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NvC 5-8 pt2: Movesets

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NOTE: DUE THE INCREASING SIZE AND STUPID 64KB LIMIT, THE MOVESET-LIST BECAME TOO LARGE!
SO I WAS FORCED TO SPLIT IT INTO TWO PARTS!

This is part 2 of the Moveset-list. Beginning with Captain Falcon and going all the way to the end.
I am sorry about this. But like I said, thanks to that 64 KB limit (which is ridiculous, if you ask me) I was forced to do that.
I hope everything will go smoothly from this point on. :)


Now the remaining movesets...



CAPTAIN FALCON
The famous F-Zero racer and bounty hunter. Returning with the same fighting style you can see in Brawl.

Throws:
Uses both his forward and backward throws from SSBB.


Command Normals:
- F + H: Elbow Strike
His forward Smash Attack from SSBB.

- B + H: Fire Kick
His forward Smash Attack from the first Smash Bros.

- F + H in air: Falcon Knee
His knee-attack from Smash Bros. And it still packs a punch


Special Moves:
- QCF + A: Raptor Boost (Type: Melee, can be used in air)
Works the exact same way as in Melee and Brawl. Only that when used on the ground, it won't launch the opponent into the air.

- QCB + A: Falcon Kick (Type: Melee, can be used in air)
Once again, exactly like in Smash Bros.

- DPF + A: Raptor Boost, Anti-Air (Type: Melee)
The anti-air version of the Raptor Boost, that resembles the Shoryuken.

- DPB + A: Dive Jump (Type: Extra)
Jumps into the air. The distance depends on the pressed attack button.

- A when close to opponent during Dive Jump: Falcon Dive (Type: Grab)
Uses the well-known Falcon Dive from the Smash Bros series.
Aka 'YESZ'-grab!

- Hit A repeatedly: Turbo Fist (Type: Melee)
The move from the Smash Bros games, where he hits repeatedly with his fist.


Hyper Combos:
- QCF + 2A: Falcon Punch (Type: Melee)
His signature move. Works pretty much like in the Smash Bros games, but does have more range here.

- QCB + 2A: Falcon Kick X (Type: Melee, can be used in air)
The super-version of his Falcon Kick special.

- DPF + 2A: Rising Falcon (Type: Melee, Level 3 Hyper)
Falcon jumps onto a wall and performs a Falcon Kick. If it hits, then the opponent it launched into mid-air.
Falcon jumps high into the air and attacks the opponent from above with one powerful Falcon Punch, slamming him into the ground.
Lastly a firey Falcon comes out of the ground, dealing more damage to the opponent.

ALTERNATE LEVEL 3 HYPER COMBO: Blue Falcon (Type: Melee, Level 3 Hyper)
Falcon calls his trusty Blue Falcon and attempts to hit the opponent with it.
If he succeeds, he will board the Blue Falcon and drive after the opponent.
Then he will jump out of it and hit the opponent with a powerful Falcon Punch.

Taunt:
'Show me ya moves!' nuff said



MARTH
Moveset from Smash Bros series converted yet again. nuff said...

Throws:
Marth too uses both his forward and backward throws from SSBB.


Command Normals:
- F + H: Overhead Slash
Marth's overhead slash, as seen in Melee and Brawl.

- DF + H: Sword Stab
Marth stabs diagonally down. Hits low.


Special Moves:
- QCF + A: Blade Breaker (Type: Melee, can be used in air, can be charged)
Aka the Shield Breaker from Brawl. But this time, he charges forward.
It can be charged in the same manner as Makoto's Dash Punch.
In air, the pressed attack button alters the course.
L, M = Straight forward , H = diagonally down.

- QCB + A: Dancing Blade Prelude (Type: Melee)
The first hit of the Dancing Blade special from Brawl.

- L rapidly during Dancing Blade Prelude: Dancing Blade Low (Type: Melee)
Press L rapidly to perform the Dancing Blade, using the low strikes from Brawl.

- M rapidly during Dancing Blade Prelude: Dancing Blade Mid (Type: Melee)
Press M rapidly to perform the Dancing Blade, using the mid strikes from Brawl.

- H rapidly during Dancing Blade Prelude: Dancing Blade High (Type: Melee)
Press H rapidly to perform the Dancing Blade, using the high strikes from Brawl.

- DPF + A: Dolphin Strike (Type: Melee)
The Up-B special from Brawl. And still great as an anti-air attack.

- DPB + A: Blade Counter (Type: Counter)
The Down-B counter attack from Brawl. Works the same way.
nuff said.


Hyper Combos:
- QCF + 2A: Critical Hit (Type: Melee, can be used in air)
Just like in Brawl, he charges forward.
And if he hits the enemy, he will go through him dealing high damage.

- QCB + 2A: Dancing Counter (Type: Counter)
Just like in the regular Blade Counter, Marth will take his counter-stance for a moment.
If he gets hit by Melee-strikes, during that pose, he will counter with a series of sword-slashes.

- DPF + 2A: Dolphin Ultima (Type: Melee, Level 3 Hyper)
Concentrates and then dashes forward. If the dash connects, he will follow with a series of sword-slashes, before knocking the opponent into the air.
Then Marth finishes him with a special, critical Dolphin Strike, going through the opponent.

Taunt:
His 'Mina, etc...' taunt from Melee and Brawl.



IKE
Ike too has his moveset converted from Brawl. He fights like you'd expect him to.

Throws:
Also uses his forward and backward throws from Brawl.


Command Normals:
- F + H: Ragnell Stab
His dash-attack from Brawl.

- B + H: Spinning Slash
Spins around once and hits the opponent once.


Special Moves:
- QCF + A: Ragnell Blast (Type: Shot, can be used in air)
Swings his sacred blade to fire a blast of energy.
The speed depends on the pressed attack button.
NOTE: In both Path of Radiance and Radiant Dawn, Ragnell (Ike's sword) was able to fire blasts of energy as distance-attack.
Hope that clears up where this move comes from...

- QCB + A: Quick Draw (Type: Melee, can be used in air, can be charged)
His side-B special from Brawl.
Can also be charged in the same manner as Makoto's Dash Punch.

- DPF + A: Aether (Type: Melee, can be used in air)
Just like in Brawl, Ike throws his blade into the air, jumps after it, grabs it in mid-air and then performs a downward slash.
How high he throws the blade and how much hits, depends on the pressed attack button.

- DPB + A: Ragnell Counter (Type: Counter)
Ike's down-B from Brawl, that pretty much works the same way.


Hyper Combos:
- QCF + 2A: Ragnell Eruption (Type: Shot)
Pretty much his normal B move from Brawl. He charges his sword, then slams it into the ground to cause a Fire Eruption to hurt the opponent.
But in this version, he causes multiple eruption in a row, a la Magnetic Shockwave.

- QCB + 2A: Aether Counter (Type: Counter)
First he takes his usual Counter-Stance. If hit by Melee-attacks during that period, he will counter with a punch that stuns the opponent.
Then he performs the Aether, just like he does in Path of Radiance.

- DPF + 2A: Great Aether (Type: Melee, Level 3 Hyper)
Just like in Brawl, he starts with a firey sword-slash.
If it connects, the opponent will be launches into the air.
Then Ike proceeds hitting the opponent with fierce, firey sword slashes (and two kicks), before slamming the opponent into the ground.

Taunt:
His 'Prepare yourself!' taunt from Brawl, IN JAPANESE!



LITTLE MAC
From Punch Out, he makes his debut as a playable character.

Throws:
Forward-Throw: Hit the opponent with a few punches, before knocking him away.
Backward-Throw: Ducks and gets behind the opponent, before hitting him from behind.


Command Normals:
- F + H: Dash Punch
Dashes forward a little and punches.

- B + H: Turn Punch
Little Mac's variant of Bison's Turn Punch.


Special Moves:
- QCF + A: Dash Punch (Type: Melee, can be used in air)
Dashes forward and punches.

- QCB + A: Stun Punch (Type: Counter)
Little Mac enters a block-stance for a moment. If the opponent attacks him with Melee-attacks, while Mac is prepared, then Mac will dodge and counter with a Punch that instantly stuns the opponent.

- A repeatedly after Stun Punch: Jab Combo (Type: Melee)
Once after you stunned the opponent with a Stun Punch, you can attack to hit the opponent with up to 5 punches.
You can only do this, while he is stunned by Stun Punch.

- DPF + A: Uppercut (Type: Melee)
Attacks with an uppercut. An anti-air attack.

- HCF + A: Louis Wheel (Type: Melee)
In the same style as Frank West's 'Zombie shopping cart' attack, Doc Louis appears on his bicycle and drives over the opponent.


Hyper Combos:
- QCF + 2A: 1-Star Fist (Type: Melee)
Charges forward and attacks with a powerful punch.

- QCB + 2A: 2-Star Fist (Type: Counter)
Enters his block-position for a moment. If the opponents hits him with Melee-attacks during that period, Little Mac with dodge and counter with a series of punches and then with a powerful 2-Star uppercut.

- DPF + 2A: 3-Star Fist (Type: Melee, Level 3 Hyper)
Little Mac attacks with a gut-punch. If it connects, then he follows with two jabs and one powerful 3-star uppercut.

Taunt:
Hops up and down a few times, while doing a 'Come On' handgesture.



SUPER MACHO MAN
Probably the most popular among the Punch Out opponents.

Throws:
Forward-Throw: Grabs the opponent and knocks him away with a punch.
Backward-Throw: Drags the opponent behind himself and punches him away.


Command Normals:
- F + H: Uppercut
A normal uppercut.

- DF + H: Fist Slam
An overhead fist slam into the ground.


Special Moves:
- QCF + A: Macho Hook (Type: Melee)
Dashes forward and hits the opponent with a strong punch.
How far he dashes depends on the pressed attack button.

- QCB + A: Top It! (Type: Melee)
Backs off a step and then jabs the opponent.
Pretty much like his 'Top It!' attack from Punch Out WII.

- DPF + A: Crunch Time! (Type: Melee)
Macho's uppercut attack. An anti-air attack.

- AS: Macho Clothesline (Type: Melee)
His famous spinning clothesline attack.


Hyper Combo:
- QCF + 2A: Release the Beast! (Type: Melee)
He will say that line and tries to hit the opponent with his spinning uppercut.
If it connects, he will say the '...BEAST!' part of the line and proceed hitting the opponent with a series of punches.

NOTE: If he misses or the first hit is blocked, he will say '...BOGUS!' instead.
That line is just too funny to leave out!

- DPF + 2A: Program B (Type: Melee)
Macho Man hits the opponent with a series of three uppercuts. A la Shoryureppa!

- QCB + 2A: Super Macho Clothesline (Type: Melee, Level 3 Hyper)
SMM does his posing, just like in Punch Out WII, before performing a series of spinning clotheslines, while moving forward.
If at least one of those hits connects, he will finish with a powerful uppercut, yelling 'WIPEOUT!'.
He then poses for a moment and you see his gold tooth blinking for a second.

Taunt:
Does some flexing, saying 'Flex it!'



NESS
Returns with moves, based on his Smash Bros counterpart.

Throws:
Forward-Throw: The forward-throw from Brawl
Backward-Throw: Floors the opponent, then attacks him with fire and then kicks him away.


Command Normals:
- F + M: Psy Shock
His dash-attack from Brawl

- F + H: Bat Hit
His forward Smash-Attack from Brawl.


Special Moves:
- QCF + A: PK Fire (Type: Shot, can be used in air)
Fires a lightning, which ignites the opponent, if hit.
How the attack is performed, depends on the pressed attack button...
L = Crouching Shot, diagonal down in air
M = Standing Shot, straight forward in air
H = Diagonal upwards, same in air.

- QCB + A: Yo-Yo Whirlwind (Type: Melee, can be used in air)
Spins his Yo-Yo to hit anything around himself.

- DPF + A: Yo-Yo Rise (Type: Melee)
An anti-air attack with his Yo-Yo.

- DPB + A: PSI Shield (Type: Extra)
Creates a protective Shield around himself for a moment.
Nullifies the power of any projectiles fired at him.
It doesn't work against Hyper Combo's.


Hyper Combos:
- QCF + 2A: PK Flash (Type: Shot, can be used in air)
Forms a green flash of PK energy and fires it at the opponent.
If it hits, the opponent will be hit by a green explosion.
The angle of this attacks depends on the two buttons you used.

- QCB + 2A: PK Thunder (Type: Shot, can be used in air)
Fires an orb of lighting-energy that cause the whole screen to be covered in lightning.
It is kind of a chaotic and random move, which sometimes hits more and sometimes it hits less.
Staying true to its concept that it tends to miss more often or less, depending on how lucky you are.

- DPF + 2A: PK Starstorm (Type: Shot, Level 3 Hyper, can be used in air)
Just like you know it from Super Smash Bros Brawl.
A rapid barrage of PSI-powered Meteors rains down upon the stage.

Taunt:
His 'Okay?' Taunt from Smash Bros.



GIYGAS
Giygas is a troubled alien, but a master of PK-moves and a powerful opponent to deal with.
But there still is his inner power to worry about...

Throws:
Forward-Throw: Freezes his opponent and then throws him, leaving him frozen for a short moment.
Backward-Throw: Throws the opponent backwards with his tail and then attacks with fire.


Command Normals:
- F + M: PK Blast
Fires a small blast of PK energy from his finger.

- F + H: Psycho Tail
Charges his tail with psychokinetic power and attacks with it.


Special Moves:
- QCF + A: PK Mystery (Type: Shot, can be used in air)
Fires a wave of unknown energy at the opponent.

- QCB + A: PK Magnet (Type: Shot, can be used in air)
Fires a tractor-beam like wave at the opponent, that brings him to Giygas if hit.

- DPF + A: PSI Shield (Type: Counter)
Creates a shield around himself. If the opponent hits it, then he will be hit by an impulse.

- DPB + A: PK Teleport (Type: Extra)
The pressed attack-button determines where you will reappear.
It looks similar to Gouki's Ashura Senkuu teleport move.
But Giygas instantly moves to the destination, with afterimages following the path he's taken.

- D, D + H: PK Focus (Type: Extra)
Gradually increases the Super Bar, as long as you hold the button.


Hyper Combos:
- QCF + 2A: PK Love (Type: Shot)
Aka PK Rockin!
Fires a powerful psychokinetic wave at the opponent.

- QCB + 2A: PK Brainshock (Type: Shot, can be charged, Unblockable if fully charged)
Giygas fires a Brainshock-attack from his forehead. If it connects, the opponent will be trapped for a moment, as the PK Brainshock animation and sound from Mother 2 play.
It barely does any damage, but instantly stuns the opponent.
If you fully charge it, it can't be blocked.

- DPF + 2A: Pandora's Box (Type: Shot, Level 3 Hyper)
The evil power within Giygas emerges. In order to save himself from corruption, he discharges it in one burst of energy.
If it hits the opponent, then the background will turn into the red swirl of evil energy, pretty much as you know it from Mother 2/Earthbound.
The 'scary face' appears (but here it is much less scary and has yellow-orange eyes) and attacks with an incomprehensible attack, that causes a huge yellow question mark to appear at the center of the screen.
Right below it appears a text box that says 'You cannot grasp the true form of Giygas' attack!'
Then the face along with the background disappear and the opponent takes damage.
After this attack, regardless whether the burst of energy hits or misses, Giygas will fall onto his knees and be in pain for a second.

Taunt:
'Hugs himself' and looks onto the ground. Looking depressed...



NOTE ABOUT CAPCOM CHARACTERS!
I don't list the Capcom characters, who come back with the same movesets from earlier games.
I only list characters here, that are new or have some new attacks or new command-inputs.



CHUN LI
Uses her Tatsunoko vs Capcom moveset.
Though some of her command-inputs are changed.

Throws:
Same as in TvC.


Command Normals:
- F + H: Flip Kick
- D + M in air: Step Kick


Special Moves:
- QCF + A: Kikoken (Type: Shot)
- A rapidly: Hyakuretsukyaku (Type: Melee, can be used in air)
- DPF + A: Tenshokyaku (Type: Melee, can be used in air)
- QCB + A: Spinning Bird Kick (Type: Melee, can be used in air)


Hyper Combos:
- QCF + 2A: Kikoushou (Type: Shot)
- DPF + 2A: Hoyokusen (Type: Melee)
- QCB + 2A in air: Shichisei Senkukyaku (Type: Melee, Level 3 Hyper)

Taunt:
Her yawning-taunt from Street Fighter III.



VEGA
More orientated on his (better) Street Fighter II counterpart.
Also no longer uses the personality of the Zero/IV series.

Throws:
Same as in SFIV.


Command Normals:
- F + H: Psycho Fist
- D + M in air: Hell Attack


Special Moves:
- QCF + A: Psycho Crusher (Type: Melee)
- QCB + A: Double Knee Press (Type: Melee, can be used in air)
- DPF + A: Head Stomp (Type: Melee, can be used in air)
- A during Head Stomp: Devil Reverse (Type: Melee)
- A after Head Stomp: Somersault Skull Diver (Type: Melee)
- DPF + S or DPB + S: Vega Teleport (Type: Extra)


Hyper Combos:
- QCF + 2A: Super Psycho Crusher (Type: Melee)
The Super-version of Vega's Psycho Crusher, as used in the first two Zero/Alpha-games.

- QCB + 2A: Knee Press Nightmare (Type: Melee)
If neither of the two initial Knee Presses connect, he follows with the usual Slide Kick.
But if at least one of the Knee Presses hit the opponent, he will follow with the mid-air dance-kick series from CvS.

- DPF + 2A: Psycho Crusher, MAX POWER! (Type: Melee, Level 3 Hyper)
His uber-Psycho Crusher from the third Zero/Alpha-game, followed by a stomp from above!

Taunt:
Taunt from CvS, where he takes off his cap, tosses his hair and then puts it back on.



M. BISON
The Mike Tyson parody returns with the same moves, but with different inputs...

Throws:
Same as in SFIV.


Command Normals:
- F + H: Smash Fist
- B + H: Back Fist


Special Moves:
- QCF + A: Dash Straight (Type: Melee)
- QCB + A: Dash Upper (Type: Melee)
- DPF + A: Baffalo Headbutt (Type: Melee)
- QCF, D + A: Dash Low Straight (Type: Melee)
- Hold A during Dash Low Straight: Dash Swing Blow (Type: Melee)
- QCB, D + A: Dash Low Smash (Type: Melee)
- AS: Turn Punch (Type: Melee, can be charged)


Hyper Combos:
- QCF + 2A: Crazy Buffalo (Type: Melee)
- QCB + 2A: Gigaton Blow (Type: Melee)
- DPF + 2A: Dirty Bison (Type: Grab, Level 3 Hyper)
His second Ultra from Super Street Fighter IV, albeit with more hits.

Taunt:
Flexes one of his arms and grins...



SAKURA
With her usual moves... except for one.

Throws:
Same as in SFIV.


Command Normals:
- F + M: Flower Kick
- F + H: Head Charge


Special Moves:
- QCF + A: Hadouken (Type: Shot, can be used in air, can be charged on ground)
- QCB + A: Shunpuu Kyaku (Type: Melee)
- DPF + A: Shou'ou Ken (Type: Melee)
- DPB + A, then A up to three times: Sakura Otoshi (Type: Melee)


Hyper Combos:
- QCF + 2A: Shinkuu Hadouken (Type: Shot, can be used in air)
- QCB + 2A: Haru Ichiban (Type: Melee)
- DPF + 2A: Shin Shou'ou Ken (Type: Melee, Level 3 Hyper)

Taunt:
Her yawning-taunt...



MAKOTO
Also with her usual moves, plus a new one...

Throws:
Same as in SFIII.


Command Normals:
- F + M: Gezuki "Kaoruna"
- F + H: Fumikomi Seiken-zuki "Shimaki"
- H during Shimaki: Fumikomi Seiken Sanren Tsuki "Yamase"
- B + H: Fumikomi Joudan Mawashi Geri "Naruto"


Special Moves:
- QCF + A: Tosshin Seiken Tsuki (Type: Melee, can be charged)
- DPF + A: Jikiage Seiken Tsuki (Type: Melee)
- QCB + A: Uchi Oroshi Toute/Karate Chop (Type: Melee)
- HCB + A: Tsurushi Nodowa (Type: Grab)


Hyper Combos:
- QCF + 2A: Abare Tosanami Kudaki (Type: Melee)
- D, D + 2A: Tanden Renki: Seme no Kata (Type: Extra)
- HCB + 2A: Hyaku Hikiyose Zutsuki "Tacchuu" (Type: Grab)
A super-version of her headbutt-grab.
A la Alex, she hits her opponent with 5 consecutive headbutts.

- DPF + 2A: Seichuusen Godan-zuki (Type: Melee, Level 3 Hyper)

Taunt:
Just like in Street Fighter III...



MAKI
Maki returns in her original shape from Final Fight 2.
I completely ignored her SFZ3:DU incarnation (since it sucks) and decided to create a new moveset for her.

Throws:
Forward-Throw: Hits the opponent with her knee a few times, before throwing him. Same as in Final Fight 2.
Backward-Throw: Backward-Drop, like Ryu's.


Command Normals:
- F + H: Elbow Hammer
An overhead elbow-strike.

- D + M in air: Dive Kick.
Her Dive Kick, as seen in Final Fight 2.
It goes down, in about a 30 degree angle.


Special Moves:
- QCF + A: Maki Charge (Type: Melee, can be charged)
Maki jumps forward and attacks. How she attacks, depends on the pressed attack button.
L = Dash Punch. If charged, she will dash farther and can cause the opponent to stagger.
M = Slide Kick. Low hitting attack. If charged, she can slide farther and hit opponent on the ground.
H = Knee Strike. A knee-attack that resembles Tiger Knee. If charged, it will go farther and hit more times.

- DPF + A: Rising Kick (Type: Melee)
Her rising kick from Final Fight 2 (the combo-finisher from that game). It is an anti-air kick.
And again, jump-height and launching height depend on the pressed attack button.

- HCB + A: Knee Strike (Type: Grab)
Grabs the opponent and hits him hard with her knee.
L = Normal grab, staggers opponents
M = Anti-Air grab, staggers opponents
H = Charged grab, stuns opponents

- AS: Reppu Kyaku (Type: Melee)
Her spinning handstand kick from Final Fight 2.


Hyper Combos:
- QCF + 2A: Maki Combo (Type: Melee)
Hits the opponent with a series of punches and kicks and end the combo with a rising kick.

- DPF + 2A: Corkscrew Kick (Type: Melee)
A super-version of her Rising Kick. She goes straight up and hits the opponent several times.

- QCB + 2A: Maki Breaker (Type: Grab, Level 3 Hyper)
Maki starts out with a grab and hits the opponent with her knee.
Then she follows with a series of hard-hitting punches and finishes with an uppercut.

Taunt:
Clenches her fist and grins.



FELICIA
Overall the same as her MvC3 moveset. But with some changes...

Throws:
Same as in MvC3!


Command Normals:
- DF + M: Toy Touch
- B + H: Arrow Kick


Special Moves:
- QCF + A: Rolling Buckler (Type: Melee)
- L during Rolling Buckler: Neko Punch (Type: Melee)
- M during Rolling Buckler: Rolling Slide (Type: Melee)
- H during Rolling Buckler: Rolling Uppercut (Type: Melee)
- DPF + A: Cat Spike (Type: Melee)
- DPB + A: Delta Kick (Type: Melee)
- HCF + A: Sand Splash (Type: Shot)
- HCB + A: Hellcat (Type: Grab)
- D, D + H: EX Charge (Type: Extra)


Hyper Combos:
- QCF + 2A: Dancing Flash (Type: Melee)
- DPF + 2A: Dancing Uppercut (Type: Melee)
A triple uppercut move with her claws.

- HCB + 2A: Hyper Hellcat (Type: Grab, Level 3 Hyper)
It starts out just like the Hellcat special move.
But after the whirlwind of slashes, she ends up lying on her back, using her feet to spin the opponent around a few times, before thrusting him into the air.
Then she uses walljumps to slash-dash through the opponent 5 times, leaving slash-marks with each dash (like the last two hits of X-23's Weapon X Prime).

NOTE: If those two new moves cannot be implemented for whatever reason, then we shall stick to the old ones...

Taunt:
Her MvC3 taunt. 'Let's go!'



LEON S. KENNEDY
His moveset is mostly based on Chris's from MvC3. But with a few unique tweaks.

Throws:
Forward-Throw: Grabs the opponent and kicks him away.
Backward-Throw: His suplex-attack from RE4.


Command Normals:
- F + M: Laser Pistol Shot
Fires with the Laser Pistol from the first Smash Bros.
Hits low, like Chris's F + M in MvC3.

- F + H: Knife Slash
Takes his knife and slashes the opponent.

- B + H: Flamethrower
The flamerthrower attack. Just like Chris's in MvC3!


Special Moves:
- QCF + A: Knife Toss (Type: Shot, can be used in air)
Throws knives at the opponent. Which is thrown, depends on the pressed attack button.
L = One throwing knive, M = Three throwing knives, H = Krauser's Knife - powerful

- QCB + A: Combo Kick (Type: Melee)
A kick-version of Chris's Combo Punch from MvC3.
And like its MvC3 counterpart, the pressed attack button determines the strength and knockback force.
It also has the same follow-ups, which I won't bother explaining. :P

- L during Combo Kick L: Front Kick (Type: Melee)
- M during Front Kick: Knee Strike (Type: Melee)
- H during Knee Strike: Somersault Kick (Type: Melee)
- M during Combo Kick M: Heavy Kick (Type: Melee)

- DPF + A: Grenade Toss (Type: Shot, can be used in air)
Throws grenades. The throwing-distance depends on the pressed attack button.

- D, D + H: C4 (Type: Extra, can't be used if one C4 is on the field already)
Plants one C4 on the ground.

- AS, if C4 is on the field: C4 Detonator (Type: Extra, can be used in air)
Chris takes out the detonator and hits the switch.
If the opponent is in range, he or she will take damage from the explosion.


Hyper Combos:
- QCF + 2A: Grenade Launcher (Type: Shot)
Takes out the Grenade Launcher and sprays the whole screen with grenades.

- DPF + 2A: Suplex Combo (Type: Melee)
Charges forward and attacks with a few kicks. If they connect, he will follow up with a few more melee-attacks and finishes with a suplex.

- QCB + 2A: Rocket Launcher Special (Type: Melee, Level 3 Hyper)
Leon takes Krauser's knife and slashes at the opponent a few times, before knocking him away.
Then he takes the special Rocket Launcher (which he used to kill Saddler) and fires.

Taunt:
Does some posing with his knife.



JILL
Jill returns with both her appearance and moveset from the second MvC game.

Throws:
Just like in MvC2.


Command Normals:
- F + H: Haymaker
- DF + H: Slide Kick


Special Moves:
- QCF + A: Kinsetsu Sentou A (Type: Melee, can be used in air)
- HCB + A: Ousen Shageki (Type: Counter)
Her 'push' animation is changed into a couple of punches...

- A rapidly after Ousen Shageki: Punch Combo (Type: Melee)
A flurry of punches that ends with an uppercut, if A is pressed rapidly all the way til the end.

- DPF + A: Grenade Launcher (Type: Shot)
- Hold A during Grenade Launcher: Detonation Delay (Type: Extra)
- QCB + A: Zombie Call (Type: Extra)
- DPF + L: Dog Call (Type: Extra)
- DPF + H: Crow Call (Type: Extra)


Hyper Combos:
- QCF + 2A: Kinsetsu Sentou A+ (Type: Melee, can be used in air)
- QCB + 2A: Rocket Launcher (Type: Shot)
- DPF + 2A: Code T-002 (Type: Melee, Level 3 Hyper)
- AS during Code T-002 (while Tyrant is laughing): End of Tyrant (Type: Extra)

Taunt:
The same taunt, as in MvC2!



WESKER
He also got a new move and one of his moves works differently now.

Throws:
Just like in MvC3!


Command Normals:
- F + H: Samurai Edge - Laser Edition
- DF + H: Samurai Edge - Laser Edition Low
- B + H: Panther Fang


Special Moves:
- QCF + L: Cobra Strike (Type: Melee)
- QCF + M: Ghost Butterfly (Type: Melee)
- QCF + H: Jaguar Dash (Type: Melee)
- H during Jaguar Dash: Jaguar Kick (Type: Melee, cannot be used if Dash Turn has been used)
- B during Jaguar Dash after passing opponent: Dash Turn (Type: Melee, can be used up to two times during a single dash)
- DPF + A: Phantom Move/Teleport (Type: Extra)
- DPB + A: Tiger Uppercut (Type: Counter)
- HCB + A: Mustang Kick (Type: Grab)


Hyper Combos:
- QCF + 2A: Phantom Dance (Type: Melee)
The Phantom Dance works differently now. Instead of randomly dashing all over the place, Wesker starts with one initial dash.
And it if hits, he will follow with a series of dashes.

- QCB + 2A: Rhino Charge (Type: Counter)
While nothing has changed really, the presentation is much better.
This time, you can clearly see how Wesker impales his opponent with his arm!
Then after a few seconds, he quickly pulls it out of his victim. (Like Vega does in his second Ultra from SSFIV)
(No blood, of course!)

- DPF + 2A: Lost in Nightmares (Type: Melee, Level 3 Hyper)
This attack is the same overall. But this time, Wesker takes the missile from outside of the screen.

Taunt: 'Please... Try harder!' Again, nuff said...



FALCON
The Power Stone protagonist fights like in that game. But also learned new techniques...

Throws:
Forward-Throw: Grabs the opponent and punches him away.
Backward-Throw: His backward-drop, as seen in Power Stone.


Command Normals:
- F + M: Overhead Falcon
Falcon's version of the overhead punch.

- F + H: Turning Kick
Turns around and performs a strong kick.


Special Moves:
- QCF + A: Rocket Punch (Type: Shot, can be used in air)
Takes out a bazooka and fires a rocket at the opponent. In his Power Fusion form, he will fire his fist.
Ground: L = Crouching Shot, M = Standing Shot, H = diagonally up
Air: L = diagonally down, M = straight forward, H = diagonally up

- QCB + A: Fokker Dash (Type: Melee)
Performs a dash-punch forward. In Power Fusion form, he dashes forward with a blue aura around himself.
Distance depends on the pressed attack button.

- DPF + A: Tornado Punch (Type: Melee)
Falcon's anti-air uppercut move.
The jump-height (and thus the launching-height as well) depends on the pressed attack button.

- HCB + A: Tornado Slam (Type: Grab, can be used in air)
Grabs the opponent and, if successful, spin jumps upward with the opponent in his grasp, before turning upside-down and slamming the opponent into the ground.

- QCB + S during Power Fusion: Flight (Type: Extra, can be used in air)
While Power Fusion, he uses his jetpack to fly around freely for a short time.


Hyper Combos:
- QCF + 2A: Streak Dash (Type: Melee)
A super-version of his Fokker Dash.
When used in normal form, it is based on Spencer's Super Punch Hyper from MvC3.
When used in Power Fusion form, he attacks exactly like in Power Stone.

- DPF + 2A: Tornado Aura (Type: Melee)
His flaming super-uppercut, as seen in Power Stone. Also known as Shinryuken from a different game...

- QCB + 2A: Rocket Armageddon (Type: Shot, Level 3 Hyper)
Takes his bazooka and fires a barrage of rockets at the opponent.
In his Power Fusion form, he attacks exactly like in the Power Fusion counterpart of this attack.

- D, D + 2A: Power Fusion (Type: Extra)
Uses the Power Stones to transform into his Power Fusion form, as seen in Power Stone.
While in this form, his strength and durability are increased.
Special Attacks and Hyper Combos are also stronger or have added effects.
You can only use this Hyper Combo, when your Hyper-Level is at Maximum.
Though it doesn't cost any Hyper Bar's, it will rapidly drain your Hyper Bar's until no Hyper-Energy is left.
If all Hyper-Energy is used up. Falcon will revert to his original form.

Taunt:
Hops up and down for a few seconds, with his arms lowered.
It's one of his intro-animations from Power Stone.



ROUGE
The belly-dancing fighter from Power Stone also returns with some new moves...

Throws:
Forward-Throw: Performs a handstand on her opponent's shoulders and then lands behind her opponent, using the momentum to throw him away.
Backward-Throw: Let's herself fall onto her back and then uses her feet to knock the opponent away. Then she performs a kick-up to get back on her feet.


Command Normals:
- F + H: Spinning Double Kick
A double kick, similar to Dee Jay's, but more 'Belly Dancing' like.

- B + H: Fist Dance
Dances forward and then hits with the back of her fist.
Looks similar to Cammy's Axle Spin Knuckle.


Special Moves:
- QCF + A: Sun Flames (Type: Shot)
Rouge sends the miniature sun, that follows her, at the opponent.
The firing distance depends on the pressed attack button.

- QCF + A in air: Falling Flames (Type: Shot)
Sends the miniature sun forward, which drops flames on its way.
The distance and number of flames dropped, depends on the pressed attack button.
Power Fusion greatly augments this move...

- QCB + A: Soaring Carpet (Type: Melee, can be used in air)
Takes her flying carpet and dashes towards the opponent. The distance depends on the pressed attack button.
When used on the ground, she will dash straight forward. In air, she will dash diagonally down.

- DPF + A: Dancing Somersault (Type: Melee)
Performs a somersault-kick, which works similar to Guile's counterpart. An anti-air attack!
Jump height (and launching height) depends on the pressed attack button.

- DPB + A: Dancing Nocturne (Type: Counter)
Dances for a few moments. If she is struck by Melee-moves during that period, she will counter with a few kicks.

- QCB + S during Power Fusion: Flight (Type: Extra, can be used in air)
Can fly around freely for a short time.


Hyper Combos:
- QCF + 2A: Skull of Flames (Type: Shot, can be used in air)
If Rouge isn't in mid-air already, she will jump and summon that flaming skull from Power Stone.
This one will attack with a fire breath.

- DPF + 2A: Holocaust Dancer (Type: Counter)
A super-version of her Dancing Nocturne, which starts off the same way.
But this time, she counters with a series of kicks and some punches.

- QCB + 2A: Charming Hearts (Type: Melee, Level 3 Hyper)
Dances with a few hearts around her, while moving forward a little. But only for a limited time.
If you hit the opponent during that time, then Rouge will follow with that hilarious series of attacks, as seen in Power Stone.
It can't be explained properly. So watch a Rouge Playthrough of Power Stone on YouTube and enlighten yourself. ;)

- D, D + 2A: Power Fusion (Type: Extra)
Uses the Power Stones to transform into her Power Fusion form, as seen in Power Stone.
While in this form, her strength and durability are increased.
Special Attacks and Hyper Combos are also stronger or have added effects.
You can only use this Hyper Combo, when your Hyper-Level is at Maximum.
Though it doesn't cost any Hyper Bar's, it will rapidly drain your Hyper Bar's until no Hyper-Energy is left.
If all Hyper-Energy is used up. Rouge will revert to her original form.

Taunt:
Dances a little...



AYAME
The cute ninja from Power Stone. She also has a few more tricks up her sleeve.

Throws:
Forward-Throw: Grabs then opponent and uses her elbow to slam him into the ground before her.
Backward-Throw: The same. Only that she turns around first.


Command Normals:
- F + H: Jump Kick
Jumps and performs a kick.

- B + H: Spin Kick
Once again, spins around once and kicks.


Special Moves:
- QCF + A: Shuriken Throw (Type: Shot, can be used in air)
Throws Shuriken at the opponent. The number depends on the pressed attack button.
On the ground, she throws straight forward. In air, she throws diagonally down.

- QCB + A: Flower Hit (Type: Melee)
Dashes towards the opponent. The distance depends on the pressed attack button.
If it hits, she will follow with a kick that knocks the opponent away.

- DPF + A: Flash Advantage (Type: Melee)
Ayame's uppercut-move from Power Stone. An anti-air attack!

- HCB + A: Lightning Orb (Type: Grab)
Attempts to grab the opponent. If successful, she will form an orb energy around one of her hands and unleash the energy to knock the opponent away.
Based on one of Ibuki's special moves.

- DPB + A during Power Fusion: Teleport (Type: Extra, can be used in air)
A teleport-move. Whatever attack button you press determines where you will reappear.


Hyper Combos:
- QCF + 2A: Shuriken's of Despair (Type: Shot, can be used in air)
Throws a barrage of Skuriken's at the opponent.
On ground the throws straight forward. In air, she throws diagonally down.

- DPF + 2A: Flash Deuce (Type: Melee)
Starts with an uppercut. If it connects, she will follow with three more punches.
The last one knocks the opponent into the air.

- QCB + 2A: Intense Flower Hit (Type: Melee, Level 3 Hyper)
Dashes forward and attempts the hit the opponent. If successful, she will follow with a series of melee-strikes and finishes with Shuriken's thrown at the opponent.
Just like in Power Stone!

- D, D + 2A: Power Fusion (Type: Extra)
Uses the Power Stones to transform into her Power Fusion form, as seen in Power Stone.
While in this form, her strength and durability are increased.
Special Attacks and Hyper Combos are also stronger or have added effects.
You can only use this Hyper Combo, when your Hyper-Level is at Maximum.
Though it doesn't cost any Hyper Bar's, it will rapidly drain your Hyper Bar's until no Hyper-Energy is left.
If all Hyper-Energy is used up. Ayame will revert to her original form.

Taunt:
Protrudes her tongue, with her finger pulling down her lower eye-skin of her right eye. (If she looks to the right that is...)
Classic japanese taunt!



CAPTAIN COMMANDO
Returns with his moves from MvC1 and 2!

Throws:
Same as in MvC.


Command Normals:
- F + H: Power Punch
- DF + H: Slide Captain


Special Moves:
- QCF + A: Captain Fire (Type: Shot, can be used in air)
- DPF + A: Captain Corridor (Type: Shot)
- QCB + A: Captain Kick (Type: Melee)
- DPB + L: Commando Strike - Sho (Type: Melee)
- DPB + M: Commando Strike - Genity (Type: Melee)
- DPB + H: Commando Strike - Hoover (Type: Shot)


Hyper Combos:
- QCF + 2A: Captain Flare (Type: Shot, can be used in air)
A super-version of his Captain Fire. In other words, a flamethrower!

- QCB + 2A: Captain Sword (Type: Shot)
- DPF + 2A: Hyper Captain Storm (Type: Melee, Level 3 Hyper)



STRIDER HIRYU
Strider returns with his moveset from the previous MvC games. But with a few adjustments...

Throws:
Same as in MvC.


Command Normals:
- F + H: Overhead Slash
- DF + H: Sliding Kick


Special Moves:
- QCF + A: Ame no Murakumo (Type: Melee)
- QCF + A in air: Excalibur (Type: Melee)
- HCB + A: Vajra (Type: Melee)
- QCB + L: Formation A (Type: Shot)
- QCB + M: Formation B (Type: Extra)
- QCB + A during Formation B: Fire (Type: Shot, can be used in air)
- QCB + H: Formation C (Type: Shot)
- DPF + A: Gram (Type: Melee, can be used in air)
- DPB + A: Warp (Type: Extra)
- QCB + S: Wall Cling (Type: Extra)
- L during Wall Cling: Cipher Kougeki (Type: Melee)
- M or H during Wall Cling: Jimen ni Tobigeri (Type: Melee)


Hyper Combos:
- QCF + 2A: Legion (Type: Shot)
- QCB + 2A: Ouroboros (Type: Extra)
- DPF + 2A: Ragnarok (Type: Grab, Level 3 Hyper)

Taunt:
From MvC. nuff said...



SAKI
Now for her, I changed her moveset to put more emphasis on fighting moves.
She still has her railgun, but it is now strapped on her back.
And she uses hand-to-hand now more often.

Throw:
Forward-Throw: Grabs the opponent and punches him a few times, before knocking him away.
Backward-Throw: Turns around and kicks the opponent away.


Command Normals:
- F + H: Gun Bash
Uses her Railgun to bash the opponent.

- B + H: Head Charge
Charges forward and attack with a headbutt.


Special Moves:
- QCF + A: Railgun Shot (Type: Shot, can be used in air)
Takes her raingun and fires an electric blast at the opponent.
The speed depends on the pressed attack button.
On ground, she fires straight. And in air, she fires diagonally down.

- HCF + A: Railgun Beam (Type: Shot, can be used in air)
Takes her railgun and fires an energy beam at the opponent. As seen in TvC!
The amount of hits depends on the pressed attack button.
She always fires straight forward. Both on ground and in mid-air!

- DPF + A: Rising Kick (Type: Melee)
An anti-air kick, working like the Shoryuken.
As usual, jump-height and launching-height depend on the pressed attack button.

- DPB + A: Hand Grenade (Type: Extra, can be used in air)
Her Hand Grenade special attack fron TvC. And it works just like in that game.

- HCB + A: Headbutt (Type: Grab)
Also returning from TvC, the Headbutt! And it also works just like in TvC.


Hyper Combos:
- QCF + 2A: Railgun Storm (Type: Shot)
Her super Railgun Shot from TvC. But here she fires straight forward.

- DPF + 2A: Angled Railgun Storm (Type: Shot)
Another version of her first Hyper Combo.
And now she does fire her beam diagonally up, like in TvC.

- QCB + 2A: World's Greatest Attack (Type: Counter, Level 3 Hyper)
It is named after her Level 3 Hyper from TvC, but she attacks differently.
First, she enters a blocking-stance.
If she is hit by melee-strikes during that period, she will block it and instantly counter with a headbutt.
While the opponent is stunned, she will continue after a brief pause, hitting the opponent with a series of punches and kicks.
The last kick knocks the opponent into the air and she finishes him with a fully charged Raingun Blast!

Taunt:
Her salute-taunt from TvC.



So much for the Capcom characters with new moves/commands.
The rest of the Capcom characters aren't listed here, cuz they either would've the exact same moveset from earlier games again...
... or I couldn't come up with something just yet.

I'd like characters like Megaman or Strider Hiryu to have slightly different movesets than in the early MvC games, especially on the Hyper Combo department.
But I have no ideas really. Do you have some?

If not, then I guess there is no harm in reusing their old movesets.



The only character left, who I still have a complete moveset for...
(Though I need some help with the names...)

SHANTAE
In this instance, she uses more martial arts oriented attacks.
Her hair, dances and other unique abilities are still incorporated however.

Throws:
Forward-Throw: Grabs the opponent with her hair and slams him into the ground.
Backward-Throw: Pulls the opponent towards her, hits him with her knee and then performs backward-drop, a la Ryu.


Command Normals:
- F + H: Hair Whip
Her Hair Whip attack as you know it from her game. Has a pretty long range...

- DF + H: Ducking Hair Whip
Also, as you know it from her game. A little less range, but can hit floored opponents.


Special Attacks:
- QCF + A: Magic Fireballs (Type: Shot, can be used in air, can be charged)
The Arrow-Shaped fireballs, that Shantae fires. The speed of the projectile depends on the Attack Button than was pressed.
Can also be charged in the same way as Taskmasters Arrows to fire three fireballs at once.

- DPB + A: Elbow Charge (Type: Melee, can be charged)
Her Elbow-Charge from the original game.
It works the same way as Makoto's Dash-Punch.
You can charge it. And the longer you charge it, the farther she will be launched.

- DPF + A: Rising Genie Kick (Type: Melee)
Also an attack from the original game.
An Anti-Air move. Shantae uses her rising kick to lift herself and her opponent (if hit) into the air.
Pretty much like a kick-version of the Shoryuken...

- A immediately after Rising Genie Kick: Drill Kick (Type: Melee)
The Drill Kick as you know it from her first game. This is a follow-up to the Rising Kick.
Shantae will always aim diagonally down, if used as follow-up.

- DPB + A in air: Drill Kick (Type: Melee)
The Drill Kick can also be used freely, while in mid-air. Depending on the button you pressed, you can change the attack direction.
L = Straight down, M = diagonal, down-forward, H = Straight forward

- QCB + A: Tiara Spin (Type: Melee , can be used in air)
Her spinning-attack that, yet again, returns from the original game.
Which works similar to Ryu's Tatsumaki Senpuu Kyaku, albeit with her using her hair (and arms?) and not her legs.
Depending on the attack-button pressed, you can alter the distance that this attack covers.


Hyper Combo's:
- QCF + 2A: Magic Fireball Storm (Type: Shot, can be used in aír)
A super-version of her Fireball-Special.
After doing some fancy arm movements, she fires several Fireballs in succession.

- QCB + 2A: Evade (Type: Counter)
After uttering a "Come On!" (or something similar), she takes a defensive stance for a short amount of time.
If the opponent tries to hit her with Melee-attacks during that period, Shantae will use the Evade-technique to get behind the opponent and hit him with a few kicks.
The last one launches the opponent into mid-air.

- D, D + 2A: Double Pike Ball (Type: Extra)
Shantae takes out two Pike Balls and uses them.
They will fly around Shantae for a limited amount of time and deal damage to anyone who gets too close.
(In the same manner as Strider Hiryu's Ouroboros Hyper, minus the ability to shoot projectiles.)

- DPF + 2A: Dance Show (Type: Melee, Level 3 Hyper)
Thanks to Maetch for the idea!
Shantae starts out with a single hair lash. And if it hits, the opponent will be stunned.
She will then perform the Monkey Dance, followed by the Harpy Dance and then the Elephant Dance coming last.
Then she transforms into a monkey, jumps onto the opponents face and proceeds scratching him several times.
After that, she transforms into a Harpy and throws the opponent upwards and then flies after him.
She then grabs him in air, flies downward with her opponent in her grasp and eventually throws him downward, sending him crashing into the ground.
And lastly, while she is still in air, she transforms into an Elephant and viciously lands on top of her opponent.
Then she jumps off him and retransforms back to her usual self.

Taunt:
Strikes the pose that she always does in her game before she transforms.
(Only that she doesn't transform here, of course)


NOTE ABOUT MEGAMAN:
I would like to go with Availation's moveset for Megaman.
The link can be found in the description!

Though I am also fine with the moveset from the first two MvC's.



So much for movesets. For now it's COMPLETE!
But you can still help me expand it!

And like I said, the win Quotes and Endings will be put into a seperate part. So watch out for it!



ANY IDEAS OR CRITIQUE AS TO HOW TO IMPROVE THIS OR OTHER PARTS OF THE SCRIPT ARE APPRECIATED! :)
This is part 2 of the Moveset-list.
Explanations in the script itself.

LINK TO AVAILATION'S MEGAMAN MOVESET: [link]

COMMENTS DISABLED!
Please go to the first part, if you want to comment.
[link]

Thanks! :)



CREDITS IN THE DESCRIPTION OF THE FIRST PART!
© 2011 - 2024 Paragon-Yoshi
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