlled to
shoot a bazooka at the opponents location.

+---------------------+
       CHUN LI
+---------------------+

Origin: Street Fighter 2

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Yousou Kyaku: d + Medium in air
Kaku Kyaku Raku: f + Heavy
Hyakuretsu Kyaku: Attack button repeatedly (also in air)
Kikoken: b, db, d, df, f + Attack
Kikoanken: Kikoken (Heavy), Heavy
Tenshou Kyaku: f, d, df + Attack (also in air)
Spinning Bird Kick: d~u + Attack (also in air)
Spinning Hornet Kick: Hold d longer before pressing u + Attack

Note: Her taunt can do minimal damage.

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Kikosho: d, df, f + 2 Attacks
Hoyokusen: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Shichisei Ranka: f, d, df + 2 Attacks

---

Yousou Kyaku: Does a downard heel stomp that can be used as long as she is in
the air so she can do this over and over.

Kaku Kyaku Raku: Flipping knee attack.

Hyakuretsu Kyaku: Rapid kicks in succession.

Kikoken: Throw a purple energy ball at the opponent. Light travels slow but it
reaches full screen. Medium travels faster but not as far. Heavy has short range
but comes out quick.

Kikoanken: You must press the Heavy button twice in rapid succession to make
this move come out. It is a close range fireball palm thrust that crumples the
opponent.

Tenshou Kyaku: Takes Chun Li skyward as she spins her legs in a tornado fashion.
The strength determines how high she goes and thus more hits.

Spinning Bird Kick: Chun Li spins upside down toward the opponent. Light hits
twice. Medium hits three times. Heavy hits four times.

Spinning Hornet Kick: Basically the EX version of her SBK from SF4 and SSF4

Kikosho: Gathers a large purple orb and surrounds herself with it and it can
damage any opponent close enough to it.

Hoyokusen: Does her Hyakurestu Kyaku with one leg then the other then finishes
with an upward thrust kick.

Shichisei Ranka: Does several spinning kicks and ends with a deadly stomp into
the ground.

+---------------------+
     CRIMSON VIPER
+---------------------+

Origin: Street Fighter 4

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Thunder Knuckle: d, df, f + Attack
Thunder Knuckle EX: d, df, f + Special (consume 1 gauge)
Burning Kick: d, db, b + Attack (also in air)
Burning Kick EX: d, db, b + Special (also in air) (consume 1 gauge)
Seismic Hammer: f, d, df + Attack
Seismic Hammer EX: f, d, df + Special (consume 1 gauge)
Focus Attack: Attack + Special
Optic Laser: Hold Attack and release

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Emergency Combination: d, df, f + 2 Attacks
Burst Time: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Viper Full Throttle (Burning Dance): f, d, df + 2 Attacks

---

Thunder Knuckle: Lunges forward with a electric punch. Light and Medium lunge
straight. Heavy is an anti-air.

Thunder Knuckle EX: Charges straight forward regardless of strength and it is
more powerful version of Thunder Knuckle that crumples the opponent. Consumes a
stock of power.

Burning Kick: Hops forward with a burning kick.

Burning Kick EX: Bigger explosion with the kick.

Seismic Hammer: Pounds the ground and makes a shockwave. Strength determines how
far away from Crimson Viper the shockwave appears.

Seismic Hammer EX: Creates three shockwaves up close.

Focus Attack: Charges up for an elbow strike. Hold till maximum to crumple the
opponent with an unblockable hit.

Optic Laser: Charges up a eye laser blast and unleashes it.

Emergency Combination: Two Thunder Knuckles followed by an upward spinning fire
kick.

Burst Time: Powerful Seismic Hammer that knocks the opponent in the air and does
an upward spinning fire kick.

Viper Full Throttle (Burning Dance): Takes opponent into the sky with electric
fists and slams them into the ground.

+---------------------+
         DANTE
+---------------------+

Origin: Devil May Cry

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Stinger: f + Heavy
Million Stab: d + Heavy
              Stinger, Heavy rapidly
Scat Shot: Heavy, Heavy
Weasel Shot: Heavy, b + Heavy rapidly
Clay Pidgeon: Special, Heavy
Prop Shredder: Scat Shot/Cold Shower/Clay Pigeon, Special
Rain Storm: Heavy rapidly in air
Cold Shower (Ebony and Ivory): df + Heavy rapidly
Bold Move: Attack + Special
Artemis: d, df, f + Light (chargeable)
Acid Rain: Artemis, d, df, f + Light
Crystal: d, df, f + Medium
Million Carats: Crystal, d, df, f + Medium
Hysteric: d, df, f + Heavy
Grapple: Hysteric, d, df, f + Heavy
Drive: d, df, f + Special
Reverb Shock: d, db, b + Light
Revolver: d, db, b + Medium
Jet Stream: d, db, b + Heavy
Beehive (Fire Wax): Reverb Shock or Revolver or Jet Stream, Hard
Crazy Dance: Reverb Shock, Special
             Jet Stream, d, db, b + Special
Twister: f, d, df + Light
Tempest: Twister, f, d, df + Light
Volcano: f, d, df + Medium (can Jump cancel)
Beowulf Combo 2: Volcano, f, d, df + Medium
Jam Session: f, d, df + Heavy
Air Trick: d, d + Special
Killer Bee: d, df, f + Light in air
Hammer: Killer Bee, d, df, f + Light
Air Play: d, df, f + Medium in air
Sky Dance: d, df, f + Heavy in air

Devil Trigger Mode
------------------
Flight: d, db, b + Special
Thunderbolt: d, df, f + Special in air
Vortex: f, d, df + Special in air

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Million Dollar: d, df, f + 2 Attacks
Devil Trigger: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Devil Must Die: f, d, df + 2 Attacks

---

Stinger: Forward lunging stab attack.

Million Stab: Rapid stabbing attack that can do more hits if canceled from the
Stinger.

Scat Shot: Uses his guns to shoot rapidly forward.

Clay Pidgeon: A couple shots at the opponent after they are knocked airborne by
the Special.

Prop Shredder: Dante spins his sword in front of him many times.

Rain Storm: Dante turns himself upside down and shoots at the floor.

Cold Shower (Ebony and Ivory): Rapidly shoots at the ground. Best used to OTG.

Bold Move: A simple forward flip.

Artemis: Fires a purple ball that will eventually home in on where the opponent
stands. You can charge this up by holding Light and shoot up to four balls.

Acid Rain: Sends the ball airborne to rain down onto the opponent. Do it before
he shoots the ball out.

Crystal: Fires a ice shot at the ground and it waves across the floor and can
freeze the opponent.

Million Carats: Forms a protective ice barrier around Dante that damages anybody
close to it.

Hysteric: Lays his big gun on the ground and shoots missiles from it.

Grapple: Pulls the enemy towards him with the knife attacked to the gun.

Drive: Delayed upward slash.

Reverb Shock: Short electric dash

Revolver: Dante leaps through the air spinning in circles with his extended
sword and slashes opponent with icy effects.

Jet Stream: Dashes full screen charge with flaming effects and knocks them away
with a windy slash.

Beehive (Fire Wax): Smacks opponent crazy with the sword.

Crazy Dance: Multiple dark slashes followed by Dante spinning on his sword to
create a tornado then knocks opponent away.

Twister: Creates a flaming tornado around Dante.

Tempest: Extra flaming tornado only shorter than the first.

Volcano: Pounds the ground to create a shockwave to knock the opponent into the
air.

Beowulf Combo 2: Rapid kicks followed by an axe kick.

Jam Session: Creates an electric shockwave that hits multiple times.

Air Trick: Vanishes then reappears above and behind opponent.

Killer Bee: Downward angle dive kick.

Hammer: Does a hammer blow to the opponent on the way down instead.

Air Play: Throws an electric purple ball down at the opponent.

Sky Dance: Multiple wind and flame slashes on the way down.

Flight: Momentarily hovers in the air

Thunderbolt: Downward angled electric beam

Vortex: Electric torpedo attack.

Million Dollars: Shoots enemy with several guns.

Devil Trigger: Enter Devil Trigger mode which increases damage given and regain
health and adds speed.

Devil Must Die: Multiples slashes followed by a monsterous slash at the end.

+---------------------+
        FELICIA
+---------------------+

Origin: Darkstalkers

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Toy Touch: df + Medium
Kitty Slash: b + Heavy
EX Charge: d, d, + hold Heavy
Wall Clinch: jump towards wall, hold b or ub
Rolling Buckler (RB): d, df, f + Attack
Neko Punch: RB, Light
Rolling Slide: RB, Medium
Rolling Uppercut: RB, Heavy
Cat Spike: f, d, df + Attack
Delta Kick: b, d, db Attack
Sand Splash: b~f+ Attack
Hellcat: close, f, df, d, db, b + Attack
Cat and Mouse: Attack + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Dancing Flash: d, df, f + 2 Attacks
Kitty the Helper: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Please Help Me!: d, db, b + 2 Attacks

---

Toy Touch: Crouching claw swipe that OTGs.

Kitty Slash: Felicia jumps onto her tale and thrusts both of her legs forward.

EX Charge: Blue aura surrounds Felicia as she increases her super meter as long
as the Heavy button is held down.

Wall Clinch: Clings to the wall. If she doesn't jump off she slide down it.

Rolling Buckler(RB): Felicia rolls towards the opponent. Button strength will
determine how far she rolls.

Neko Punch: Sneaky punch that knocks down on contact.

Rolling Slide: Slide attack that hits low and knocks down.

Rolling Uppercut: Surprise uppercut that hits up to three times.

Cat Spike: Felicia throws a ball and tries to slash it but slashes the opponent
by accident. Light is a short hop forward. Medium is a long hop forward. Heavy
will do a complete high jump in an arc and groundbounces.

Delta Kick: Felicia leaps upward with a kick then kicks the opponent twice for
as she angles downward. Button strength determines how wide the trajectory of
the descent is on the downward kick.

Sand Splash: Kicks sand at the opponent. Light creates one splash. Medium will
create a wave of two splashes. Heavy creates splashes that wave across almost
the whole screen.

Hellcat: Grabs opponent and spins around them starting on the lower part of the
body till she reaches the head.

Cat and Mouse: Dodge attack where Felicia will run along the ground to avoid
attacks.

Dancing Flash: Rolls into the opponent and follows up with furious slashes and
a slashing uppercut.

Kitty the Helper: Summons Kitty and when Felicia attacks, she will use diving
slashes for a certain amount of time.

Please Help Me!: Kitty jumps in and if she makes contact. More catgirls come in
to slash the opponent into submission.

+---------------------+
 FIREBRAND/RED ARREMER
+---------------------+

Origin: Ghosts n' Goblins

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Devil Claw: d + Heavy in air
Hell's Spitfire (Fire): d, df, f + Attack (also in air)
Demon Missile (Hell Hunt): f, d, df + Attack
Bon Voyage (Hell Voyage): d, df, f + Special (also in air)
Hell's Elevator (Hell Flip): d, db, b + Attack
Hell Dive: d, db, b + Attack in air
Hovering: d, db, b + Special (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Dark Fire: d, df, f + 2 Attacks (also in air)
Luminous Body: d, db, b + 2 Attacks (also in air)

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Chaos Tide: f, d, df + 2 Attacks

---

Devil Claw: Downward divekick. If this hits, Firebrand will hover.

Hell's Spitfire (Fire): Spits a fireball at the opponent. Light fires straight,
Medium fires at a upward angle as an anti-air, Heavy spits at the ground and it
erupts into a flame pit. The air Medium fires at a downward angle.

Demon Missile (Hell Hunt): Torpedo attack at the opponent. Light bounces off
the opponent and enters Hovering. Medium pierces through opponent. Heavy does
a backflip before the torpedo. Hold heavy for more damage and go into Hovering.

Bon Voyage (Hell Voyage): Flies at opponent and grabs them, drags them then they
are thrown into the wall.

Hell Flip: Firebrand jumps to a designated spot before he hovers. Light goes 
straight up. Medium forward. Heavy jumps back.

Hell Dive: An air dash. Light flies down. Medium flies forward. Heavy flies
backwards. Can do this up to three times in succession.

Hovering: Makes Firebrand fly momentarily.

Dark Fire: Spits purple flames that sweeps across the surface from in front of
him to directly above him.

Luminous Body: Firebrand turns white and gets a speed boost.

Chaos Tide: Another Red Arremer will assist Firebrand in battle. Press Light
for it to spit a fireball. Press Medium to charge through opponents. Press Heavy
to do a swoop attack.

+---------------------+
       FRANK WEST
+---------------------+

Origin: Dead Rising

Note: Frank West has a photo level that levels up with Prestige Points (PP). You
can get PP by taking a snapshot. You need 5 PP for level 2, 20 PP for level 3,
50 PP for level 4, and 100 PP for level 5 (max level). Leveling up gives you
access to move moves and extra damage.

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Object throw (Wild Pitch): f + Heavy
Knee Drop: d + Heavy in air
Tools of Survival (How To Use): d, df, f + Attack (also in air)
Snapshot: d, df, f + Special
Hammer Throw: b~f + Attack
Bottoms Up (Nice Bottle): d, d + Special
Roundhouse Kick: f, d, df + Attack (must be at photo level 2+)
Giant Swing: d, db, b + Attack
Barrel Roll (Flying Dodge): Attack + Special (must be at photo level 2+)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Blue Light Special (Dead Riding): d, df, f + 2 Attacks
Survival Techniques (CASE: WEST): d, db, b + 2 Attacks
Funny Face Crusher: f, d, df + 2 Attacks (must be at photo level 3)

---

Wild Pitch: Throws an object that depends on his Photography level. Pie (Level
1/2), Orange Juice (Level 3), Wine (Level 4/5).

Knee Drop: Falling kneedrop from the air

Tools of Survival (How To Use): Attacks with a random item depending on the
photo level. Light uses Plunger (Level 1/2), Broom (Level 3), Paddlesaw (Level
4/5) and smack the opponent around. Medium uses Baseball Bat (Level 1/2), Spiked
Bat (Level 3), Chainsaw (Level 4/5) and wallbounces. Heavy uses a Fireaxe (Level
1/2), Sledgehammer (Level 3), Defiler (Level 4/5) and groundbounces.

Snapshot: Snaps a photo of the opponent and stuns them. This increases PP which
eventually levels you up. Leveling up to five will cast a blue aura over Frank
and increase the damage he does.

Hammer Throw: Frank will throw a zombie into the opponent. The light and medium
hits the opponent and the heavy makes the zombie chomp the opponent.

Bottoms Up (Nice Bottle): Frank drinks some wine that makes it easier to gain PP
but after 10 seconds, he gets a hangover and leaves him open for attack. Tag out
to regain his composure. Not a good idea to use if he is the last character on
his team.

Roundhouse Kick: Does a backward roundhouse kick. Light fakes the move. Medium
knocks opponent to the ground. Heavy attacks low and OTGs.

Giant Swing: Grabs zombie by the legs and swings it around while hitting the
opponent before he tosses it aside. Light hits twice and knocks down on the
last hit

Barrel Roll (Flying Dodge): Frank avoids all attacks except grabs.

Blue Light Special (Dead Riding): Runs opponent over with a shopping cart full
of chainsaws, zombies, and other weapons.

Survival Techniques (CASE: WEST): Frank will bumrush the opponent then beats on
them with various weapons and ends with a baseball swing. Photo Level 3 make him
invincible on startup, Photo Level 4/5 makes him invincible for the whole move.

Funny Face Crusher: Leaps into the air to grab the airborne opponent then puts
a Servbot mask on them. He will do the Giant Swing with them instead of using a
zombie then as they get up, he will bury their face in the dirt.

+---------------------+
       HAGGAR
+---------------------+

Origin: Final Fight

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Iron Pipe: f + Heavy
Violent Axe: d, df, f + Attack
Hoodlum Lancer: f, d, df + Attack
Flying Piledriver: close, f, df, d, db, b + Attack
Sky High Backdrop: close, f, df, d, db, b + Attack in air
Double Lariat: Attack + Special
Giant Swing: d, df, f + Special in air

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Deskwork Gatling (Rapid Fire Fist): d, df, f + 2 Attacks rapidly
Giant Haggar Press: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Final Haggar Buster: close, f, df, d, db, b + 2 Attacks

---

Iron Pipe: Smashes an iron pipe onto the opponent's skull. It isn't an overhead
despite its looks.

Violent Axe: Attacks opponent with an axehandle upward smash. Medium version
adds a shoulderbutt before the attack. Heavy dashes full screen and hits with
a shoulderbutt followed by an upward smash followed by a hammer smash.

Hoodlum Lancer: Hagger will lunge and grab the opponent. Light tosses them up
outright. Medium delays the lunge. Heavy is an anti-air grab that tosses them
up on contact.

Flying Piledriver: Grabs opponent and jumps into the sky with them to execute a
devastating piledriver.

Sky High Backdrop: Grabs opponent in the air and does a german suplex to the
ground.

Double Lariat: Haggar will spin around on his toes with his arms extended and it
costs him some life which will turn red and can be recovered when tagged out. He
is totally invincible during the start of the move. The sacrificed life refers
to his role in Final Fight series where you sacrifice life to do special moves.

Giant Swing: Catches airborne opponent and does a minesweeper before throwing
them to the ground.

Deskwork Gatling (Rapid Fire Fist): Throws a punch to the midsection, if it does
connect, Haggar does several punches to the gut and does a deadlier version of
the Heavy Violent Axe. He also does the last part if the punch whiffs.

Giant Haggar Press: Haggar jumps into the air and comes down like a meteor.

Final Haggar Buster: Variation of Zangeif's Final Atomic Buster. Grabs the
opponent to do a suplex then does a minesweepr before tossing them into the
air and finishing them off with a deadly piledriver.

+---------------------+
  HSIEN-KO (LEI-LEI)
+---------------------+

Origin: Darkstalkers 3

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Anki Hou: d, df, f + Attack
Henkyou Ki: b, d, db + Attack (also in air)
Senpuu Bu: f, d, df + Attack (also in air)
Edoga (Houten Geki): close, f, df, d, db, b + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Chireitou: d, df, f + 2 Attacks
Tenrai Ha: d, db, b + 2 Attacks
Rimoukon: f, d, df + 2 Attacks

---

Anki Hou: Throws random objects that range from a kunai, throwing star, bracelet
that Chun Li wears, bomb or a shooting star. The Shooting star will dizzy. The
bomb will stay there for a few seconds then explode. Light is a straight toss.
Medium is a lob. Heavy is a sharp lob. Other stuff I've scene a Yashichi, axe,
a pile of turds, a gear and a kitchen knife.

Henkyou Ki: Produces a soundwave that travels across the screen. Light is close
ranged. Medium is mid-ranged. Heavy is long ranged.

Senpuu Bu: Throws a chain upwards and swings across the screen slashing as she
goes. She can followed this up with another immediately afterwards before she
touches the ground or use any other air specials for that matter.

Edoga (Houten Geki): Tosses opponent up into the air and spins them around onto
her claws. Light hits 8 times. Medium hits 12 times. Heavy hits 16 times.

Chireitou: A wave of swords rise up through the floor.

Tenrai Ha: Drops a load of spiked balls onto the opponent.

Rimoukon: Hsien Ko dons a golden aura as her sister will also come to life and
stand beside her.

+---------------------+
    JILL VALENTINE
+---------------------+

Origin: Resident Evil

She is a DLC.

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Flip Kick: d, df, f + Light
Cartwheel Kick: d, df, f + Medium
Arrow Kick: d, df, f + Heavy
Double Knee Drop: d, df, f + Attack in air
Fallen Prey: f, d, df + Light
Ensnarement: f, d, df + Medium
Position Exchange: close, f, d, df + Heavy
Feral Crouch: d, d + Special
Low Sweep: Feral Crouch, Light
Jumping Roundhouse: Feral Crouch, Medium
Somersault Kick: Feral Crouch, Heavy
Teleport: Feral Crouch, (no down direction)
          Mad Beast, any direction

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Machine Gun Spray: d, df, f + 2 Attacks
Raven Spike: f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Mad Beast: d, db, b + 2 Attacks

---

Flip Kick: Backflip kick that puts her in Feral Mode at the end.

Cartwheel Kick: Cartwheel kick that puts her in Feral Mode at the end.

Arrow Kick: Leaps forward and lunges forward with her leg out and if she hits
the opponent, she will jump off of them and in the process, bounce them off the
wall.

Double Knee Drop: Dives straight down with her knees to crash into the opponent
underneath her.

Fallen Prey: Does a crouching flip kick which, if connected, cause the opponent
to fall and Jill dives on them with her knees.

Ensnarement: Does a roundhouse kick which, if connected, tosses the opponent to
the opposite side of the screen.

Position Exchange: Grabs opponent and jumps onto the other side of them.

Feral Crouch: Jill crouches down in attack mode.

Low Sweep: Does a low spinning kick across the floor.

Jumping Roundhouse: Does a leaping roundhouse kick.

Somersault Kick: Does a Flash Kick type backflip.

Teleport: Does a mad dash in the given direction.

Machine Gun Spray: Leaps through the air spinning as she shoots her machinegun
everywhere.

Raven Spike: Several Arrow Kicks, followed by a Somersault and a final arrow
kick.

Mad Beast: Allows Jill to dash all over the place while in beefed up Feral Mode.

+---------------------+
       MORRIGAN
+---------------------+

Origin: Darkstalkers

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Dark Quills (Splash Libido): f + Medium
Deep Crescendo: f + Heavy
Soul Fist: d, df, f + Attack (also in air)
Shadow Blade: f, d, df + Attack (also in air)
Vector Drain: close, f, df, d, db, b + Attack
Dark Harmonizer: Assist exclusive
Shell Kick: Special in air
Flight: d, db, b + Special (also in air)
Soul Drain: d, df, f + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Finishing Shower: d, df, f + 2 Attacks (also in air)
Shadow Servant: f, d, df + 2 Attacks
Astral Vision: d, d + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Darkness Illusion: d, db, b + 2 Attacks (also in air)

---

Dark Quills (Splash Libido): Attacks opponent with her multiple spike tails.

Deep Crescendo: Slashing upward kick that knocks opponent upwards.

Soul Fist: Morrigan throws a projectile at the opponent.

Shadow Blade: Rising uppercut.

Vector Drain: Morrigan takes the opponent into the sky and comes down in a
Spinning Piledriver motion.

Shell Kick: Turns her legs into a drill to hit opponent several times on the
way down.

Dark Harmonizer: Morrigan blows a kiss to the active player and grants them 30%
to the hyper gauge.

Flight: Morrigan will fly for a few seconds.

Soul Drain: Morrigan's new move. It's an ES version of the soul first and it
lowers the opponent's Super Meter by 30%

Finishing Shower: Shoots several rockets that home in onto the opponent.

Shadow Servant: Summons 5 shockwaves from the ground that sweep across the floor

Astral Vision: Creates a clone behind the opponent that mirrors her actions.
Hyper Combos cancel it out prematurely.

Darkness Illusion: Morrigan airdashes and upon impact, A clone joins her into
beating down the opponent.

+---------------------+
    NATHAN SPENCER
+---------------------+

Origin: Bionic Commando

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Wire Grapple: d, df, f + Attack (also in air)
Reel In Punch: Wire Grapple, Light
Zip Kick: Wire Grapple, Medium
Come 'ere (Hikiyoseru): Wire Grapple, Heavy
Jaw Breaker: close, f, d, df + Attack
Smash Kick: Jaw Breaker (Medium or Heavy), Heavy
Armor Piercer: d, df, f + Special
Wire Movement (Wire Idou): direction + Attack + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Bionic Maneuvers: d, df, f + 2 Attacks
Bionic Lancer: d, db, b + 2 Attacks

---

Wire Grapple: Nathan sends his grapple arm at the opponent.

Reel In Punch: Reels opponent in and punches them.

Zip Kick: Reels opponent in and dropkicks them.

Come 'ere (Hikiyoseru): Just reels opponent in without an extra attack.

Jaw Breaker: Nathan will grab then uppercut the opponent into the air. Heavt
version is an anti-air.

Smash Kick: Extra roundhouse kick that wallbounces.

Armor Piercer: Powerful palm thrust with his bionic arm that wallbounces the
opponent.

Wire Movement (Wire Idou): Grapples the ceiling or opponent. Nathan then reels
himself to where it grappled. Does minimal damage to opponent.

Bionic Maneuvers: Reels in opponent then pounds them senselessly then slams them
into the ground to finish them off with a Reel-In Punch.

Bionic Lancer: You can refer to this as a combination of Crimson Viper's Thunder
Knuckle (w/o effects) and the first part of Rock Howard's Shine Knuckle from
Garou: Mark of the Wolves.

+---------------------+
    NEMESIS T-TYPE
+---------------------+

Origin: Resident Evil 3/Biohazard 3

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Deadly Reach (T/H06): f + Heavy
Air Deadly Reach (T/H06A): f + Heavy in air
Angled Deadly Reach (T/H03A): d + Heavy in air
Clothesline Rocket (P/A): d, df, f + Attack
Launcher Slam (P/R06): f, d, df + Attack
Rocket Launcher (W/R06): d, df, f + Special
Anti-Air Rocket Launcher (W/R09): f, d, df + Special
Air Rocket Launcher (W/R01A): d, df, f + Special in air
Tentacle Slam (T/C): f, df, d, db, b + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Bioweapon (W/R*): d, df, f + 2 Attacks
Biohazard Rush (P/A*): f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Fatal Mutation (IRREGULAR*): f, df, d, db, b + 2 Attacks

---

Deadly Reach (T/H06): Nemesis extends his arm to release tentacles.

Air Deadly Reach (T/H06A): Air version of Deadly Reach

Angled Deadly Reach (T/H03A): Air Deadly reach pointed down at an angle.

Clothesline Rocket (P/A): Nemesis clotheslines the opponent. Medium adds a
rocket shot. Heavy adds an angled rocket shot.

Rocket Slam (P/R06): Smashes the opponent with the rocket launcher. Light will
knock them airborne. Medium groundbounces. Heavy wallbounces.

Rocket Launcher (W/R06): Fires a rocket at the opponent. Travels straight.

Anti-Air Rocket Launcher (W/R09): Fires rocket at an upward angle.

Air Rocket Launcher (W/R01A): Fires rocket at a downward angle from the air.

Tentacle Slam (T/C): grabs opponent with a tentacle and bodyslams them. Light
is a forward grab, medium is at upward angle, heavy is straight up.

Bioweapon Assault (W/R*): Shoots three rockets then jumps onto opponent.

Biohazard Rush (P/A*): Punches opponent three times, uppercuts and finishes them
off with a body slam.

Fatal Mutation (IRREGULAR*): Nemesis morphs, grabs opponent and then takes and
eats them.

+---------------------+
     PHOENIX WRIGHT
+---------------------+

Origin: Phoenix Wright: Ace Attorney

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Slip Up: f + Medium
Questioning [Investigation]: f + Heavy
Cross Examination [Trial]: f + Heavy
Bridge to the Turnaout [Trial]:  f + Heavy or d + Heavy in air (needs 3 Good
                                     Evidence)
Mode Change [Investigation or Trial Mode]: d, d + Special
Investigate and Discard [Investigation Mode]: Attack + Special
Evidence Projectiles [Trial Mode]: Attack + Special
M-Maya!? [Investigation Mode]: d, df, f + Attack
Paperwork High [Trial Mode]: d, df, f + Attack
Paperwork Low [Trial Mode]: d, db, b + Attack
Paper Storm High [Trial Mode]: d, df, f + Attack
Paper Storm Low [Trial Mode]: d, db, b + Attack
Press the Witness [Trial or Turnabout Mode]: f, d, df + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Steel Samurai Maya Smelting!: d, df, f + 2 Attacks
Order in the Court [Courtroom or Turnabout]: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

The Ace Attorney [Turnabout Mode]: f, d, df + 2 Attacks

---

Slip Up: An overhead attack where Phoenix slips on a banana pill and falls onto
the opponent.

Questioning: Shouts "Hold It!" during Investigation mode and adds to a hidden
stun meter. 100% will dizzy the opponent.

Cross Examination: Shouts "Hold It!" during Trial mode and adds to a hidden
stun meter. 100% will dizzy the opponent.

Bridge to the Turnaout: In Courtroom mode, he will shout "Objection!" and enter
Turnabout mode if you have three pieces of strong evidence.

Mode Change: Switch between Investigation and Trial Mode

Investigate and Discard: Digs for evidence. Good evidence will lighten a slot,
bad evidence darkens a slot. Use the appropiate button + Special to fill the
slot. If te slot is taken then the old evidence is thrown at the opponent.

Evidence Projectiles: Uses collected evidence to attack the opponent. If there
is bad evidence or no evidence, Phoenix will be embarrased and left open for an
attack. Usable in Trial or Turnabout mode. Knife throws three knives in a 3-way
attack. Flower Pot is lobbed at opponent. Watch throes a circle. Cell Phone
shoots two lock-on orbs. Photo fires a beam. Portfolio fires a explosive circle.

M-Maya!?: Maya comes in and either blocks an attack or trip abd attack the foe.

Paperwork High/Paper Storm High: Usable in Trial or Turnabout Mode. Throws paper
at the opponent at an upward arc. 

Paperwork/Paper Storm Low: Usable in Trial or Turnabout Mode. Throws paper at 
the opponent at an downward arc. Throws more papers in Turnabout Mode.

Press the Witness: Looks at the paper while walking and bumps into the opponent
and throws it at them.

Steel Samurai Maya Smelting!: Maya runs in and bum rushes the opponent.

Order in the Court: The Judge will appear in the background and slam his gavel
onto the floor.

The Ace Attorney: A real deadly super. Phoenix sits at his desk points an energy
beam at his opponent that shocks them and finishes them with a Take That! speech
bubble.

+---------------------+
         RYU
+---------------------+

Origin: Street Fighter 1

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Sakotsu Wari: f + Medium Attack
Roundhouse Kick (Mawashi Geri): f + Heavy Attack
Hadouken: d, df, f + Attack (also in air)
Baku Hadouken: d, df, f + Hold Attack
Muraji Hadouken: d, df, f + Special rapidly
Shoryuken: f, d, df + Attack (can charge it)
Hadou Shoryuken: f, d, f + Special 
Tatsumaki Senpuukyaku: d, db, b + Attack (also in air)
Joudan Sokutou Geri: b, d, db + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Shinkuu Hadouken: d, df, f + 2 Attacks (also in air)
Shinkuu Tatsumaki Senpuukyaku: d, db, b + 2 Attacks
Hadou Kakusei: d, d + 2 Attacks (Strengthen)
Shin Hadouken: Hadou Kakusei, d, df, f + 2 Attacks
Shin Tatsumaki Senpuukyaku: Hadou Kakusei, d, db, b + 2 Attacks

                      o----------------------o
                          Lvl 3 HYPER COMBO
                      o----------------------o

Shin Shoryuken: f, d, df + 2 Attacks

---

Sakotsu Wari: Ryu lunges forward with an overhead punch that hits twice.

Roundhouse Kick (Mawashi Geri): Self-Explanatory.

Hadouken: Ryu thrusts his arms forward and shoots a blue fireball across the
screen.

Baku Hadouken: A Hadouken that can richochet off of walls.

Muraji Hadouken: Ryu throws up to 5 short range Hadoukens.

Shoryuken: Ryu leaps in the air fist first. Heavy hits twice if close.

Hadou Shoryuken: Supercharged Shoryuken with blue flames attached to it.

Tatsumaki Senpuukyaku: Ryu spins across the screen with his leg out. Knocks
down opponent on contact.

Joudan Sokutou Geri: Ryu will do some sort of mule kick that knocks opponent
into the wall on contact.

Shinkuu Hadouken: A deadly version of the Hadouken that comes out as a stream.

Shinkuu Tatsumaki Senpuukyaku: This will hit multiple times as it sucks in the
opponent if they are close enough to get hit.

Hadou Kakusei: Powers up Ryu's other supers so he can perform the next 2 supers
listed below.

Shin Hadouken: Allows the Shinkuu Hadouken to ricochet off walls.

Shin Tatsumaki Senpuukyaku: Adds a tornado effect to the Shinkuu Tatsumaki 
Senpuukyaku.

Shin Shoryuken: Ryu will dish a blow to the gut then an uppercut to the chin and
finish it off with a leaping uppercut. Will only do the uppercut if not close 
enough.

+---------------------+
     STRIDER HIRYU
+---------------------+

Origin: Strider

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Arch Cut (Kiriharau): f + Heavy
Sliding: df + Heavy
Ame no Murakumo: d, df, f + Attack
Excalibur: d, df, f + Attack in air
Gram: f, d, df + Attack
Vajura: b, d, db + Attack
Formation A1: d, db, b + Light
Formation A2: d, db, b + Medium
Formation C: d, db, b + Heavy
Formation B: d, db, b + Special
Formation B Shot: Formation B, d, db, b + Special
Wall Cling (Kabe Haritsuki): d, df, f + Special

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Legion: d, df, f + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Ouruboros: d, db, b + 2 Attacks
Ragnarok: f, d, df + 2 Attacks

---

Arch Cut (Kiriharau): Arching downward slash

Sliding: Low hiting slide attack.

Ame no Murakumo: Rushing downward arc slash. Light as a short rush, Medium has
a longer rush, Heavy reaches full screen.

Excalibur: Dashing crash attack through the air. Hits up to four times. Light
attacks at a downward angle. Medium attacks forward. Heavy attacks at an upward
angle.

Gram: Creates a shockwave. Light attacks close, medium attacks mid range. Heavy
attacks full screen.

Vajura: Makes Strider vanish and reappear in a different area. Light teleports
above opponent. Medium teleports behind. Heavy performs an added kick.

Formation A1: Sends a panther across the screen

Formation A2: Sends an eagle to attack from above

Formation C: Sends an eagle to parachute a bomb.

Formation B: Sends a satellite that strider can use to attack the opponent.

Formation B Shot: Fires a projectile at the opponent.

Wall Cling (Kabe Haritsuki): Cling to the wall.

Legion: Sends panthers and eagles across the screen.

Ouruboros: Surrounds Strider with two satellites that revolve around him and can
fire projectile.

Ragnarok: Dashing grab and uses shadow clones to beat up the opponent with cross
slashes.

+---------------------+
        TRISH
+---------------------+

Origin: Devil May Cry

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Stiletto Kick: d + Heavy in air
Low Voltage: d, df, f + Attack (also in air)
Trick "Hopscotch": d, db, b + Light (also in air)
Trick "Peek-A-Boo": d, db, b + Medium (also in air)
Round Trip: d, db, b + Heavy (also in air)
Switch Sign: Round Trip, f, d, df + Attack (also in air)
Flight: d, db, b + Special (also in air)

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Maximum Voltage: d, df, f + 2 Attacks (also in air)
Round Harvest: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Duet Pain: f, d, df + 2 Attacks

---

Stiletto Kick: Wide angle divekick from the air.

Low Voltage: Throws an electric projectile. Light throws one. Medium throws two.
Heavy throws three. The air version throws them at a downward angle.

Trick "Hopscotch": Throws a trap on the floor that shocks the opponent if they
step on it.

Trick "Peek-A-Boo": Close-range trap that lifts the opponent off the ground if
they are not airborne already and the trap will center on them and damage them
with electricity.

Round Trip: Trish throws her schyte at the opponent and then it comes back like
a boomerang.

Switch Sign: Calls the scythe back prematurely by having it stop in midflight
before returning.

Flight: Take flight momentarily.

Maximum Voltage: Beefed up version of the Low Voltage.

Round Harvest: Beefed up version of the Round Trip.

Duet Pain: Uppercuts her opponent into the air then shoots them all over the
place then finishes with a body slam and a deadly shockwave.

+---------------------+
     TRON BONNE
+---------------------+

Origin: Megaman Legends/Rockman Dash

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Gustaff Fire: f + Medium
Bandit Boulder: f + Heavy
Bonne Strike: b, d, db + Attack (also in air)
Beacon Bomb: d, df, f + Attack
Servbot Launcher: f, d, df + Attack
Bonne Mixer: close, f, df, d, db, b + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Servbot Takeout: d, df, f + 2 Attacks
Servbot Surprise (King Kobun): f, d, df + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Shakedown Mixer: close, f, df, d, db, b + 2 Attacks

---

Gustaff Fire: Miniature flamethrower.

Bandit Boulder: Picks up a boulder from the ground and throws it at the opponent

Bonne Strike: Dashing drill attack. Light hits 4 times. Medium hits six times.
Heavy hits eight times.

Beacon Bomb: Tron fires a tractor beam that locks onto the opponent as they are
motionless while a Servbot dryhumps them. Heavy version is an anti-air. Medium
version has longer range than Light.

Servbot Launcher: Launches Servbot into the air to drop onto opponent. Button
strength determines the trajectory of the launch.

Bonne Mixer: Grabs opponent and slams them into the ground and spins them around
before tossing them away.

Servbot Takeout: Tron fires a shot that knocks opponent into the air then a lot
of Servbots (I assume it's 40 not including the one with Tron) rush in and run
over the opponent.

Servbot Surprise (King Kobun): The head servbot runs in and grows to a larger
size and pounds on the opponent.

Shakedown Mixer: Beefed up version of Bonne Mixer only Tron tries to end it with
a piledriver and she slips out of the gustaff before it finishes the maneuver
but it still goes through and she falls facefirst back into her gustaff.

+---------------------+
       VERGIL
+---------------------+

Origin: Devil May Cry 3 (Debuted in DMC1 as Nelo Angelo)

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Stinger: f + Heavy
High Time: df + Heavy
Helm Breaker: d + Heavy in air
Upper Slash: Special, Heavy
Star Fall: Special in air
Judgement Cut: d, df, f + Attack
Rising Sun: f, d, df + Light
Lunar Phase: f, d, df + Medium
Rapid Slash: f, d, df + Heavy
Round Trip: Hold Attack and release (also in air)
Trick: d, db, b + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Dimension Slash: d, df, f + 2 Attacks
Devil Trigger: d, db, b + 2 Attacks
Spiral Swords: f, d, df + 2 Attacks
Blistering Swords: Spiral Swords, d, df, f + Special
Sword Storm: Spiral Swords, Special + Attack

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

The Dark Angel: Devil Trigger, d, db, b + 2 Attacks

---

Stinger: Lunging sword attack.

High Time: Rising upward slash. Press Heavy again to warp to the ground.

Helm Breaker: Downward slash from the air.

Upper Slash: Followup to Vergil's Special attack.

Star Fall: Downward angle dive kick.

Judgement Cut: Slices the air to summon a hole in the screen. Button strength
determines the spot of the hole.

Rising Sun: Kicks the opponent twice and launches them into the air.

Lunar Phase: Rapidly flip kicks the opponent and creates a shockwave.

Rapid Slash: Dashes and slashes opponent multiple times after dashing past
them.

Round Trip: Throws his sword at the opponent and it spins around the opponent.

Trick: Teleportaion move.

Dimension Slash: Beefed up version of the Judgement Cut with more holes.

Devil Trigger: Powers up Vergil with extra speed, replinishing stamina, and
extra damage.

Spiral Swords: Swords will surround Vergil and damage any opponent who's close
to him.

Blistering Swords: Sword hovers above opponent and flies towards them. Light +
Special shoots diagonally down. Medium + Special fires straight. Heavy + Special
fires diagonally up.

Sword Storm: Swords will tilt to point forward towards opponent. And fly at them
one at a time.

The Dark Angel: Multiple slashes while in Devil Trigger Mode. At the end of the
mode, Devil Trigger wears off and two swords fall onto the opponent.

+---------------------+
    VIEWTIFUL JOE
+---------------------+

Origin: Viewtiful Joe

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Voomerang: d, df, f + Attack (also in air) (chargeable)
Shocking Pink: d, db, b + Attack
Red Hot Kick: d, db, b + Attack in air
Groovy Upper: f, d, df + Attack
Air Joe: Attack rapidly in air

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Desperado (Six Cannon): d, df, f + 2 Attacks (also in air)
Viewtiful God Hand: d, db, b + 2 Attacks
Mach Speed: f, d, df + 2 Attacks

---

Voomerang: Throws a large sword at the opponent. If it is charged up it will
take on flame properties and it will revolve around opponent to hit a couple
more times. Light throws it forward. Medium makes it fly upwards off the screen
and Heavy makes it fly backwards.

Shocking Pink: Throws a bomb that can even damage Joe if explodes on him. Button
strength determines how long before the bomb goes off. In the meantime it can be
knocked around in a "You take it. No no you take it." fasion.

Red Hot Kick: Joe does a diving kick. Light travels straight down. Medium comes
down at an angle. Heavy adds flaming properties for extra hits.

Groovy Upper: Used an anti-air technique but hits grounded opponents too. Light
goes straight up. Medium goes up at an angle. Heavy does two short upward angle
uppercuts.

Air Joe: Rapidly punches opponent on the way down.

Desperado (Six Cannon): Shoots a massive fireball with his cannon.

Viewtiful God Hand: Grabs opponent and displays a video reel and the opponent
is slowed down.

Mach Speed: Attacks rapidly with flaming uppercuts.

+---------------------+
       WESKER
+---------------------+

Origin: Resident Evil

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Samurai Edge: f + Heavy
Samurai Edge (low): df + Heavy
Samurai Edge (air) d + Heavy in air
Cobra Strike: d, df, f + Light (can follow from Jaguar Kick)
Ghost Butterfly: d, df, f + Medium
Jaguar Dash: d, df, f + Heavy
Jaguar Kick: Jaguar Dash, Heavy
Tiger Uppercut: b, d, db + Attack
Phantom Move: f, d, df + Attack
Mustang Kick: close, f, df, d, db, b + Attack

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Phantom Dance: d, df, f + 2 Attacks
Rhino Charge: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Lost In Nightmare: f, d, df + 2 Attacks

---

Samurai Edge: Shoots opponent with his pistol.

Samurai Edge (low): Shoots at the ground. It can OTG.

Samurai Edge (air): Shoots opponent from the air at a downward angle.

Cobra Strike: Short range palm thrust that knocks opponent away.

Ghost Butterfly: Dual palm thrust that wallbounces the opponent.

Jaguar Dash: Dashes through the opponent for multiple hits.

Jaguar Kick: Diving knee thrust.

Tiger Uppercut: Countermove. Light counters High and Mid attacks and knocks them
into the sky. Medium counters Low attacks and teleports behind them with a palm
thrust. Heavy counters projectiles and beams and attacks from behind.

Phantom Move: Teleportation move.

Mustang Kick: Grabs opponent and kicks them away. Heavy version wallbounces.

Phantom Dance: Wesker removes his glasses and zips across the screen hitting
the opponent as he moves.

Rhino Charge: Counters physical attacks with a hard punch to the gut and makes
the opponent crumple.

Lost In Nightmare: Beats opponent all over the place and throws a missile down
at them.

+---------------------+
        ZERO
+---------------------+

Origin: Megaman X

                      o----------------------o
                            SPECIAL MOVES
                      o----------------------o

Shippuuga: f + Heavy
Ryuenjin: d, df, f + Attack
Hadangeki: f, d, df + Attack
Hienkyaku: d, db, b + Attack (also in air)
Hyper Zero Blaster: Hold Attack and release (also in air)
Sentsuizan: d, df, f + Attack in air
Raikousen: f, d, df + Attack in air

                      o----------------------o
                             HYPER COMBO
                      o----------------------o

Rekkoha: d, df, f + 2 Attacks
Sougenmu: d, db, b + 2 Attacks

                      o----------------------o
                          LVL 3 HYPER COMBO
                      o----------------------o

Genmu Zero: f, d, df + 2 Attacks

---

Shippuuga: Dashing foward stab.

Ryuenjin: Zero slashes the air and a green crescent projectile travels across
the screen.

Hadangeki: Rising fire uppercut slash. Button strength determines how high he
jumps off the ground.

Hienkyaku: Despite it's name, it's not a kick but a running dash to avoid the
opponent's attacks. Heavy version takes to the sky.

Hyper Zero Blaster: Zero readies a shot. The longer you hold the attack button
down, the bigger and more powerful it is on release.

Sentsuizan: Zero will perform a dive kick at the opponent. Light version is a
fake-out.

Raikousen: Zero dives forward with an electric stab. Light travels down at an
angle. Medium travels straight. Heavy travels at an upward angle.

Rekkoha: Creates a massive shockwave in front of Zero after he punches the floor
for 30 hits.

Sougenmu: Zero summons a doppleganger that mirrors his actions. His soul body
from Megaman X4 you might recognize it from.

Genmu Zero: Massive screenwide slash.

o--------------------o
       MISSIONS
o--------------------o

Coming Soon

o--------------------o
        ENDINGS
o--------------------o

Coming Soon

o--------------------o
       TROPHIES
o--------------------o

A Friend in Need (Bronze)	
Perform 100 Crossover Assists. (Arcade/Online only)

A Warrior Born (Bronze)	
Earn 5,000 Player Points (PP).

Above Average Joe (Bronze)	
Land a Viewtiful Combo. (Arcade/online only)

Advancing Guardian (Bronze)	
Perform 100 Advancing Guards. (Arcade/Online only)

Assemble! (Bronze)	
Participate in an 8 player Lobby online.

Big Bang Theory (Bronze)	
Perform 30 Hyper Combo Finishes. (Arcade/online only)

Brave New World (Bronze)	
Participate in any mode online.

Comic Collector (Gold)	
Unlock all items in the Gallery.

Crazy Good (Bronze)	
Surpass the rank of Fighter.

Defender (Bronze)	
Block 100 times. (Arcade/Online only)

Devil with a Blue Coat (Bronze)	
Earn 30,000 Player Points (PP).

Divine Brawler (Silver)	
Earn 100,000 Player Points (PP).

Dominator (Silver)	
Collect 100 titles.

Dreaded Opponent (Bronze)	
Participate in 200 matches online.

Fighting Machine (Silver)	
Win 100 battles in Ranked Match.

First Strike (Bronze)	
Land 50 First Attacks. (Arcade/Online only)

Forged From Steel (Silver)	
Participate in 300 matches online.

Full Roster (Silver)	
Battle against all characters online.

Gravity? Please... (Bronze)	
Land 50 Team Aerial Combos. (Arcade/Online only)

Hard Corps (Bronze)	
Perform 30 Crossover Combination Finishes. (Arcade/online only)

Hellbent (Bronze)	
Participate in 100 matches online.

High-Score Hero (Silver)	
Earn 500,000 points in Arcade mode.

Hotshot (Bronze)	
Win 10 battles in Ranked Match.

Incredible (Bronze)	
Win without calling your partners or switching out in an online match.

Master of Tasks (Silver)	
Clear 480 missions in Mission mode.

Mega Buster (Bronze)	
Use 1,000 Hyper Combo Gauge bars. (Arcade/online only)

Mega Good (Silver)	
Surpass the 6th rank of any class.

Mighty Teamwork (Bronze)	
Land 30 Team Aerial Counters. (Arcade/Online only)

Missions? Possible. (Bronze)	
Clear 120 missions in Mission mode.

Mutant Master (Bronze)	
Land an Uncanny Combo. (Arcade/online only)

Need a Healing Factor (Bronze)	
Win without blocking in an online match.

Noble Effort (Bronze)	
Get a 5-game win streak in Ranked Match.

Passport to Beatdown Country (Bronze)	
Fight in all of the stages.

Perfect X-ample (Bronze)	
Use X-Factor 50 times. (Arcade/Online only)

Quick Change-Up (Bronze)	
Perform 50 Crossover Counters. (Arcade/Online only)

Rivals Welcome (Silver)	
Play in Online Mode for over 30 hours.

Savage Playing (Bronze)	
Perform 50 Snap Backs. (Arcade/Online only)

Saving My Quarters (Bronze)	
Beat Arcade mode without using any continues.

Seductive Embrace (Bronze)	
Play in Online Mode for over 5 hours.

Slam Master (Bronze)	
Win 50 battles in Ranked Match.

The Best There Is (Bronze)	
Beat Arcade mode on the hardest difficulty.

The Points Do Matter (Bronze)	
Earn 400,000 points in Arcade mode.

The Ultimate (Platinum)	
Obtain all Trophies.

Training in Isolation (Silver)	
Play in Offline Mode for over 30 hours.

Training Montage (Bronze)	
Play in Offline Mode for over 5 hours.

Up To The Challenge (Silver)	
Clear 240 missions in Mission mode.

Waiting for the Trade (Gold)	
View all endings in Arcade mode.

o--------------------o
  ACHIEVEMENT POINTS
o--------------------o

A Friend in Need (20)	
Perform 100 Crossover Assists. (Arcade/Xbox LIVE)

A Warrior Born (10)	
Earn 5,000 Player Points (PP).

Above Average Joe (10)	
Land a Viewtiful Combo. (Arcade/Xbox LIVE)

Advancing Guardian (10)	
Perform 100 Advancing Guards. (Arcade/Xbox LIVE)

Assemble! (15)	
Participate in an 8 player Lobby over Xbox LIVE.

Big Bang Theory (15)	
Perform 30 Hyper Combo Finishes. (Arcade/Xbox LIVE)

Brave New World (10)	
Participate in any mode over Xbox LIVE.

Comic Collector (50)	
Unlock all items in the Gallery.

Crazy Good (10)	
Surpass the rank of Fighter.

Defender (10)	
Block 100 times. (Arcade/Xbox LIVE)

Devil with a Blue Coat (15)	
Earn 30,000 Player Points (PP).

Divine Brawler (50)	
Earn 100,000 Player Points (PP).

Dominator (30)	
Collect 100 titles.

Dreaded Opponent (20)	
Participate in 200 matches in Xbox LIVE.

Fighting Machine (40)	
Win 100 battles in Ranked Match.

First Strike (10)	
Land 50 First Attacks. (Arcade/Xbox LIVE)

Forged From Steel (30)	
Participate in 300 matches in Xbox LIVE.

Full Roster (30)	
Battle against all characters over Xbox LIVE.

Gravity? Please... (10)	
Land 50 Team Aerial Combos. (Arcade/Xbox LIVE)

Hard Corps (15)	
Perform 30 Crossover Combination Finishes. (Arcade/Xbox LIVE)

Hellbent (20)	
Participate in 100 matches in Xbox LIVE.

High-Score Hero (30)	
Earn 500,000 points in Arcade mode.

Hotshot (15)	
Win 10 battles in Ranked Match.

Incredible (20)	
Win without calling your partners or switching out in a Xbox LIVE match.

Master of Tasks (40)	
Clear 480 missions in Mission mode.

Mega Buster (20)	
Use 1,000 Hyper Combo Gauge bars. (Arcade/Xbox LIVE)

Mega Good (40)	
Surpass the 6th rank of any class.

Mighty Teamwork (10)	
Land 30 Team Aerial Counters. (Arcade/Xbox LIVE)

Missions? Possible. (20)	
Clear 120 missions in Mission mode.

Mutant Master (10)	
Land an Uncanny Combo. (Arcade/Xbox LIVE)

Need a Healing Factor (20)	
Win without blocking in an Xbox LIVE match.

Noble Effort (15)	
Get a 5-game win streak in Ranked Match.

Passport to Beatdown Country (10)	
Fight in all of the stages.

Perfect X-ample (10)	
Use X-Factor 50 times. (Arcade/Xbox LIVE)

Quick Change-Up (10)	
Perform 50 Crossover Counters. (Arcade/Xbox LIVE)

Rivals Welcome (30)	
Play on Xbox LIVE for over 30 hours.

Savage Playing (10)	
Perform 50 Snap Backs. (Arcade/Xbox LIVE)

Saving My Quarters (10)	
Beat Arcade mode without using any continues.

Seductive Embrace (20)	
Play on Xbox LIVE for over 5 hours.

Slam Master (20)	
Win 50 battles in Ranked Match.

The Best There Is (10)	
Beat Arcade mode on the hardest difficulty.

The Points Do Matter (20)	
Earn 400,000 points in Arcade mode.

The Ultimate (50)	
Unlock all achievements.

Training in Isolation (30)	
Play in Offline Mode for over 30 hours.

Training Montage (20)	
Play in Offline Mode for over 5 hours.

Up To The Challenge (30)	
Clear 240 missions in Mission mode.

Waiting for the Trade (50)	
View all endings in Arcade mode.

o--------------------o
        CREDITS
o--------------------o

God - creator of all

Capcom whom created the game

GameFAQs for hosting

My sisters Renea and Chigura Castillo (aka Roja Calor/Captain Caliente & Kage
Negra/Tiggy Smalls) - helping me play this game and writing this FAQ. Their PSN
IDs are EnbaBlaze and KageNegra.

Guard Master - trophies/APs

o---------------------o
      CONTACT ME
o---------------------o
azulfria[at]hotmail[dot]com 
[at] = @ and [dot] = .
Don't want any email bots.

You can also check me and my sisters' Youtube page for retrogame entertainment
at youtube.com/PurrfectTrio

My facebook is http://www.facebook.com/icequeenzero

Thank you for reading

-Ice Queen Zero

     
DEMOS
PATCHES - CHEATS
REVIEWS
GAME VIDEOS
NEWS ENTRIES
THIS WEEK'S MOST POPULAR DOWNLOADS