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{{Content Box|content=
{{Content Box|content=
'''Storm''' is a jack of all trades and master of all of them<br>there isn't an area where she is greatly lacking and she can fit into nearly any team
'''Storm''' is a jack of all trades and master of all of them<br>there isn't an area where she is greatly lacking and she can fit into nearly any team
{{Content Box|content=
{{ProConTable
|pros=
|pros=
* '''Storm is FAST''': not as fast as Magneto, but she’s probably second fastest in the game.
* '''Storm is FAST''': not as fast as Magneto, but she’s probably second fastest in the game.
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* '''Great against Strider/Doom teams''' : a single storm on your team can pose a great danger to these two characters
* '''Great against Strider/Doom teams''' : a single storm on your team can pose a great danger to these two characters
* '''Can shut down Cable''' : that's how good her tools are
* '''Can shut down Cable''' : that's how good her tools are
* ''' ''' :
|cons=
|cons=
* '''She’s a little hard to learn.''': key word being little
* '''She’s a little hard to learn.''': key word being little
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<youtube>qeMOzQ9_QAw</youtube>
<youtube>qeMOzQ9_QAw</youtube>
=== Combo tree ===
     
    Storm Web              J.Fierce, J.Roundhouse
        |                            |
        |                            |
  (in corner)            -------------------------
    C.Short            |          |            |
        |                |          |            |
        |          S.Jab/S.Short C.Fierce      C.Short
  C.Forward,            |          |            |
  C.Roundhouse          |          |            |
        |                |      (in corner)        |
        |                |          jab            |
      jab              |      Storm Fang        |
  Storm Fang  ----------------------              |
              |          |          |            |
              |          |          |            |
        S.Strong    S.Forward  S.Roundhouse      |
              |          |    _______|            |
              |          |  |  |    |            |
          SJ.Jab      short V  |Storm Fang,      |
          SJ.Short --Storm Rush,|  jab            |
              |  |    jab    |Web Throw        |
              |  |  Storm Fang,|                  |
              |  |            |            _____|
              |    -------->Death Bite      |
      ----------------                      |
      |                |              -----------------
      |                |            |                |
      SJ.Strong  (small character)  C.Strong/            |
    SJ.Forward      SJ.Forward    C.Forward        C.Roundhouse
    [AC Finisher]    [AC Finisher]      |                |
                                    |                |
                                      -----------------
                                            |
                                            |
                                      --------------
                                    |              |
                                    |              |
                                    jab      ->Death Bite
                                Storm Fang,  |
                                  short    |
                                Storm Rush,--


=== Combos ===
=== Combos ===


* 5{{lp}} > {{lp}} Storm Fang
* 2{{hp}} > {{hk}} Storm Rush
* J.{{hp}} > 5{{lk}} > 5{{mk}} > {{lp}} Storm Fang
* 5{{lk}} > 5{{mk}} > {{lk}} Storm Rush
* J.{{hp}} > 2{{lk}} > 2{{mk}} > {{lp}} Storm Fang
* 2{{lk}} > 2{{mk}} > {{lk}} Storm Rush
* J.{{hp}} > 5{{lp}} > 5{{hk}} > {{hp}} Storm Fang
* 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush
* 5{{lp}} > 5{{hk}} > {{lp}} Web Throw
* J.{{hp}} > 2{{lk}} > 2{{hk}} > {{lp}} Storm Fang(OTG)
* 2{{lk}} > 2{{hk}} > {{lk}} Storm Rush(OTG)
* J.{{hp}} > 5{{lp}} > 5{{mp}} > SJ.({{lp}} > {{lk}} > {{mp}} > {{mk}} > [AC Finisher])
* 5{{lk}} > 5{{mk}} > Death Bite
* 2{{lk}} > 2{{mk}} > Death Bite
* 5{{lp}} > 5{{hk}} > Death Bite
* 2{{lk}} > 2{{hk}} > Death Bite(OTG)
* 5{{lk}} > 5{{mk}} > {{lk}} Storm Rush > Death Bite
* 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush > Death Bite
* 2{{lk}} > 2{{hk}} > {{lk}} Storm Rush(OTG) > Death Bite
* 5{{lk}} > 5{{mk}} > {{lk}} Storm Rush(1-Hit) > Storm Web
* 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush(1-Hit) > Storm Web
* 2{{lk}} > 2{{hk}} > {{lk}} Storm Rush(1-Hit > OTG) > Storm Web
'''Corner combos :'''
''Bnb AC'' : SJ.({{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hk}})
* 2{{hp}} > {{lp}} Storm Fang
* J.{{lk}} > J.{{hk}} > 5{{lp}} > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush
* 5{{lp}} > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} Storm Fang)
* (Back to Corner) Web Throw > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush
* (Back to Corner) 5{{lp}} > 5{{hk}} > {{lp}} Web Throw > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush
* (Back to Corner) 5{{lp}} > 5{{hk}} > {{lp}} Web Throw > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} Storm Fang)
* Storm Web > 2{{lk}}(OTG) > 2{{mk}} > {{lp}} Storm Fang
* Storm Web > 2{{lk}}(OTG) > 2{{hk}} > {{lp}} Storm Fang
* Storm Web > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush
* Storm Web > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} Storm Fang)
* J.{{lk}} > J.{{hk}} > 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush(1-Hit) > Storm Web > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush
* 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush(1-Hit) > Storm Web > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} Storm Fang)


=== Strategies ===  
=== Strategies ===  

Revision as of 21:16, 17 September 2021

Jugg final link Venom final link

Introduction

Ororo Munroe is the daughter of a Kenyan tribal princess and of an American photojournalist who lived in Cairo, Egypt, where they were victims of a plane crash that destroyed her home. As an orphan, Ororo became a sneak-thief on the streets of Cairo under the tutelage of Ahmed El Gibár, who had provided her a home. As a teenager, she felt an urge to travel to the south, arriving to the Serengeti plains.

With her mutant powers of controlling the weather, Ororo was venerated by the locals as a goddess, as she used her abilities to ease the droughts in the region. She was eventually invited by Professor Xavier to join his X-Men, a mutant group aimed at implementing peace between humans and mutants. Ororo accepted with intentions of comprehending the origin and the potential of her mutant abilities, adopting the name Storm.

Storm is quite possibly the most versatile of all the Marvel characters in the game. She can be played both aggressively and defensively, possessing a variety of ways to close in on opponents. Her combo attacks, both ground and air, are potent and inflict solid damage, especially when chained into her Ice Storm Hyper Combo as well as possessing decent priority. Storm can easily keep opponents at bay with her Whirlwind and Typhoon attacks and her ability to fly helps to keep her out of harm's way.

a lack of any major weaknesses makes Storm a top 2 character in every tier list, with most choosing her as the definitive best character in MvC 2, due to her ability to do everything from solo play to team support

Gameplay

Storm is a jack of all trades and master of all of them
there isn't an area where she is greatly lacking and she can fit into nearly any team

Strengths Weaknesses
  • Storm is FAST: not as fast as Magneto, but she’s probably second fastest in the game.
  • Insane rushdown: fast, deals great damage and can keep things unpredictable.
  • Long hitboxes: the lightning on her hands extends her reach a lot even on fast normals.
  • Insane meter build : one of the best characters to build meter with, 2 chances to run away and stall is an entire meter bar for Storm
  • 8-way air dash: allows you full control of the screen.
  • Air dominance: a good storm will win most air-to-air in
  • Float + Fly mode: She can float to the ground by holding up while in air. Fly mode is situational but benefitial
  • Hail storm DHC : Her Hail Storm hyper combo is the safest super in the game to DHC into thanks to having 0 recovery.
  • Lightning storm combos: can kill a character in two uses sometimes. very easy to setup.
  • Horizontal typhoon: cannot be canceled after it’s sent out meaning it will get to the other side of the screen no matter what.
  • Great against Strider/Doom teams : a single storm on your team can pose a great danger to these two characters
  • Can shut down Cable : that's how good her tools are
  • She’s a little hard to learn.: key word being little
  • Low health: She can’t take hits well.
  • She can’t play actual keep away: she can only play runaway, whether this can be a pro or not is up to you
  • Slow special moves: Her special moves are either slow to come out, slow to recover, or both.
  • Bad raw supers : don't mind me just trying to fill this section up with anything

Character Summary

Special Moves

Storm Fang
  • Qcf.png + P.png
Storm Rush
  • Qcf.png + K.png
Web throw
  • Hcb.png + P.png
Super Moves

Storm Web
  • Qcf.png + Lp.pngHp.png
Death bite
  • Qcf.png + Lk.pngHk.png
Assist Moves

Type α - Expansion Type
  • Assist: Lp.pngStorm fang
  • Counter: Lp.pngStorm fang
  • Combination: Death bite
Type β - Variety Type
  • Assist: Lk.png Storm rush
  • Counter: Lk.png Storm rush
  • Combination: Death bite
Type γ - Launcher Type
  • Assist: 5Mp.png
  • Counter: 5Mp.png
  • Combination: Death bite
MVC2 Storm art.png

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

File:Mvc2-Storm.png

Moves List

Normal Moves

Light Punch
5Lp.png
MVC2 Storm 5LP.png
yes, your light punch is a poke
Damage Startup Active Recovery Guard
- 9 3 20 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

a quick short attack. great range for a jab.
Good priority and a nice lead in for low jump pressure to keep them from air throwing you.


Medium Punch
5Mp.png
MVC2 Storm 5MP.png
Damage Startup Active Recovery Guard
- 10 6 29 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super, SJ cancellable frames 17~33 - - -

Our primary launcher.<be>Has a slightly shorter range than 5Lp.png but deals decent damage


Heavy Punch
5Hp.png
MVC2 Storm 5HP.png
Chomp
Damage Startup Active Recovery Guard
- 8 8 41 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

The symbiote forms a giant fanged mouth, which thrusts forward and does a lunging bite.
Storm's longest and most damaging normal, although quite laggy.
in the corner, 5Hp.png > Storm fang deals good damage
can be used as a makeshift anti-air if they jump too early
Use it to punish mistakes from mid-range and to counter dash-ins


Light Kick
5Lk.png
MVC2 Storm 5LK.png
Damage Startup Active Recovery Guard
- 6 1 21 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

generic low kick
hitbox is super short so it's replaced by 5Lp.png in most bnbs


Medium Kick
5Mk.png
MVC2 Storm 5MK.png
Damage Startup Active Recovery Guard
- 6 24 22 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

Storm attacks low with snakes
the easiest of the few ways to combo into Death bite
Hits twice with great priority


Heavy Kick
5Hk.png
MVC2 Storm 5HK.png
Damage Startup Active Recovery Guard
- 14 3 40 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher Special, SJ, Super - - -

a pretty powerful, wide, stationary version of Storm rush.
Decent hitbox and nice damage but can't combo out of it


Crouching Light Punch
2Lp.png
MVC2 Storm 2LP.png
Damage Startup Active Recovery Guard
- 9 3 11 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
OTG Chain, Special, Super - - -

5Lp.png but low, this is also used for starting combos.
It's one of a few low LP's that hits low.


Crouching Medium Punch
2Mp.png
MVC2 Storm 2MP.png
Cactus uppercut
Damage Startup Active Recovery Guard
- 13 6 32 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super, SJ Cancellable 22~38 - - -

Storm uses his tongue to hit his opponent.
It has decent range and comboes into most special moves or a Death Bite.


Crouching Heavy Punch
2Hp.png
MVC2 Storm 2HP.png
Damage Startup Active Recovery Guard
- 11 6 39 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

5Hp.png but low


Crouching Light Kick
2Lk.png
MVC2 Storm 2LK.png
footsies
Damage Startup Active Recovery Guard
- 6 5 14 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

very fast, but that's about it


Crouching Medium Punch
2Mk.png
MVC2 Storm 2MK.png
Damage Startup Active Recovery Guard
- 10 3 35 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super SJ cancellable 22・42 - - -

Storm attacks with spikes, short range but alright damage


Crouching Heavy Kick
2Hk.png
MVC2 Storm 2HK.png
Damage Startup Active Recovery Guard
- 14 5 44 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

is a sweep, saved by it's monstrous hitbox


Air Light Punch
j.Lp.png
MVC2 Storm J.LP.png
God of Creativty
Damage Startup Active Recovery Guard
- 6 14 8 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

a downward punch, good angle


Air Medium Punch
j.Mp.png
MVC2 Storm J.MP.png
Damage Startup Active Recovery Guard
- 9 5 24 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -

Storm licks upwards, mostly used for air combos


Jumping Heavy Punch
j.Hp.png
MVC2 Storm J.HP.png
Damage Startup Active Recovery Guard
- 12 5 32 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying screen Special, Super - - -

Jumping twisted tentacle arm.
Good priority.


Air Light Kick
j.Lk.png
MVC2 Storm J.LK.png
2LK but jumping
Damage Startup Active Recovery Guard
- 6 12 8 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Jumping neck tap. Good priority. One of his best jump-ins.


Air Medium Kick
j.Mk.png
MVC2 Storm J.MK.png
literally just 2HK
Damage Startup Active Recovery Guard
- 11 5 16 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -

Jumping bodyspike trap. Great priority, great as a followup from a jump in.


Air Heavy Kick
j.Hk.png
MVC2 Storm J.HK.png
Damage Startup Active Recovery Guard
- 12 6 18 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen Special, Super - - -

Jumping attack similar to Storm rushr rotating for longer.
2 hits max. Good as keep away. Good as combo ender or beginner. Great priority.
opprssive hitbox depending on the match-up

Special Moves

Name
Command
Damage
Special Properties (glossary)
Storm Fang
Qcf.png + P.png
Airok.png Storm performs an arching leap forward and bites, hitting multiple times.
This move has a quick start up time making it easy to combo with, plus the angle it travels at is handy for juggling.
Hp.png travels further and hits more times which usually means it does more damage than the Lp.png version.
it's a good anti-air attack, anti-dash-in attack, air combo finisher and is also good for aerial confrontations. Just make sure that you don't land behind the opponent.
Storm rush
Qcf.png + K.png
The symbiote travels along the ground and when it reaches a certain point, it forms a bunch of fanged mouths that thrust upward and bite the opponent.
Because of the start up time, your Storm Rush doesn't have much use in combos, but it can be an unexpected surprise to throw out there when you're far away and your enemy is chucking beams at you, but don't throw this out at random. If it's blocked or it misses, you will get punished severely.
Hk.png hits from fullscreen's distance, Lk.png hits from about sweep range.
Web throw
Hcb.png + P.png
Shoots a web at your opponent, and if it hits Storm will slam them into the ground multiple times.
Storm won't follow up after the web connects if you're too far away though.
Lp.png travels straight across the screen. Hp.png travels diagonally up-forward, which is angled to hit jumping characters.
Slow startup, but great damage if it connects. You can rotate the pad/stick and press buttons for more damage.
mostly used for an unexpected counter.

Super Moves

Name
Command
Damage
Special Properties (glossary)
Storm web
Qcf.png + Lp.pngHp.png
makes Storm jump into the air and shoot out a web, if your opponent isn't blocking when they're in the web, you'll do a series of attacks dealing decent damage.
The big drawback with this super is the start up time means you won't be able to use it in many combos, but that's not too big of a problem since :
  • this is a great super to DHC into or out of.
  • your other super move is much faster.
Death bite
Qcf.png + Lk.pngHk.png
An upgraded version of our Storm Rush that goes fullscreen and traps any opponent inside it.
This is very easy to use in combos because of its fast start up time, and it does a ton of damage.
Also, since Storm's Hard Punch throw wraps his opponent up into a web letting him combo afterwards, it's a piece of cake to set up your Death Bite safely and consistently in a match.
the biggest drawback here is that when you use this with your opponent in the corner, sometimes the majority of the hits will miss, so you'll want to stick to other moves and your corner bnbs when your enemy is cornered.

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.pngLp.png Storm Fang
Death Bite
Lp.png Storm Fang
Very quick, and hits multiple times.
One of the best assists in the game.
Has a quick recovery, and fits in almost everywhere.
Beta.png Lk.png Storm Rush
Death Bite
Lk.png Storm Rush
Not as quick as Fang, plus leaves Storm open a lot more. Not really recommended.
it's more of a surprise attack and good for confusing your opponent.
While they're blocking it, dash up to your opponent and start mixing up your attacks or throw them.
It's also good for setting your primary character up for attacking.
Gamma.png Mp.png
Death Bite
Mp.png
standard Launch.png. generally terrible.
mostly for offensive pressure, anti-air and for helping your partner out of corner pressure. If it connects, your primary character can either do a super or super jump afterwards, then do an air combo.

His assists are generally terrible. Storm Fang is decent, and Storm Rush can be semi-disruptive.

The Basics

Combos

Strategies

Storm is a defensive/counter-attacker character. she plays best near his opponent. Getting to your opponent is very easy for Storm. Simply use his dash, air dash or Storm Fang. When playing close, mix up your jump-in attacks, high and low attacks, launcher attack, Lp.png Storm Fangs and ocassionally throw out a Web Throw to surprise your opponent. If a launcher attack or heavy attack gets blocked, cancel into a Lp.png Storm Fang to be safe.

At a distance, use Web Throw to surprise your opponent. Make sure you use the right one. If they throw out a projectile, punish with Hp.png Storm Fang or Storm Web.

Storm's about power and high health, so don't worry about eating a super, because you can probably stage a come back. Some assists are harder to combo into, but others are easier. Tron's throw is a great setup. Ruby Heart's Sublimation, is also great, but wait until the last hit to connect before activation. Assists like Ruby Heart's are difficult to judge for a Storm Web, because if you screw up the timing, Storm won't complete the entire super. You should always keep them guessing with his moves, combos, and supers. Storm is great against almost every character in this game, so don't be afraid to use him against any character.

For some reason I can't imagine, Capcom has made it a little more difficult to air combo with Storm. You can no longer pull off 12-hit, high-damaging air combo anymore. You'll be lucky enough to pull of a Hp.png then do a forward kick. But I guess his improved ability to do ground combos sort of makes up for it. The best way to get all the hits in is to dial through the buttons at a slow pace--if you dial too fast, the Hp.png probably won't hit. Against small characters, you should skip the Hp.png after the Lk.png, and just do a forward kick, followed by an air combo finisher.

Use 5Hk.png or Hp.png Storm Fang to counter jump-ins. If an opponent jumps in and Storm connects a 5Hk.png, cancel into a Hp.png Storm Fang or a Hk.png Storm Rush. You can also use a Hp.png Web Throw to tag a jumping opponent, but you must be able to anticipate the jump and you also must throw it out at the right time. Make sure you don't throw out a Hp.png Web Throw too early--your opponent could anticipate it and punish you severely.

Use 5Hp.png, 5Hk.png or Lp.png Storm Fang to counter dash-ins. Also use 5Hp.png to punish opponents from mid-range. If you throw out a 5Hp.png and it gets jumped over, cancel into a Hp.png Storm Fang to avoid punishment. Use J/SJ.Hk.png or air Hp.png Storm Fang for aerial confrontations.

Storm's dash is very effective. she travels quickly along the ground on all fours. she can go under most projectiles and it's good for getting close to your opponent and starting combos.

Both of Storm's supers are very effective. Neither one of them are meant to be thrown out at random. Storm Web is used strictly for punishing mistakes and to counter projectiles—It does most damage of both of his supers. If you detect a projectile about to thrown out or your opponent just screwed up, do a Storm Web immediately. If it connects in the corner, you can OTG afterwards. It will cancel off of a Storm Rush, but you must be very quick about it. As soon as you se the first hit from the Storm Rush connect, cancel immediately into a Storm Web.

Death Bite is used only in combos or for an opponent that is nearly dead. It combos nicely off of any medium attack or a 5Hk.png. It can also be cancelled into off of a short Storm Rush. Always make sure that it connects--you'll be left open if it's blocked or super jumped over.

Advanced Strategy

Although many beginners like to use him, she is anything but a beginner's character. It is going to take a while to learn how to use him. You won't win with Storm by simply mashing buttons. It takes skill, patience and planning to win with him.

  • Storm is a large target, so be careful of dialers. Don't use the Storm Fang or Storm Rush recklessly, or you will be punished.

Storm's best assets are his power, his stamina, and his insane priority. Storm has uses ranging from keep-away, anti-air, and countering. His best move also doubles as the best assist in the game, the Storm Fang.

Storm Fang is great for ending combos, countering fireballers, and anti-air. Storm has great air priority, as well as great comboability in the air and on the ground. she's been sped up a bit since the first Marvel vs. Capcom, so his recovery is quicker than before.

Storm's dash allows him to travel under some projectiles and some attacks. Storm also has an air dash similar to Spider-man's. It's useful for getting out of a tough situation and to avoid beam supers. It can be cancelled by doing any attack.

crossing up the opponent won't invert the special move inputs but will invert their direction, so you can use air Storm fang to continue pressure even if your opponent crosses under you



Game Navigation

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Characters (Capcom)
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