Ultimate Marvel vs. Capcom 3's getting updated!
So, Capcom did something very unusual of them (I can already you one of you guys comment on that line :P), they offered free downloadable content, in the form of an all-new game mode!
As you read these lines, a brand new Heroes & Heralds mode should be available for DLC on both Xbox live & PSN.
This Heroes and Heralds mode is a new single-player and multiplayer game mode where players earn new abilities with upgrade cards, customize their characters with new powers, and compete in factions as either the Heroes defending Earth or as one of Heralds of the game's big boss, Galactus!
The card system is where it's at.
In a way, not that far from Mortal Kombat 9's own power ups/downgrade system, only here represented visually instead of just a set of logos near the HUD.
From the looks of it, these cards will be assigned to a character (one character = a card representing another or a related character), and actually feature various characters absent from Marvel Capcom's roster in-game.
They will unlock special power-ups, such as invisibility, super armor, etc. Up to 3 cards may be equipped at once, with more than 100 cards available to collect!
Now onto the fun part!
It seems to me that some of these cards represent actually characters Capcom might or might not have at some point consider for the game's roster...or DLC..or even an eventual 3rd upgrade of MVC3. (most of these fighting titles from Capcom do get 3 official releases actually...)
Why's that?
Well, for one, instead of generic artwork got off from either past games, concept arts, Udon studios,.. some of these artworks do actually look like in-game artwork.
Just look at classic Mega Man! Imagine he was actually considered as a full fledged character while in development (then Capcom canceled both his titles, Mega Man Universe and Mega Man Legends 3), this could have easily been his official MVC3 artwork from the looks of it!
Also some don't really look like painted or digital artworks...but actual 3D models.
If characters like the Resident Evil cast below (Claire, Leon,..) could have been lifted and altered from an actual game (say, Resident Evil Operation Raccoon City), some of these I doubt Capcom would have needed 3D models for/spend time making some..
(or it is simply extremely well drawn & colored...)
Also the Marvel characters' art were all done in the style of this game, instead of getting their references from published comics... but check out the ones like Luke Cage! I dunno for you but he looks 3D-ysh, was he scrapped as well?
Anyways,
Scrapped characters or not, I just love the fact these cards cover a more diverse an original cast of characters than the actual game's playable roster. :P
I mean, God Hand, Red Earth, Captain Commando, Star Gladiator (aka Plasma Sword), Monster Hunter and even Ghost Trick!!!!???
How epic is that?
(on Marvel's side I see the obligatory "currently popular thanks to the movies/cartoons" like Nick "Samuel L. Jackson" Fury, black Widow, Enchantress...)
Here's a look at all of them, including the abilities they'll probive:
LADY (Devil May Cry 3, 2005)
Primary: The length of instant attacks will be increased [Lv 2] + Priority of shot attacks will be strengthened
Secondary: The length of instant attacks will be increased [Lv 1]
MILES EDGEWORTH (Ace Attorney, 2005)
Primary: Gain a fixed amount of HC gauge upon activation of X-Factor [Lv 3]
Secondary: Gain a fixed amount of HC gauge upon activation of X-Factor [Lv 2]
FRANZISKA VON KARMA (Justice for All, 2006)
Primary: Attack strength increases as vitality decreases [Lv 3] + Increases duration of X-Factor [Lv 1]
Secondary: Gain super armor when the timer reaches 30 [Lv 1] (uses HC gauge upon hit)
GODOT (Trials and Tribulations, 2007)
Primary: Switch HC gauges with your opponent upon activation of X-Factor
Secondary: When you have only one character remaining and their vitality is 50% or less, HC gauge will refill automatically [Lv 1]
GRANDMASTER (Strider, 1989)
Primary: When 3 or more bars of HC Gauge are stored and while on the ground Vitality refills automatically [Lv. 3] + HC Gauge refills automatically. [Lv. 2]
Secondary: When 3 or more bars of HC Gauge are stored and while on the ground: Vitality refills automatically. [Lv. 3]
ASTAROTH (Ghosts 'n Goblins, 1985)
Primary: When your last character is defeated: Your character will return to full health at the cost of 3 HC Gauge bars (one time only). Increased attack power. [Lv. 2]
Secondary: When your last character is defeated: Your character will return to full health at the cost of 5 HC Gauge bars (one time only). Increased attack power. [Lv. 1]
PRINCESS (Ghosts 'n Goblins, 1985)
Primary: When you only have one character left: Gain a fixed amount of HC Gauge. [Lv. 2] + Gain the ability to rapid cancel grounded normal moves at the cost of HC Gauge. (Unique Moves not included)
Secondary: Increases Hyper Combo attack power. [Lv. 2]
CHUCK GREENE (Dead Rising 2, 2010)
Primary: Gain a fixed amount of HC Gauge upon landing a combo of 30 hits. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge upon landing a combo of 30 hits. [Lv. 1]
STEVEN CHAPMAN (Dead Rising, 2006)
Primary: Lose the ability to block. You will gain the ability of super armor. [Lv.1] (uses HC Gauge upon hit)
Secondary: When you only have one character remaining, you will gain the ability of super armor, however you will lose the ability to block. [Lv.1] (uses HC Gauge upon hit)
CLAIRE REDFIELD (Resident Evil 2, 1998)
Primary: Regain part of your vitality at the cost of HC Gauge upon successfully performing an Advancing Guard. [Lv. 2]
Secondary: Regain part of your vitality at the cost of HC Gauge upon successfully performing an Advancing Guard. [Lv. 1] Take chip damage more easily. [Lv. 1]
LEON S KENNEDY (Resident Evil 2, 1998)
Primary: Gain a temporary increase in attack power upon performing a Snap Back. [Lv. 3]
Secondary: Gain a temporary increase in attack power upon performing a Snap Back. [Lv. 2]
HUNK (Resident Evil 2, 1998)
Primary: Gain a fixed amount of HC Gauge upon performing a parry. [Lv. 1] + Gain the ability to parry. [Lv. 2]
Secondary: Upon landing a Crossover Counter: Apply stun value to your opponent. Gain a fixed amount of HC Gauge. [Lv. 1]
LICKER (Resident Evil 2, 1998)
Primary: Increase the duration of X-Factor. [Lv. 1] X-Factor activates immediately after the battle begins.
Secondary: Increased speed from the start of the battle for 10 game seconds.
DEMITRI MAXIMOFF (Darkstalkers, 1994)
Primary: Become temporarily invisible upon performing a Snap Back. Reduce your opponent's HC Gauge. [Lv. 1]
Secondary: Become temporarily invisible upon performing a Snap Back.
LORD RAPTOR (Darkstalkers, 1994)
Primary: Perform a taunt to temporarily increase attack power. [Lv. 2]
Secondary: Perform a taunt to temporarily increase attack power. [Lv. 1]
ANAKARIS (Darkstalkers, 1994)
Primary: Increases the duration of flight time. [Lv. 1] + Increases the number of jumps you can perform. [Lv. 2]
Secondary: Increases the duration of flight time. [Lv. 1] + Increases the number of jumps you can perform. [Lv. 1]
BISHAMON (Darkstalkers, 1994)
Primary: Land attacks to reduce your opponent's recoverable red health. [Lv. 2]
Secondary: Land attacks to reduce your opponent's recoverable red health. [Lv. 1]
SASQUATCH (Darkstalkers, 1994)
Primary: Throws and lock-on attacks do more damage. [Lv. 2] + Gain a fixed amount of HC Gauge upon hitting throws and lock-on attacks. [Lv. 1]
Secondary: Throws and lock-on attacks do more damage. [Lv. 1]
LILITH (Darkstalkers 3, 1997)
Primary: Land a Hyper Combo to absorb your opponent's HC Gauge. [Lv. 3]
Secondary: Land a Hyper Combo to absorb your opponent's HC Gauge. [Lv. 1]
SERVBOT (Mega Man Legends, 1997)
Primary: Enables auto-blocking. Take chip damage more easily. [Lv. 2]
Secondary: Shorten the interval between calling out an assist.
CAPTAIN BLUE (Viewtiful Joe, 2003)
Primary: Increases the amount of HC Gauge you have at the start of the match. [Lv. 3]
Secondary: Increases the amount of HC Gauge you have at the start of the match. [Lv. 2]
X (Mega Man X, 1994)
Primary: Upon KO'ing your opponent: Gain a fixed amount of HC Gauge. [Lv. 2] Increases attack power. [Lv. 2]
Secondary: Enable air dashing. Increase the number of jumps you can perform. [Lv.1 ]
VILE (Mega Man X, 1994)
Primary: Increases Hyper Combo attack power. [Lv. 2]
Secondary: Dash cancel regular grounded moves at the cost of HC Gauge.
SAKUYA (Okami, 2006)
Primary: When only one character is left: Vitality refills automatically. [Lv. 3] + HC Gauge refills automatically. [Lv. 2]
Secondary: When only one character is left: Vitality refills automatically. [Lv. 2] + HC Gauge refills automatically. [Lv. 1]
MEGA MAN (Mega Man, 1987)
Primary: Shorten the length of charge time for charge moves. + Obtain rare Capcom cards. [Lv. 3]
Secondary: Shorten the length of charge time for charge moves. Increases the speed of that an assist's vitality recovers. [Lv. 2]
ROLL (Mega Man, 1987)
Primary: Crouch to automatically increase HC Gauge. [Lv. 2]
Secondary: Crouch to automatically increase HC Gauge. [Lv. 1]
DR WILY (Mega Man, 1987)
Primary: Attack power increases proportionally to the amount of HC Gauge stored. [Lv. 3]
Secondary: Attack power increases proportionally to the amount of HC Gauge stored. [Lv. 1]
KENJI (Red Earth, 1996)
Primary: Enables blocking during an air dash. Increases dash speed.
Secondary: Increases dash speed.
BATSU ICHIMONJI (Rival Schools, 1998)
Primary: Get the maximum number of hits from a multi-hit Hyper Combo automatically. Increases Hyper Combo attack power. [Lv. 2]
Secondary: Upon successfully landing a Crossover Counter: Temporarily increases attack power. [Lv. 1] + Gain a fixed amount of HC Gauge. [Lv. 1]
KYOSUKE KAGAMI (Rival Schools, 1998)
Primary: Upon successfully landing a Crossover Counter: Apply stun value to your opponent. Gain a fixed amount of HC Gauge. [Lv. 1]
Secondary: Gain a fixed amount of HC Gauge upon successfully landing a Crossover Counter. [Lv. 1]
AKIRA (Rival Schools, 1998)
Primary: Upon performing a taunt: Temporarily increases attack power. [Lv. 2] + Temporarily gain the ability to cancel one special move into another at the cost of HC Gauge.
Secondary: Increases attack power during X-Factor. [Lv. 2]
HIDEO SHIMAZU (Rival Schools, 1998)
Primary: Temporarily increases attack power upon successfully performing an Advancing Guard. [Lv. 2]
Secondary: Temporarily increases attack power upon successfully performing an Advancing Guard. [Lv. 1]
CAPTAIN COMMANDO TEAM (Captain Commando, 1991)
Primary: Upon performing a Crossover Combination: Increased attack power. [Lv. 3] + Absorb your opponent's HC Gauge. [Lv. 3]
Secondary: Upon performing a Crossover Combination: Increased attack power. [Lv. 1] + Absorb your opponent's HC Gauge. [Lv. 1]
HAYATO (Star Gladiator, 1996)
Primary: All characters will be able to perform a 6-chain combo. + Apply stun value to your opponent upon successfully landing a Crossover Counter.
Secondary: Temporarily increases attack power upon landing a combo of 10 hits. [Lv. 1]
JUNE (Star Gladiator, 1996)
Primary: Gain a fixed amount of HC Gauge upon throwing your opponent. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge upon throwing your opponent. [Lv. 1]
FELYNES (Monster Hunter, 2004)
Primary: Increases the chance of obtaining rare cards for Capcom characters. [Lv. 2]
Secondary: Upon launching your opponent with the S attack: Absorb your opponent's vitality. [Lv. 1] + Absorb your opponent's HC Gauge. [Lv. 1]
RATHALOS (Monster Hunter, 2004)
Primary: Calling assists will cost HC Gauge, however your opponent will be poisoned if the assist attack is successful. [Lv. 2]
Secondary: Poisons your opponent upon successfully landing a Crossover Attack, at the cost of HC Gauge. [Lv. 1]
RATHIAN (Monster Hunter, 2004)
Primary: Upon landing a combo of 10 hits: Poisons your opponent. [Lv. 1] + Temporarily increases attack power. [Lv. 1]
Secondary: Poisons your opponent upon landing a combo of 10 hits. [Lv. 1]
BLODIA (Armored Warriors, 1994)
Primary: Gain super armor while performing a dash. [Lv. 1] (uses HC Gauge upon hit) Become invincible to projectile attacks while dashing.
Secondary: Gain super armor while performing a dash. [Lv. 1] (uses HC Gauge upon hit) Increases dash speed.
CYBER BLUE (Battle Circuit, 1997)
Primary: When your opponent is down to 2 characters or less: Increases attack power. [Lv. 1] + Increases speed.
Secondary: When your opponent is down to 2 characters or less: Increases attack power. [Lv. 1] + Increases number of jumps you can perform. [Lv. 1]
KAIJIN NO SOKI (Onimusha: Dawn of Dreams, 2006)
Primary: While on the ground: Increases attack power. [Lv. 3] + Gain super armor. [Lv. 1] (uses HC Gauge upon hit)
Secondary: Increases attack power while on the ground. [Lv. 2]
JIN SAOTOME (Cyberbots: Full Metal Madness, 1995)
Primary: Lose the ability to block during X-Factor. The time that X-Factor stays active will increase. [Lv. 3]
Secondary: Lose the ability to block during X-Factor. The time that X-Factor stays active will increase. [Lv. 1]
DEVILOT (Cyberbots: Full Metal Madness, 1995)
Primary: Assist attacks gain super armor. [Lv. 3] (uses HC Gauge upon hit)
Secondary: Upon successfully landing a Delayed Hyper Combo: Absorb your opponent's vitality. [Lv. 3] + Absorb your opponent's HC Gauge. [Lv. 3]
SISSEL (Ghost Trick, 2011)
Primary: Gain a fixed amount of HC Gauge when one of your characters is KO'ed. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge when one of your characters is KO'ed. [Lv. 1]
MISSILE (Ghost Trick, 2011)
Primary: HC Gauge will automatically refill from the start of the match for 20 game seconds. [Lv. 1]
Secondary: Increases the chance of obtaining rare cards for Capcom characters. [Lv. 1]
EDWARD FOKKER (Power Stone, 1999)
Primary: During X-Factor: Increases attack power. [Lv. 2] + HC Gauge refills automatically. [Lv. 3]
Secondary: HC Gauge refills automatically while X-Factor is active. [Lv. 2]
GENE (God Hand, 2006)
Primary: Upon successfully landing a Snap Back: Reduce your opponent's HC Gauge. [Lv. 3] + Gain a fixed amount of HC Gauge. [Lv. 1]
Secondary: Upon successfully landing a Snap Back: Reduce your opponent's HC Gauge. [Lv. 2] + Gain a fixed amount of HC Gauge. [Lv. 1]
RYU (Breath of Fire, 1993)
Primary: Sends the opponent flying upon activation of X-Factor. + Increases the duration of power-up Hyper Combos. [Lv. 1]
Secondary: Increases attack power during X-Factor. [Lv. 2]
NINA (Breath of Fire, 1993)
Primary: Increases the duration of flight time. [Lv. 3] + Increases the number of special moves that can be performed in the air. [Lv. 3]
Secondary: Increases the duration of flight time. [Lv. 2] + Increases the number of special moves that can be performed in the air. [Lv. 1]
MYRIA (Breath of Fire, 1993)
Primary: When you are losing: Automatically recover vitality. [Lv. 3] + Assist characters automatically recover vitality. [Lv. 1]
Secondary: When you are losing: Automatically recover vitality. [Lv. 2] + Assist characters automatically recover vitality. [Lv. 1]
Fou-Lu (Breath of Fire IV, 2000)
Primary: Increases the number of times X-Factor can be used. [Lv. 2]
Secondary: Increases the number of times X-Factor can be used. [Lv. 1]
LIN (Breath of Fire: Dragon Quarter, 2003)
Primary: HC Gauge refills automatically. [Lv. 1] + Reduces the usage rate of HC Gauge. [Lv. 2]
Secondary: Reduces the usage rate of HC Gauge. [Lv. 1]
MEPHISTO (Silver Surfer #3, 1968)
Primary: Increases the amount of HC Gauge you have at the start of the match. [Lv. 3] + HC Gauge refills automatically. [Lv. 2]
Secondary: The length of instant attacks will be increased. [Lv. 1] + Increases the amount of HC Gauge you have at the start of the match. [Lv. 2]
LUKE CAGE (Luke Cage, Hero for Hire #1, 1972)
Primary: Increases vitality. [Lv. 2] + Enables auto-blocking when you have 2 bars or less of HC Gauge.
Secondary: Increases vitality. [Lv. 2]
CLEA (Strange Tales #126, 1964)
Primary: Gain a fixed amount of HC Gauge for every 20 seconds that pass on the game clock. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge for every 15 seconds that pass on the game clock. [Lv. 1]
CYCLOPS (The X-Men #1, 1963)
Primary: Increases attack power. [Lv. 2] + All attacks cause chip damage.
Secondary: All attacks cause chip damage.
BEAST (The X-Men #1, 1963)
Primary: Increases the duration of power-up Hyper Combos. [Lv. 2]
Secondary: Extends the time that X-Factor is active. [Lv. 1]
ICEMAN (The X-Men #1, 1963)
Primary: Become temporarily invincible to shot attacks upon successfully performing an Advancing Guard.
Secondary: Increased resistance to chip damage from attacks. [Lv. 2]
DAZZLER (The Uncanny X-Men #130, 1980)
Primary: Perform a taunt to automatically recover vitality. [Lv. 3]
Secondary: Perform a taunt to automatically recover vitality. [Lv. 2]
ROGUE (The Avengers Annual #10, 1981)
Primary: Land a Hyper Combo to absorb your opponent's vitality. [Lv. 3]
Secondary: Land a Hyper Combo to absorb your opponent's vitality. [Lv. 2]
COLOSSUS (Giant-Size The X-Men #1, 1975)
Primary: Gain super armor. [Lv. 1] (uses HC Gauge upon hit)
Secondary: Gain super armor when you perform a taunt. [Lv. 1] (uses HC Gauge upon hit)
NIGHTCRAWLER (Giant-Size The X-Men #1, 1975)
Primary: Become invisible while dashing when 3 or more bars of HC Gauge are stored.
Secondary: Become invisible while dashing on the ground when 3 or more bars of HC Gauge are stored.
DAKEN (Wolverine: Origins #5, 2006)
Primary: Increases the speed of your vitality recovery. [Lv. 2] + Decreases a fixed amount of your opponent's recoverable red health. [Lv. 2]
Secondary: Increases the speed of your vitality recovery. [Lv. 1] + Decreases a fixed amount of your opponent's recoverable red health. [Lv. 1]
MYSTIQUE (Ms. Marvel #16, 1978)
Primary: When your opponent has a card of equal strength as their main card, you will copy their entire deck.
Secondary: Increases the duration of power-up Hyper Combos. [Lv. 1]
JUGGERNAUT (The X-Men #12, 1965)
Primary: Increases HC attack power. [Lv. 2] + Gain super armor during a Hyper Combo. [Lv. 2] (uses HC Gauge upon hit)
Secondary: Assist attacks gain super armor. [Lv. 2] (uses HC Gauge upon hit)
SCARLET WITCH (The X-Men #4, 1964)
Primary: Sends the opponent flying upon activation of X-Factor. + Increases the duration of X-Factor. [Lv. 1]
Secondary: When only one character is left and their vitality is below 20%, the activation time for X-Factor will increase. [Lv. 1]
MULTIPLE MAN (Giant-Size The Fantastic Four #4, 1975)
Primary: Fight using only your first character. Attack power Lv. random.
Secondary: Fight using only your first character. Increase number of HC Gauge stored at the start of the match, Lv. random.
SILVER SAMURAI (Daredevil #111, 1974)
Primary: Decreases vitality. [Lv. 1] + Increases attack power. [Lv. 3]
Secondary: All characters will be able to perform a 6-chain combo.
SABRETOOTH (Iron Fist #14, 1977)
Primary: Vitality automatically recovers. [Lv. 2] + Increases movement speed.
Secondary: Gain the ability to rapid cancel grounded normal moves at the cost of HC Gauge. (Unique Moves not included)
SERPENT (Fear Itself #1, 2011)
Primary: If your opponent has an S-Class card in the same slot, you will trade decks with your opponent during the match. + Increases the chance of obtaining rare cards for Marvel characters. [Lv. 3]
Secondary: Gain the ability to cancel one special move into another at the cost of HC Gauge. + All characters will be able to perform a 6-chain combo.
PROFESSOR X (The X-Men #1, 1963)
Primary: Increases the chance of obtaining rare cards for Marvel characters. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge for every 20 seconds that pass on the game clock. [Lv. 1] + Increases the chance of obtaining rare cards for Marvel characters. [Lv. 1]
WASP (Tales to Astonish #44, 1963)
Primary: Increases movement speed. Increases the duration of flight time. [Lv. 2]
Secondary: Increases the duration of flight time. [Lv. 2] + Increases the number of special moves that can be performed in the air. [Lv. 1]
MS. MARVEL (Marvel Super-Heroes #13, 1968)
Primary: Reflect damage received from attacks. [Lv. 3]
Secondary: Reflect damage received from attacks. [Lv. 2]
BLACK PANTHER (The Fantastic Four #52, 1966)
Primary: Increases movement speed. Increases the number of jumps you can perform. [Lv. 1]
Secondary: Increases movement speed.
ULTRON (The Avengers #54, 1968)
Primary: Gain super armor while in the air. [Lv. 1] (uses HC Gauge upon hit) + Increases the duration of flight time. [Lv. 3]
Secondary: Increases speed while in the air. Increases the duration of flight time. [Lv. 2]
NICK FURY (Sgt. Fury and His Howling Commandos #1, 1963)
Primary: When only one character is left and their vitality is 5% or below, they will regain part of their vitality. [Lv. 2]
Secondary: Increases the chance of obtaining rare cards for Marvel characters. [Lv. 1]
BLACK WIDOW (Tales of Suspense #52, 1964)
Primary: At the cost of HC Gauge: Gain the ability to jump cancel. + Increase the number of jumps you can perform. [Lv. 1]
Secondary: All grounded moves will be jump cancelable at the cost of HC Gauge.
WINTER SOLDIER (Captain America Comics #1, 1964)
Primary: Increases attack power. [Lv. 2] + Decreases the amount of HC Gauge you have at the start of the match. [Lv. 1]
Secondary: Increases attack power. [Lv. 1] + Decreases the amount of HC Gauge you have at the start of the match. [Lv. 1]
RED SKULL (Captain America Comics #1, 1964)
Primary: Poisons your opponent upon landing a regular throw. [Lv. 2]
Secondary: Poisons your opponent upon landing a regular throw. [Lv. 1]
ANTI-VENOM (Web of Spider-Man #18, 1986 [Eddie Brock cameo])
Primary: Increases attack power from the start of the match for every 10 game seconds. [Lv. 2]
Secondary: Increases attack power from the start of the match for every 10 game seconds. [Lv. 1]
DOCTOR OCTOPUS (The Amazing Spider-Man #3, 1963)
Primary: Increases attack power. [Lv. 1] Cancel one special move into another at the cost of HC Gauge.
Secondary: Regain part of your vitality upon landing a combo of 20 hits. [Lv. 2]
GREEN GOBLIN (The Amazing Spider-Man #14, 1964)
Primary: Enables air dashing. + Increases attack power while in the air. [Lv. 1]
Secondary: Increases the number of jumps you can perform. [Lv. 1] + Increases attack power while in the air. [Lv. 1]
SPIDER-HAM (Marvel Tails #1, 1983)
Primary: When you get hit with a combo of 30 hits or more: Regain part of your vitality. [Lv. 2] + Become temporarily invisible.
Secondary: When you get hit with a combo of 30 hits or more: Regain part of your vitality. [Lv. 1] + Become temporarily invisible.
HULKBUSTER ARMOR (Iron Man #304, 1994)
Primary: Increases vitality. [Lv. 2] + Calling assists will cost HC Gauge, however stun value will be applied to your opponent if the assist attack is successful.
Secondary: Calling assists will cost HC Gauge, however stun value will be applied to your opponent if the assist attack is successful.
MANDARIN (Tales of Suspense #50, 1964)
Primary: Increases the amount of HC Gauge stored at the start of the match. [Lv. 2] + Your opponent will be forced to activate X-Factor as well when you activate it.
Secondary: Increases the amount of HC Gauge stored at the start of the match. [Lv. 2]
FIN FANG FOOM (Strange Tales #89, 1961)
Primary: You can activate X-Factor an unlimited number of times at the cost of HC Gauge, however you will no longer be able to use Hyper Combos.
Secondary: Constant X-Factor, however you will no longer be able to use Hyper Combos. X-Factor will activate with 3 or more bars of HC Gauge stored, and deactivates with less than 3 bars.
LOKI (Venus #6, 1949)
Primary: When only one character is left and their vitality is 50% or below, their vitality will recover automatically. [Lv. 2]
Secondary: When only one character is left and their vitality is 20% or below, their vitality will recover automatically. [Lv. 1]
ULIK (Thor #137, 1967)
Primary: Increases attack power. [Lv. 2]
Secondary: Increases attack power. [Lv. 1]
DESTROYER (Journey into Mystery #118, 1965)
Primary: Increases vitality. [Lv. 2] + Increased resistance to chip damage from attacks. [Lv. 2]
Secondary: Temporarily increase attack power upon performing a parry. [Lv. 1] + Enables parrying. [Lv. 1]
ENCHANTRESS (Journey into Mystery #103, 1964)
Primary: Absorb your opponent's vitality upon attack for any opponent character that is not female. [Lv. 2]
Secondary: Absorb your opponent's vitality upon attack for any opponent character that is not female. [Lv. 1]
FANTASTIC FOUR (The Fantastic Four #1, 1961)
Primary: During a Crossover Combination: Increases attack power. [Lv. 3] + Absorb your opponent's vitality. [Lv. 3]
Secondary: Gain the ability to call assists even when you are taking damage at the cost of HC Gauge.
SILVER SURFER (The Fantastic Four #48, 1966)
Primary: HC Gauge recovers automatically. [Lv. 2] + Increases the speed of your assist's vitality recover. [Lv. 3]
Secondary: HC Gauge recovers automatically. [Lv. 1] + Increases the speed of your assist's vitality recover. [Lv. 2]
RED HULK (Hulk #1, 2008)
Primary: You will be unable to see your vitality and HC gauges. + Increases attack power. [Lv. 3]
Secondary: You will be unable to see your vitality and HC gauges. + Sends the opponent flying upon activation of X-Factor.
ABOMINATION (Tales to Astonish #90, 1967)
Primary: Increases vitality. [Lv. 2]
Secondary: Increases vitality. [Lv. 1]
MAESTRO (The Incredible Hulk: Future Imperfect #1, 1992)
Primary: Decreases vitality. [Lv. 3] + Increases attack power. [Lv. 3]
Secondary: Decreases vitality. [Lv. 2] + Increases attack power. [Lv. 1]
DAREDEVIL (Daredevil #1, 1964)
Primary: You will be unable to see how much HC Gauge your opponent has. + HC Gauge refills automatically. [Lv. 2]
Secondary: You will be unable to see how much HC Gauge your opponent has. + Cancel one special move into another at the cost of HC Gauge.
ELEKTRA (Daredevil #168, 1981)
Primary: At the cost of HC Gauge: Gain the ability to dash cancel regular grounded moves. + Increases dash speed.
Secondary: HC Gauge refills automatically while in the air. [Lv. 1]
BULLSEYE (Daredevil #131, 1976)
Primary: Increases attack power upon KO'ing your opponent. [Lv. 3]
Secondary: Increases attack power upon KO'ing your opponent. [Lv. 2]
KINGPIN (The Amazing Spider-Man #50, 1967)
Primary: Increases HC attack power. [Lv. 3] + Gain a fixed amount of HC Gauge when one of your characters is KO'ed. [Lv. 2]
Secondary: Increases HC attack power. [Lv. 2] + Gain a fixed amount of HC Gauge when one of your characters is KO'ed. [Lv. 1]
BLADE (The Tomb of Dracula #10, 1973)
Primary: When your vitality is 60% or below, absorb your opponent's vitality upon attack. [Lv. 3]
Secondary: When your vitality is 40% or below, absorb your opponent's vitality upon attack. [Lv. 2]
PUNISHER (The Amazing Spider-Man #129, 1974)
Primary: Increases attack power when one of your characters is KO'ed. [Lv. 3]
Secondary: Increases attack power when one of your characters is KO'ed. [Lv. 2]
THE WATCHER (The Fantastic Four #13, 1963)
Primary: For every 20 seconds that pass on the game clock: Regain part of your vitality. [Lv. 3] + Gain a fixed amount of HC Gauge. [Lv. 3]
Secondary: For every 30 seconds that pass on the game clock: Regain part of your vitality. [Lv. 2] Gain a fixed amount of HC Gauge. [Lv. 2]
HOWARD THE DUCK (Adventure Into Fear #19, 1973)
Primary: When you get hit with a combo of 30 hits or more: HC Gauge refills. [Lv. 2] + X-Factor will activate.
Secondary: When you get hit with a combo of 30 hits or more: HC Gauge refills. [Lv. 1] + X-Factor will activate.
THANOS (Iron Man #55, 1973)
Primary: Gain the ability to parry. [Lv. MAX] + Gain a temporary increase in attack power upon performing a parry. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge upon successfully performing an Advancing Guard. [Lv. MAX]
~
Some of these are looking very, very nice. (Mister Fantastic looks like an actual 3D character model! I smell copyright issue...20th Century fox anyone?...)
Other though, kinda bad and rushed... :P (Daken! ...)
What d'you think?
I actually love all these selected characters!
ReplyDeleteNow, if Capcom made a game where getting the ending of one of the current actual characters unlocked one of these, and all of them by finishing the game completely.... *dreams on*
I didn't find the time to download it so far...
You can't play online? Why's that? (and didn't you need it to download it in the first place...?)