CAPCOM SIDE
Spoiler, click to toggle visibilty
Full name: Ryu. Just Ryu
First appearance: Street Fighter (August 1987)
Video:
http://www.youtube.com/watch?v=oA4IsmGVwgoScreenshots:
http://marvelvscapcom3.com/us/characters/ryuMOVELIST:QCF + A: Hadoken
Ryu's trademark fireball. Strength determines travel speed of the fireball
DP + A: Shoryuken
Ryu's anti-air move. Strength determines height and damage caused.
QCB + A: Tatsumaki Senpukyaku
Ryu's spinning kick. Strength determines travel distance and damage caused.
BDP + A: Jodan Sokuto Geri
This powerful kick sends the opponent bouncing to the wall.
QCF + AA: Shinku Hadoken
Ryu's beam hyper. You can slightly aim it while he's firing it. You can also hold up after inputting the command so he instantly aims it upward. If done on air he'll shoot it forward, but if you hold down after the input he shoots it down.
QCB + AA Shinku Tatsumaki Senpukyaku
Ryu's spinning kick hyper delivers several hits.
DP + AA Shin Shoryuken
Ryu's level 3 Shoryuken should be done near the opponent for maximum effect, otherwise it's just a Shoryuken. Can hit a jumping opponent if done close.
Spoiler, click to toggle visibilty
Full name: Morrigan Aensland
First appearance: Darkstalkers - The Night Warriors (1994)
Video:
http://www.youtube.com/watch?v=nzq5S3YTM_kScreenshots:
http://marvelvscapcom3.com/us/characters/morrigan- Her dashing isn't like a normal dash. She goes upwards as she dashes. She can also do a long airdash.
MOVELIST:Command moves:
Forward M: Morrigan attacks with spikes from her wings.
Forward H: Morrigan does a slashing kick that launches the opponent at jumping height.
QCF + A: Soul Fist
Morrigan's fireball. L and M go forward at different speeds, while H goes up at a 45 degree angle. If done on air, L and M go down at 45 degrees and H goes forward.
DP + A: Shadow Blade
Morrigan's antiair attack. Strength determines distance, and H goes quite the horizontal distance. Can be done on air to the same effect.
HCB + A: Vector Drain
In this grab move, Morrigan spins downwards smashing the opponent headfirst. Button determines grab distance and damage (L has slightly more range but does less damage).
QCB + S: Flight
Morrigan activates flight mode for roughly 3 seconds. Can be done on air.
QCB + AA: Finishing Shower
Morrigan shoots a series of missiles. Can be done on air.
D, D + AA: Astral Vision
Morrigan creates a clone of herself at the other side of the opponent that mimics all of your moves (except for Vector Drain in which the clone temporarily disappears). If you do another hyper combo while the clone is active, the clone disappears completely.
DP + AA: Shadow Servant
Morrigan summons several blades from the ground.
QCB + AA: Darkness Illusion
In her level 3 move, Morrigan dashes forward until she reaches the opponent. If the move connects she does several attacks with another Morrigan. Can be done on air.
Spoiler, click to toggle visibilty
Full name: Chris Redfield
First appearance: Resident Evil (March 22, 1996)
Video:
http://www.youtube.com/watch?v=Zrt0c3112x8Screenshots:
http://marvelvscapcom3.com/us/characters/chris-redfieldMOVELIST:Command moves:
Forward M: Chris fires his gun at the ground. A quick attack with good range
Forward H: Stun Rod
Backwards H: Flamethrower. Hold the attack button for extra flame.
QCF + A: Gun Fire
Chris fires a gun. Strength determines the gun used. L is a shotgun attack with moderate range. M is a machinegun with full range and H is a Magnum. Can be used on air, in which he'll aim at 45 degrees downwards.
QCB + A: Combination Punch
Chris does a series of punches. The L verson can be followed up with additional attacks by pressing L M and H, while the M version can be followed up by a Magnum gunshot by pressing H.
DP + A: Grenade Toss
SUCK ON THIS! Chris will toss an explosive depending on the button you use. L will be a landmine that explodes a couple seconds after being set (or if an opponent is near it). M tosses a grenade and H tosses a fire grenade that leaves the ground on fire for a while after exploding.
D, D + H: Prone Position
Chris lays on the floor, which helps dodge attacks. During this position he can crawl slowly or shoot by pressing H. He can still be thrown, however.
QCF + AA: Grenade Launcher
Chris fires four grenades. The first is an ice grenade, followed by an exploding grenade thrown upwards, then an exploding grenade, an electric grenade and at that point the second grenade hits the opponent. If you DHC once he shoots the second one it'll still hit the opponent.
DP + AA: Sweep Combo
Chris does a series of attacks, ending with a rocket launcher. The series of attacks go on even if the first hit misses.
QCB + AA: Satellite Laser
In this level 3 hyper combo, Chris uses the satellite laser for up to three attacks. You must aim and fire manually. Chris can obviously be hit while he's aiming so be careful.
Spoiler, click to toggle visibilty
First appearance: Devil May Cry (August 23, 2001)
Video:
http://www.youtube.com/watch?v=63WiOa_swVMScreenshots:
http://marvelvscapcom3.com/us/characters/dante- During a jump he can airdash or do another jump.
MOVELIST:Command moves:
Downforward H: Wild Stomp. Dante shoots several bullets downward. Can OTG.
H, H: Weasel Shot. Dante shoots twice with fullscreen reach. Mash H for two extra hits.
H, hold back, H: Jumping Weasel Shot. Dante jumps back and shoots twice. Mash H for extra hits.
S during Wild Stomp or Weasel Shot: Prop Shredder. Dante spins his sword for several hits. Can be jump canceled.
H, H (air): Rain Storm. Dante shoots twice straight downwards. Mash H for up to 10 extra hits.
S followed by H: Upwards Weasel Shot. Dante shoots at the launched opponent. Mash H for extra hits.
Forward H: Stinger. A quick forward stab. Mash H after the move to do Million Stab.
QCF + L: Multi-Lock
This move creates an energy ball that attacks the opponent. You can hold the button to charge it for up to 5 balls. You can also do another QCF L right after you do the move to do Acid Rain instead, in which he shoots up to rain down several projectiles around him.
QCF + M: Crystal
An short ranged ice wave attack. Do another QCF M right after doing the move to do Million Carats instead, in which he quickly surrounds himself in ice to cause damage.
QCF + H: Hysteric
Fires several homing missiles. Do another QCF H to do Grapple instead, in which he fires a grappling hook with fullscreen range that pulls an opponent to you.
DP + L: Twister
Dante surrounds himself in fire. Do DP L again anytime during the move to cancel it into Tempest which is an even larger fire attack.
DP + M: Volcano
Dante punches the ground causing a blast in front of him. Quickly do another DP M to do Beehive, which is a series of kicks that end in a ground bouncing stomp.
DP + H: Jam Session
Creates a purple pillar of energy that has full vertical reach.
QCB + L: Reverb Shock
Dante does a short dash attacking with his electric guitar. Can OTG.
QCB + M: Revolver
Dante jumps forward doing a spinning nunchaku attack.
QCB + H: Jet Stream
Dante dashes forward doing a spinning sword attack.
Press H after doing any of the QCB A attacks: Fireworks.
Dante does a spinning shotgun attack. If you can't get the timing right you can just mash H instead.
Press S after doing any of the QCB S attacks: Crazy Dance
Dante does a series of attacks ending in a spinning kick. If you can't get the timing right you can just mash S instead.
QCF + L (air): Killer Bee
A diving kick that causes ground bounce. Do another QCF L after doing the move to do The Hammer instead, which is a quick double hammer attack which also causes ground bounce.
QCF + M (air): Air Play
This attacks creates an energy ball. Hold M to charge it and create a larger ball that causes more damage.
QCF + H (air): Sky Dance
Dante does a downward spinning attack
QCF + S: Drive
Dante attacks with an energy wave through the screen, much like a Reppuken
D, D + S: Air Trick
Dante teleports above and behind the opponent
QCF + AA: Million Dollars
Dante fires several bullets across the screen, finishing off with a powerful shot.
QCB + AA: Devil Trigger
Dante turns into his Demon form. All of his attacks cause more damage (even specials and hypers) and his red health regenerates. On top of that he gets some new moves. QCF S (only on air) fires an energy beam downward (can be done three times in sequence), DP S (only on air) dashes forward quickly and QCB S makes him fly.
DP + AA: Devil Must Die!
For his level 3, Dante does a stinger attack. If it connects he'll do a series of other attacks.
Spoiler, click to toggle visibilty
First appearance: Darkstalkers - The Night Warriors (1994)
Video:
http://www.youtube.com/watch?v=yLNBuavc9fcTwo screenshots lol:
http://marvelvscapcom3.com/us/characters/felicia- Felicia can cling to a wall for a while during a regular jump. Just press back again when you're near it. Press forward during the wall cling to jump forward at a higher speed.
MOVELIST:Command moves:
Downfoward M: A crouching OTG slash.
QCF + A: Rolling Buckler
Felicia rolls at the opponent. Button determines distance and damage. This attack can be followed up by three other attacks. L is a weak punch, M is a slide and H is a rising attack.
DP + A: Cat Spike
Felicia throws a ball and jumps to pop it. The button determines jump height and damage.
RDP + A: Delta Kick
Felicia does a jumping kick straight up and then does a diving kick. Button determines initial jump height and diving kick range.
HCB + A: Hell Cat
A special throw in which Felicia spins around the opponent. Button determines damage and grab range (L has slightly more range but does less damage).
Charge back, forward, A: Sand Splash
A short wave projectile that can cancel other projectiles. Button determines range and damage, with H going roughly half the screen.
D, D + A: Cat Charge
Felicia charges the hyper meter.
S + A: Cat Run
Felicia runs out of axis and forward. She's completely invulnerable during the move.
QCF + AA Dancing Flash
Felicia rolls forward with almost full screen range. If the move connects she'll do an automatic combo.
DP + AA Kitty Helper
Felicia calls an invulnerable helper for roughly 10 seconds. The helper runs around Felicia and does a jumping overhead attack whenever you press an attack button.
QCB + AA: Please Help Me
For this level 3 hyper move, Felicia gets the help of several other catwomen to give a massive beatdown. The initial hit has short range.
Spoiler, click to toggle visibilty
First appearance: Street Fighter II (March 1991)
Video:
http://www.youtube.com/watch?v=wTy7ji2Mz6UScreenshots:
http://marvelvscapcom3.com/us/characters/chun-li- Chun Li can airdash but only forward.
MOVELIST:Command moves:
Forward H: An overhead flip kick.
Down M (on air): A stomp that can be done repeatedly.
HCF + A: Kikoken
A slow fireball. The weaker version has almost full screen range but does little damage, The stronger version is faster and does more damage but has almost no range.
Mash A: Hyakuretsukyaku
Chun-Li's fast kicks. Can be done on air.
DP + A: Tenshokyaku
Chun-Li does several kicks upwards. Button determines the amount of kicks done. Can be done on air.
Charge down, up, A: Spinning Bird Kick
Chun-Li spins upside down delivering a series of kicks. Button determines distance traveled. It's worth noting that if you press the attack button with a little delay after pressing up, she'll spin at a higher height.
QCF + AA: Kikosho
Chun-Li does a giant energy ball attack around her.
QCB + AA: Hoyokusen
Chun-Li does a series of kicks ending in her launcher kick (which means you can do an air combo after this hyper move)
DP + AA: Shichisei Ranka
For her level 3, Chun-Li does a fast Spinning Bird Kick followed by an upward kick. If the upward kick connects she'll do several more kicks.
Spoiler, click to toggle visibilty
First appearance: Devil May Cry (August 23, 2001)
Video:
http://www.youtube.com/watch?v=6SMKTVMQpYsScreenshots:
http://www.eventhubs.com/news/2010/jul/21/marvel-vs-capcom-3-artwork-new-characters/- While on air she can airdash in 8 directions or do another jump.
MOVELIST:Command moves:
Down H (on air): A diving kick
QCF + A: Low Voltage
Trish fires electric projectiles. L is one, M is two and H is three. The stronger versions take more time to come out. If done on air she'll fire projectiles downward in a 45 degree angle.
QCB + L: Trick"Hopscotch"
Trish plants an electric trap in the ground below her, which fires up a projectile once the opponent walks or jumps over it. Can be done on air to the same effect. The trap will disappear after roughly 6 seconds or if Trish is hit, and you can have only one on the screen.
QCB + M: Trick "Peekaboo"
Trish plants an electric trap right above her that explodes and momentarily stuns the opponent on contact. Can be done on air to similar effect. The trap disappears after roughly 5 seconds or if Trish is hit. You can have only one on the screen.
QCB + H: Round-Trip
Trish throws her scythe which hits the opponent several times and returns like a boomerang. Do DP + A while the scythe is spinning to do Switch Sign, which will affect the scythe's movement. L will make it slower, M will make it faster, and H will make it stop in its current place.
QCB + S: Air Raid
Trish flies for a short period of time. Can be done on air.
QCB + AA: Round Harvest
Trish throws her spinning scythe at the opponent for several hits. While the scythe is hitting the opponent you can do other moves, even her projectiles and her other hyper.
QCF + AA: Maximum Voltage
Trish fires a series of electric projectiles. Can be done on air, in which she'll fire them downward in a 45 degree angle.
DP + AA: Duet Pain
For her level 3 Trish does a launcher attack. If it connects she'll shoot the opponent several times and finish off with a scythe stab to the ground.
Spoiler, click to toggle visibilty
First appearance: Okami (April 2006)
Video:
http://www.youtube.com/watch?v=b6L-Q6gVCtcScreenshots:
http://www.eventhubs.com/news/2010/jul/21/amaterasu-and-thor-confirmed-marvel-vs-capcom-3/- Amaterasu has an unusual forward airdash in which she grapples to a flower.
MOVELIST:Command moves:
Forward H: A short dashing attack.
D, D + A: Weapon Change
Amaterasu changes weapon. L will change it to Solar Flare, M to Thunder Edge and H to Devout Beads. Changing weapon will change your H attacks and give you access to different special moves.
QCB + A: Power Slash
Amaterasu creates a slashing paper that hits on overhead. H creates it on top of Amaterasu, L on front of her and at a much lower height, and M between the previous two.
QCF + A (air only): Head Charge
Amaterasu does a head charge, surprisingly. L goes up at a 45 degree angle, M goes forward and H goes straight down and causes bounce. You can do this move up to three times while on air.
DP + A: Solar Flare (Solar Flare only)
Amaterasu does a reflector move. Whoever hits the reflector is in for a piledriver. You can hold the attack button to keep it up for as long as you like. The L version will work against standing or aerial moves, the M version against low moves and the H version will instead reflect any projectile, or protect against beams, Magneto's Hyper Grab or even Taskmaster's raining arrows. It won't work against any hypers.
QCF + A: Cold Star (Devout Beads only)
Amaterasu shoots ice projectiles at the opponent. Mash the button for more hits. L will go straight forward, M will go up at a 45 degree angle, and for H Amaterasu jumps and shoots down at a 45 degree angle.
QCF + A: Thunder Edge (Thunder Edge only)
Amaterasu does an electrified head charge. You can charge this move for extra damage. L goes straight forward, M goes up at a 45 degree angle and H goes straight up.
QCF + S: Glaive Chop (Thunder Edge, Air only)
Amaterasu does a downward slash for several hits.
QCF + AA: Okami Shuffle
Amaterasu uses elemental powers for a fullscreen attack.
QCB + AA: Vale of Mist
Slows down any of the opponents for a period of time. You cannot build hyper meter during slowdown.
DP + AA: Divine Instruments
Her level 3 is a short range attack. If it connects she uses all of her weapons in a huge autocombo.
Spoiler, click to toggle visibilty
First appearance: Viewtiful Joe (June 2003)
Video:
http://www.youtube.com/watch?v=S2DFl4mEgJsScreenshots:
http://www.eventhubs.com/news/2010/aug/18/dormammu-and-viewtiful-joe-confirmed-mvc3/- Joe can airdash and can also jump three times.
MOVELIST:Command moves:
Forward M: A punch!!!
QCF + A: Voomerang
Joe throws a voomerang. You can charge this move for roughly a second to get a charged fire voomerang that stays longer on the screen and deals more hits. L throws the voomerang straight forward, while the fire version will stay around the opponent for a while. M throws it up, while the fire version will go up and then down near the opponent. H throws it backwards, while the fire version goes backwards and then spins forward. You can do this move in the air but the voomerangs will go down instead of up.
QCB + A: Shocking Pink
Joe throws a bomb. Joe or the opponent can attack the bomb to move it around. The explosion can also damage Joe. Button determines the amount of time before the bomb explodes. Hold the attack button so Joe juggles the bomb with his foot, delaying the attack.
QCB + A (air): Red Hot Kick
Joe does a diving kick. L goes straight down and bounces on the oppnent, M goes down at a 45 degree angle and bounces on the opponent, H is like M except it's on fire, causes more hits and doesn't bounce on the opponent.
Mash A (air): Air Joe
Joe does several punches and kicks, falling slower than if he did a normal jump.
DP + A: Groovy Uppercut
Joe does an uppercut. L is straight up, M goes up at a 45 degree angle and H is a short uppercut followed by a larger one.
QCF + AA: Desperado
Joe uses the Six Cannon to shoot a large energy blast. It is aimed downwards if done on air.
QCB + AA: Viewtiful God Hand
This blockable close range attack will not only damage the opponent but also slow them down for roughly 8-10 seconds. If the affected character tags out, the slowdown will still be effect when the character tags back in.
DP + AA: Mach Speed
Joe does a fire punch. If it connects, he'll land a series of high speed fire punches on the opponent. If the first fire punch misses he'll just rush forward doing several punches instead.
Spoiler, click to toggle visibilty
Full name: Tron Bonne (like trombone. did you know that)
First appearance: Megaman Legends (April 1998)
Video:
http://www.youtube.com/watch?v=Y_uUq3bf4EQScreenshots:
http://www.eventhubs.com/news/2010/sep/15/x-23-confirmed-playable-character-mvc3/- Tron can airdash in both directions.
- I know her mecha is called Gustaff so she's not really the one doing the moves.
MOVELIST:Command moves:
Forward M: Tron attacks with a short flamethrower.
Forward H: Tron pulls a rock from the ground and throws it forward, going roughly half the screen. Hold the button to delay the rock throwing action.
Crouching H: Tron does a low spinning attack. I'm listing this here because you can move Tron forwards or backwards during the move.
QCF + A: Beacon Bomb
Tron shoots a small projectile that will call for two Servbots if it connects. The Servbots stun the opponent for a while. L comes out fast but doesn't go fullscreen, M takes a little longer but goes fullscreen and causes a little more damage, H is aimed upwards at a 45 degree angle.
RDP + A: Bonne Strike
Tron does a dashing drill attack. Button determines travel distance and damage. Can be done on air. Mash the attack button for extra hits.
DP + A: Servbot Launcher
Tron launches a parachuting Servbot that hits the opponent. Button determines launch distance.
HCB A: Bonne Mixer
In this command grab, Tron grabs the opponent and drags their head on the ground in a circular motion. Button determines damage and grab distance (L has a little more range but does less damage).
QCF + AA: Servbot Takeout
Tron shoots a fullscreen projectile just like Beacon Bomb. If it connects, the opponent is launched to the air and then hit by 40 running Servbots.
DP + AA: Servbot Surprise
Tron turns her Servbot into a giant Servbot that attacks with a hammer. Projectiles will go through this King Servbot.
HCB + AA: Shakedown Mixer
This level 3 is a hyper version of Bonne Mixer.
Spoiler, click to toggle visibilty
Full name: Albert Wesker
First appearance: Resident Evil (March 22, 1996)
Video:
http://www.youtube.com/watch?v=HPInGjYHR_MScreenshots:
http://www.eventhubs.com/news/2010/sep/21/artwork-and-screen-shots-spider-man-and-wesker-mvc3/- Should Wesker lose his glasses, taunt so he can put them back on. Make sure to own your opponents in style.
MOVELIST:Command moves:
Forward H: Wesker shoots forward with his Samurai Edge. Press L, M, or H to teleport after this move.
Downforward H: Wesker shoots at the ground (OTG). Press L, M or H to teleport after this move.
Down H on air: Wesker shoots at the ground (OTG). Press L, M or H to teleport after this move.
QCF + L: Cobra Strike
Wesker does a quick palm attack that knocks down the opponent.
QCF + M: Ghost Butterfly
Wesker does a two-palm attack that sends the opponent bouncing against the wall. Press L, M, or H to teleport after this move.
QCF + H: Jaguar Dash
Wesker does a forward dash that can go through the opponent even if blocked. Press H to do a kick during the move. You can also do QCF L to do a Cobra Strike.
HCB + A Mustang Kick
Wesker's command grab. L kicks the opponent far, M kicks the opponent farther and H causes wall bounce. They all do the same damage.
DP + A Phantom Move
Wesker's teleport. L will teleport him forward, M will teleport him backwards and H will teleport him forward in the air. Can be done on air to the same effect except H teleports him to the ground.
RDP + A Tiger Uppercut
This is a counter and not Sagat's thing. L counters high attacks, M counters low attacks and causes wallbounce, and H counters projectiles causing wallbounce should Wesker's counterattack connect.
QCF + AA Phantom Dance
Wesker dashes around the screen for several hits, kind of like the old Maximum Spider.
QCB + AA Rhino Charge
Wesker goes into a counter stance in which he'll counter any direct attack. He won't be able to counter projectiles, however.
DP + AA Lost in Nightmares
For this level 3 hyper, Wesker does a palm attack. If it connects he'll do a series of attacks ending in a missile to the opponent.
Spoiler, click to toggle visibilty
Full name: Nathan "Rad" Spencer
First appearance: Bionic Commando (March 1987)
Video:
http://www.gamespot.com/ps3/action/marvelvscapcom3/video/6281385/marvel-vs-capcom-3-fate-of-two-worlds-character-moves-demo-nathan-rad-spencerScreenshots:
http://www.eventhubs.com/news/2010/oct/09/marvel-vs-capcom-3-trailer-magneto/MOVELIST:Command moves:
Forward H: Spencer does a forward attack with good range.
Direction + S + A: Spencer shoots his grappling arm at the direction you aimed it. He then drags himself to that direction. Can be done on air up to three times. If it hits an opponent it'll do a little damage. If the opponent is blocking, Spencer will still drag himself to the opponent.
QCF + A: Wire Grapple
Spencer shoots his grappling arm at a direction according to the button you pressed. L goes straight forward, M goes slightly up and H goes straight up. Once the arm connects with the opponent you can follow up with one of three moves. L will drag the opponent to Spencer and he'll deliver a punch. M will drag the opponent and Spencer will kick the opponent to the wall causing a bounce. H will drag the opponent next to you.
If done on air, L goes straight forward, M goes slightly downward and H completely downward. Once it connects Spencer automatically does the kick seen in the ground version.
DP + A: Jaw Breaker
This command grab punches the opponent to the air, allowing you to combo once they're landing. The H version works on jumping opponents. Press H right after doing either the M or H versions of the move to do a Smash Kick. Press H with specific timing to do Critical Smash (I've never gotten this one).
QCF + S: Armor Piercer
Spencer does a punch with his bionic arm, sending the opponent to bounce against the wall. The move comes out instantly if done near the opponent.
QCF + AA: Bionic Maneuvers
Spencer shoots his grappling arm forward. If it connects he'll do a combo.
QCB + AA: Bionic Arm
Spencer does a powerful dashing punch that almost goes fullscreen distance.
Spoiler, click to toggle visibilty
First appearance: Ghosts 'n Goblins (September 19, 1985)
Video:
http://www.gamespot.com/ps3/action/marvelvscapcom3/video/6281386/marvel-vs-capcom-3-fate-of-two-worlds-character-moves-demo-sir-arthurScreenshots:
http://www.eventhubs.com/news/2010/oct/09/marvel-vs-capcom-3-trailer-magneto/- Arthur can't dash! He can do a second jump, however.
MOVELIST:Command moves:
Forward H: Arthur dashes forward with a lance attack
Backward H: Arthur throws a sword that goes up, down, forward and back.
QCF + L: Dagger Toss
Arthur tosses one dagger. Press the attack button again for up to two additional daggers. Daggers do more damage if he's using the golden armor. Can be done on air.
QCF + M: Lance Toss
Arthur tosses one lance. Press the attack button again for one additional lance. He can only toss one lance if he's got the golden armor but it does more damage. Can be done on air.
QCF + H: Scatter Crossbow
Arthur shoots two bolts at a slightly upward angle. He'll shoot down if done on air. If he's got the golden armor on it launches three homing bolts.
DP + L: Shield Deflect
Reflects a projectile. Can also nullify a direct attack.
DP + M: Heavenly Slash
Arthur does an upward slash with a large sword.
DP + H: Hellbound Slash
Arthur does two slashes with a large sword.
QCB +L: Fire Bottle Toss
Arthur tosses a fire bottle that burns across the ground. If the bottle hits the opponent it'll just explode on the opponent instead. Larger flames and more explosion range when he's wearing the golden armor. Can be done on air.
QCB + M: Ax Toss
Arthur tosses a spinning axe. If he's wearing a golden armor he tosses a smaller golden axe that does multiple hits. Can be done on air.
QCB + H: Scythe Toss
Arthur tosses a spinning scythe that hits twice. If he's got the golden armor it'll do more hits and damage.
QCF + AA: Goddess' Bracelet
Arthur quickly launches 20 energy projectiles. He can jump during this move.
QCB + AA: Golden Armor
This move gives Arthur the golden armor for roughly 18 seconds. His special projectiles are improved and do more damage under this state. Once the 18 seconds are over, his armor breaks and he's on his boxers. When he's on his boxers he does the same damage as if he was wearing his normal armor but takes a lot more damage. If you do this hyper move when he's on his boxers he'll go back to his normal armor. It's worth noting that if you have golden armor but tag Arthur out, the timer will be halted and you can use improved assist attacks.
DP + AA: For the Princess
For this level 3 hyper combo, a fire dragon fills the screen with explosions.
Spoiler, click to toggle visibilty
First appearance: Mega Man X (December, 1993)
Video:
http://www.youtube.com/watch?v=j0bbfBj94NcScreenshots:
http://www.eventhubs.com/news/2010/nov/15/she-hulk-confirmed-mvc3/Zero can airdash forwards or backwards.
MOVELIST:Command moves:
Forward H: A dashing attack that can do 3 hits.
Hold A: Hyper Zero Blaster
Zero charges his blaster. Has three levels (blue, green, orange). If released on air he'll shoot downwards.
QCF + A: Hadangeki
Zero does a slash projectile with his sword. L is slow, M is faster and H is as fast as M but does two hits and can nullify a projectile.
DP + A: Ryuenjin
Zero does a rising sword attack. Button determines height and damage.
DP + A (air): Raikousen
Zero dashes in a particular direction, and then a bolt of lightning appears in the direction he followed. L goes downwards, M goes forward and H goes upwards. The dash will go through the opponent.
QCB + A: Hienkyaku
Zero dashes and can go through the opponent. He can be hit during this move. L is a short dash, M is a longer dash and H goes up and then down. Can be done on air to the same effect.
QCF + A (air): Sentsuizan
Zero does a diving attack. L seems to be a fakeout unless it does something else and I missed it, M is a diving attack and H is slightly faster.
QCF + AA: Rekkoha
Zero creates several energy projectiles that fall from above. This hyper can OTG.
QCB + AA: Sougenmu
Zero creates a shadow that follows him around and does every attack he does. The shadow lasts for roughly 5 seconds and disappears if you do another hyper.
DP + AA: Genmu Zero
For this level 3 Zero attacks with a huge, super fast energy wave that goes across the screen.
Spoiler, click to toggle visibilty
Full codename: Crimson Viper
First appearance: Street Fighter 4 (July 18, 2008)
Video:
http://www.eurogamer.net/articles/2010-12-09-storm-and-c-viper-confirmed-for-mvc3Screenshots:
http://www.eventhubs.com/news/2010/dec/13/c-viper-storm-marvel-vs-capcom-3-images-high-res-artwork/- Viper can double jump or air dash in both directions.
MOVELIST:Command moves:
Forward M: An overhead elbow
QCF + A: Thunder Knuckle
Viper rushes forward with an electrified fist. L is a short, low dashing punch, M goes a longer distance and isn't low, and H is a jumping version instead. If you do QCF S + A you'll get the EX version that will take an entire level of powerbar. This version does more damage, dashes through the entire screen and stuns the opponent.
QCB + A: Burning Kick
Viper does a flame kick that hits overhead. Can be done on air. Button determines jumping height although there's not a lot of difference. Do QCB S + A to do the EX version for one level of powerbar. This version can do more hits and has a slightly longer reach.
DP + A: Seismic Hammer
Viper punches the ground creating an energy impact at a determined place. The impact is large enough to hit a jumping opponent. Button determines distance of the impact from Viper. Do DP S + A to do the EX version for one level of powerbar instead, which will create three impacts close to Viper and deal more damage.
S + A during the startup of any of those special moves: Feint
Viper cancels the move she was about to do.
S + A: Focus Attack
Viper does a focus attack kind of like the ones seen in SF4. As she charges this attack she can absorb hits, taking regular damage. You can dash in a direction to cancel this move. The attack has three variations depending on how much you charge it. Charge it for almost nothing and it's a regular attack. Charge it until she's surrounded by black energy and the attack will stun the opponent temporarily. Charge it until she attacks and it'll be an unblockable attack that stuns the opponent.
QCF + AA: Emergency Combination
Viper does two thunder knuckles followed by two flaming somersaults.
QCB + AA: Burst Time
Viper punches the ground causing an electric impact around her. She then does four flaming somersaults.
DP + AA: Viper Full Throttle
For this level 3, Viper does an electrified dash that goes 3/4 of the screen. If it connects she'll deliver a powerful electric attack.
Spoiler, click to toggle visibilty
Full name: Mike Haggar
First appearance: Final Fight (December 1989)
Video:
http://www.eurogamer.net/articles/2011-01-06-haggar-and-phoenix-confirmed-for-mvc3Screenshots:
http://www.eventhubs.com/news/2011/jan/14/high-resolution-haggar-phoenix-marvel-vs-capcom-3-pics/MOVELIST:Command moves:
Forward H: Haggar attacks with a steel pipe, causing larger hitstun.
Down H (air): Haggar attacks with a steel pipe, bouncing the opponent on the ground.
Up H (air): Haggar does a headbutt.
QCF + A: Violent Axe
Haggar does a series of attacks using both hands. L is one attack, M is a shoulder attack followed by a two-handed punch, and H is a shoulder attack followed by two two-handed punches, the last one causes the opponent to bounce on the ground.
DP + A: Hoodlum Launcher
Haggar dashes forward and launches a sucka into the air. Hold up after the launching to jump up for an air combo. L comes out quick but can be blocked, M has a longer startup but is unblockable, and H has Haggar jumping to the air to grab an aerial opponent instead.
HCB + A: Flying Piledriver
This command throw is Haggar's trademark piledriver. Do this command on air for a backdrop.
S + A: Double Lariat
Haggar spins while doing two lariats. He can avoid projectiles using this move. This move takes some of his health away even if he's doing it as an assist, but it's all red health so he could potentially recover it.
QCF + S (air): Wild Swing
Haggar grabs an aerial opponent and slams that opponent to the ground. This attack can be comboed into.
QCF + AA: Rapid Fire Fist
Haggar does a punch. If it connects he'll deliver several quick punches. If it doesn't connect he'll do two two-handed punches instead. Mash A as soon as the move starts to get extra hits. You'll be able to tell if it worked because Haggar's eye will shine.
DP + AA: Giant Haggar Press
Haggar jumps into the air and does an explosive body slam to the ground right next to him. Can OTG
HCB AA: Final Haggar Buster
Haggar's level 3 is a devastating series of grapples that ends in an exploding piledriver.
Spoiler, click to toggle visibilty
First appearance: Super Street Fighter II Turbo (February 1994)
Video:
http://www.eventhubs.com/news/2011/jan/17/akuma-and-taskmaster-revealed-marvel-vs-capcom-3/Screenshots:
http://media.xbox360.ign.com/media/070/070921/imgs_1.html- Akuma is unlocked once you reach 2000 player points, which means he's the first character you'll unlock.
MOVELIST:Command moves:
Forward M: An overhead chop
Forward H: A spinning kick
Down M (air): A diving kick
QCF + A: Gohadoken
A fireball. Button determines speed. Akuma will aim it downwards if done on air, and the button pressed will slightly alter the angle.
DP + A: Goshoryuken
Akuma's shoryuken. Button pressed determines jumping distance and hits.
QCB + A: Tatsumaki Zankukyaku
Akuma's hurricane kick. Button determines travel distance and amount of hits. Can be done on air.
RDP + A: Hyakkishu
Akuma does a jumping flip. Button determines travel distance. Press a button during the flip to do a move. L will do a punch that causes the opponent to bounce. M is a flaming diving kick. H will do a gohadoken.
RDP/DP + S: Ashura Senku
Akuma will teleport forwards or backwards depending on the command. He can pass through characters and projectiles during this teleport.
QCF + AA: Messatsu-Gohado Agyo.
Akuma will throw several fireballs with good vertical spread. Hold H during the move's startup to get Messatsu-Gohado Ungyo, in which he'll shoot a beam instead.
QCF + AA (air): Tenma-Gozanku Agyo
Akuma will throw several fireballs downwards. Hold H during the move's startup to get Tenma-Gozanku Ungyo instead, in which he'll shoot a beam downwards.
DP + AA: Messatsu-Goshoryu
Akuma will do several shoryukens.
L L forward M H: Raging Demon
This unblockable, highly invincible level 3 hyper is Akuma's trademark. He'll dash forward very quickly the entirety of the screen. If he touches the opponent he'll deliver several hits ending in a pose.
Spoiler, click to toggle visibilty
First appearance: Night Warriors - Darkstalkers' Revenge (1995)
Video:
http://www.youtube.com/watch?v=roSBOndi_DUScreenshots:
http://iplaywinner.com/marvel-vs-capcom-3-screenshots/hsien-ko-sentinel-screenshots/- Hsien-Ko is unlocked once you reach 6000 player points, making her the third unlock.
- Hsien-Ko can airdash in both directions but it's not so much of an air dash, it's more like an airwalk.
MOVELIST:Command:
Forward M: A spiked ball attack
Forward H: An upwards claw attack with big range.
QCF + A: Anki Hou
Hsien-Ko tosses a thing. Button determines the angle in which she does the toss. She can randomly
(well not really) toss several different objects, including a star that dizzies the opponent, something that looks like a plant that also dizzies the opponent, and different bombs that can be kicked around and don't damage Hsien-Ko once they explode.
DP + A: Senpu Bu
Hsien-Ko swings from a chain while doing a spinning attack. Button determines swinging distance. Mashing the attack button makes Hsien-Ko swing for longer. You can cancel this move into another Senpu Bu two more times. You can also do this move on air.
RDP + A: Henkyo Ki
Hsien-Ko creates a shockwave that reflects projectiles (no hyper projectiles). It also nullifies beams. Button determines how long the shockwave goes. Can be done on air.
HCB A: Houten Geki
In this command grab, Hsien-Ko throws the opponent up so they land on a spinning attack. Button determines damage and distance required for the grab to work (L does less damage but has slightly more range).
QCF + AA: Chireitou
Hsien-Ko creates several big blades from the ground that go forward like a magnetic shockwave.
QCB + AA: Tenrai Ha
Hsien-Ko drops a large weight, followed by several spiked balls. Hits overhead.
DP + AA: Rimoukon
Hsien-Ko gets super armor for roughly 5 seconds. If you tag her out the timer stops which means she can do assists with super armor.