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{{MVC2 Character Intro|char= sonson|full=SonSon|short=SON|content=
{{MVC2 Character Intro|char= ken|full=Ken|short=KEN|content=
== Introduction ==
== Introduction ==


Character information paragraph. Get creative!
Ken Masters is the blonde shoto.


'''TO-DO''': Add frame data, as well as missing sprites
'''TO-DO''': Add frame data, as well as missing sprites
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{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''CharacterName''' is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].
{{Content Box|content='''Ken''' is a shoto who can use his invincible uppercuts to punch your opponents. Ken's main strengths are uppercutting people but his weaknesses is being a pretty normal character.
{{ProConTable
{{ProConTable
|pros=
|pros=
* Is in MvC2
* '''Strong Assists:''' Fully invincible anti-air that comes out fast and stays invincible all the way up as Ken does his shoryuken and a combo friendly tatsu assist give Ken options as a teammate.
* '''Hurricane Kick Damage:''' Ken's air tatsu is capable of doing a ton of damage, more than his supers can do!
* '''The Kenfinite:''' Access to a practical infinite.
* '''Invinciblity Options:''' Both shoryukens have invincibility to go through most attacks but also Shoryureppa super travels far and get through attacks with invincibility.
|cons=
|cons=
* Is in MvC2
* '''Lower health:''' Takes 106% damage, slightly more than normal.
* '''Limited mobility:''' He has his roll and air tatsu but lack of options leaves him vulnerable.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>re1IjZsUGtU</youtube></center>
<center><youtube>mwtTaJI8PD0</youtube></center>
}}
}}
}}
}}
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|content1=
|content1=
{{Content Box|header=Special Moves (Example)|content=
{{Content Box|header=Special Moves (Example)|content=
;Fireball (Air OK)
;Fireball  
*{{qcf}}+{{p}}
*{{qcf}}+{{p}} {{airok}}
;Dragon Punch
;Dragon Punch
*{{dp}}+{{p}}
*{{dp}}+{{p}} {{airok}}
;Hurricane Kick (Air Only)
;Hurricane Kick  
*{{qcb}}+{{k}}
*{{qcb}}+{{k}} {{airok}}
;Command Roll
*{{qcb}}+{{p}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos (Example)|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Beam Super (Mashable)
;Shoryureppa
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}{{hp}}
;Dragon Punch Super
;Shinryuken
*{{dp}}+{{lp}}+{{hp}}  
*{{qcf}}+{{lk}}{{hk}}  
;Hurricane Kick Super
;Shippu Jinrai Kyaku
*{{qcb}}+{{lk}}+{{hk}}
*{{qcb}}+{{lk}}{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types (Example)|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Expansion Type
;Type α - Anti-Air Type
*Assist: {{hk}} Hurricane Kick
*Assist: {{hp}} Dragon Punch
*Counter: {{lk}} Hurricane Kick
*Counter: {{hp}} Dragon Punch
*Combination: Hurricane Kick Super
*Combination: Shinryuken
;Type β - Projectile Type
;Type β - Projectile Type
*Assist: {{hp}} Fireball
*Assist: {{hp}} Fireball
*Counter: {{lp}} Fireball
*Counter: {{hp}} Fireball
*Combination: Beam Super
*Combination: Shoryureppa
;Type γ - Anti-air Type
;Type γ - Expansion Type
*Assist: {{hp}} Dragon Punch
*Assist: {{hk}} Hurricane Kick
*Counter: {{hp}} Dragon Punch
*Counter: {{hk}} Hurricane Kick
*Combination: Dragon Punch Super
*Combination: Shoryureppa
}}
}}
}}
}}
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=== Assists ===
=== Assists ===
{{MoveData
{{MoveData
|image=MVC2 Psylocke QCF K 02.png
|image=
|caption={{hk}} Psy-Blade
|caption={{hp}} Shoryuken
|name=Anti-air
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hk}} Psy-Blade
  |AlphaCounter={{hp}} Shoryuken
  |TeamHyperCombo=Psy-Maelstrom
  |TeamHyperCombo=Shinryuken
  |description= Psylocke AAA comes out right in front of your point character and quickly does Psy-Blade. This assist is fast and has a big enough hitbox that it is hard to avoid. Psylocke is fully invincible until she gets an active frame, so she is pretty guaranteed to get a hit off. She does not maintain invincibility throughout the move, so trades or losing to opponents attacking late is a possibility. Aside from being an excellent tool to disrupt the opponent, Psy-Blade knocks down directly in front of her. This allows for easy combo conversions via juggle or otg making it invaluable for any rushdown character.
  |description= invincible
 
The flexibility of the assist makes it both an offensive and defensive engine. Call it after blocking a jump in or string, call it after your own attack to combo via hit confirm or continue pressure. The alpha counter, optionally cancelled into air super, is a potent way to cycle through a team and keep characters alive.
 
Most of the time, you'll be picking this assist, and it's what she's known for and is also part of what takes Magneto from top tier menace to absolute god.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image=MVC2 Psylocke QCF P 01.png
|image=
|caption={{hp}} Psy-Blast
|caption={{hp}} Fireball
|name=Projectile
|name=Projectile
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hp}} Psy-Blast
  |AlphaCounter={{hp}} Fireball
  |TeamHyperCombo=Kocho-Gakure
  |TeamHyperCombo=Shoryureppa
  |description= Psylocke's projectile assist is fine, but nothing special. The team super is Kocho-Gakure, which could be useful for some teams. Her anti-air assist is better, so this doesn't see much use.
  |description=  
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image=MVC2 Psylocke QCF P 01.png
|image=
|caption={{hp}} Psy-Blast
|caption={{hk}} Hurricane Kick
|name=Balance
|name=Expansion
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hk}} Psy-Blade
  |AlphaCounter={{hk}} Hurricane Kick
  |TeamHyperCombo=Psy-Thrust
  |TeamHyperCombo=Shoryureppa
  |description= Basically a better projectile assist, because the alpha counter is an actual invincible move. Still, the actual anti-air assist is better, so once again this doesn't see much use either.
  |description= Great to combo off of, but requires a little timing.
  }}
  }}
}}<br>
}}<br>
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== Other ==
=== Taunt ===
=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
 
[[Image:Mvc2-ken.png]]


{{MoveData
== Combos ==
|image=
 
|caption=
 
|name= Direction + Button Name
-Jump HK \/ d.c.LK > c.HP /\ qcb + HK
|linkname=
 
|input= Direction + Button Icon
-Jump HP XX qcb + HK \/ d.s.LK > s.LK > s.HP XX qcb + KK
|data=
 
{{AttackData-MVSC2
-Jump HP \/ d.s.LP > s.LK > c.HP XX qcf + KK
|Damage=
 
|Startup=
-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + HP XX qcb + KK
|Active=
 
|Recovery=
-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK XX qcb + HK
|Guard=
 
|Special Property=
-Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.u + LK, f + HP
|Cancel= None
 
|Adv. Hit= 
-Jump LP > HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP
|Adv. Guard= 
 
|Adv. Pushblock= 
-Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
|description= aaa
 
}}
-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + P XX qcf + PP
}}<br>
 
-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP
 
-Corner Jump LK > HK \/ d.c.LK > c.HK, qcf + KK \/ /\ Jump LP > LP > LK > HP > HK
 
-Corner Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ qcf + KK \/ /\ Jump LP > LP > LK > HP > HK


== Infinites ==


On most characters if they are at normal jump height: (Jump j.LP > j.MP > qcb + j.LK) repeat.  Video: [https://www.youtube.com/watch?v=IXCQLW3WGC0 off Rogue throw assist], [https://www.youtube.com/watch?v=AhROxJ0OsK0 off Rogue throw by VDO], [https://www.youtube.com/watch?v=QpYXMJBgQQc off Akuma-Y by EXProminence], [https://www.youtube.com/watch?app=desktop&v=3is4789zkxw off Spiral-Y by Kelm (also uses the 3 u.MK infinite)], [https://youtu.be/77rQitpNddE off Rogue throw starting midscreen by VDO]. You can use either hurricane kick strength.


=== Taunt ===
On most characters if they are at normal jump height: (Jump j.LP > j.MP > j.u.MK) repeat. Video: [https://www.youtube.com/watch?v=vsGKacm1Ln0 off Psylocke-A by Kelm]
static image goes here, unless youre jin or something


On Sentinel at normal jump height: (j.LK > j.MP > j.MK > j.HK) repeat. Video: [https://youtu.be/pPrk0J9PkbA off Akuma-Y by Khaos]


== Strategies ==
The "Dodge Roll" can prove quite useful.
This move can be used to roll behind your opponent and launch a  surprise attack.


=== Colors ===
= Advanced Strategy =
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-juggernaut.png]] image of character colors go here
There's more useful discussion of the practicalities and strengths of Ken in SRK's old [https://archive.supercombo.gg/t/the-only-ken-thread-you-will-ever-need/7631 The only ken thread you will EVER need].




{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Revision as of 18:21, 13 August 2024

Introduction

Ken Masters is the blonde shoto.

TO-DO: Add frame data, as well as missing sprites

Gameplay

Ken is a shoto who can use his invincible uppercuts to punch your opponents. Ken's main strengths are uppercutting people but his weaknesses is being a pretty normal character.

Strengths Weaknesses
  • Strong Assists: Fully invincible anti-air that comes out fast and stays invincible all the way up as Ken does his shoryuken and a combo friendly tatsu assist give Ken options as a teammate.
  • Hurricane Kick Damage: Ken's air tatsu is capable of doing a ton of damage, more than his supers can do!
  • The Kenfinite: Access to a practical infinite.
  • Invinciblity Options: Both shoryukens have invincibility to go through most attacks but also Shoryureppa super travels far and get through attacks with invincibility.
  • Lower health: Takes 106% damage, slightly more than normal.
  • Limited mobility: He has his roll and air tatsu but lack of options leaves him vulnerable.
MVC2 ken art.png

Character Summary

Special Moves (Example)

Fireball
  • Qcf.png+P.png Airok.png
Dragon Punch
  • Dp.png+P.png Airok.png
Hurricane Kick
  • Qcb.png+K.png Airok.png
Command Roll
  • Qcb.png+P.png
Hyper Combos (Example)

Shoryureppa
  • Qcf.png+Lp.pngHp.png
Shinryuken
  • Qcf.png+Lk.pngHk.png
Shippu Jinrai Kyaku
  • Qcb.png+Lk.pngHk.png
Assist Types (Example)

Type α - Anti-Air Type
  • Assist: Hp.png Dragon Punch
  • Counter: Hp.png Dragon Punch
  • Combination: Shinryuken
Type β - Projectile Type
  • Assist: Hp.png Fireball
  • Counter: Hp.png Fireball
  • Combination: Shoryureppa
Type γ - Expansion Type
  • Assist: Hk.png Hurricane Kick
  • Counter: Hk.png Hurricane Kick
  • Combination: Shoryureppa

Moves List

Assists

Anti-air
Alpha.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Shoryuken Shinryuken

invincible


Projectile
Beta.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Fireball Shoryureppa


Expansion
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hk.png Hurricane Kick Shoryureppa

Great to combo off of, but requires a little timing.



Normal Moves

(keep only one of these, and update the inputs for their medium attacks as needed)

-When grounded, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When grounded, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When grounded, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Air Normals

(keep only one of these, and update the inputs for their medium attacks as needed)

-When in the Normal Jump state, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Command Normals

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -



Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Every character has at least one of the two, sometimes both.


Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Every character has at least one of the two, sometimes both.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Special Moves

Special Move Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Hyper Combos

Hyper Combo Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Taunt

Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-ken.png

Combos

-Jump HK \/ d.c.LK > c.HP /\ qcb + HK

-Jump HP XX qcb + HK \/ d.s.LK > s.LK > s.HP XX qcb + KK

-Jump HP \/ d.s.LP > s.LK > c.HP XX qcf + KK

-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + HP XX qcb + KK

-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK XX qcb + HK

-Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.u + LK, f + HP

-Jump LP > HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP

-Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP

-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + P XX qcf + PP

-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP

-Corner Jump LK > HK \/ d.c.LK > c.HK, qcf + KK \/ /\ Jump LP > LP > LK > HP > HK

-Corner Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ qcf + KK \/ /\ Jump LP > LP > LK > HP > HK

Infinites

On most characters if they are at normal jump height: (Jump j.LP > j.MP > qcb + j.LK) repeat. Video: off Rogue throw assist, off Rogue throw by VDO, off Akuma-Y by EXProminence, off Spiral-Y by Kelm (also uses the 3 u.MK infinite), off Rogue throw starting midscreen by VDO. You can use either hurricane kick strength.

On most characters if they are at normal jump height: (Jump j.LP > j.MP > j.u.MK) repeat. Video: off Psylocke-A by Kelm

On Sentinel at normal jump height: (j.LK > j.MP > j.MK > j.HK) repeat. Video: off Akuma-Y by Khaos

Strategies

The "Dodge Roll" can prove quite useful. This move can be used to roll behind your opponent and launch a surprise attack.

Advanced Strategy

There's more useful discussion of the practicalities and strengths of Ken in SRK's old The only ken thread you will EVER need.



Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief