D
Deleted member
Guest
Following the success of Nickelodeon All-Star Brawl and the recent ending of Smash. Disney decide they want to get in on the action. But they're a little hesitant to crossover their mainline characters.
Luckily, they do just happen to own a brand full of recognizable characters, who have no problems fighting each other, and that just happens to be one of the biggest brands in the world.
That's right. They're making a platform fighter featuring characters from across the Marvel universe.
And they want your help.
Welcome to the MIGHTY MARVEL MELEE
Roster:
Our roster will contain 40 characters. We will be including a total of 8 characters in the first reveal trailer at E3. These will be:
Captain America:
- Franchise: Captain America / Avengers
- First Appearance: Captain America Comics #1 (1941)
- Franchise: Iron Man / Avengers
- First Appearance: Tales of Suspense #39 (1963)
- Franchise: Spider-Man
- First Appearance: Amazing Fantasy #15 (1962)
- Franchise: X-Men
- First Appearance: Incredible Hulk #181 (1974)
- Franchise: Sub Mariner / Fantastic Four
- First Appearance: Marvel Comics #1 (1939)
- Franchise: Fantastic Four
- First Appearance: The Fantastic Four #5 (1962)
The rest of our roster will include:
Storm:
- Franchise: X-Men
- First Appearance: Giant-Size X-Men #1 (1975) (1962)
Ms. Marvel:
- Franchise: Champions / Inhumans
- First Appearance: Captain Marvel #14 (2013)
- Franchise: Hulk
- First Appearance: The Savage She-Hulk #1 (1980)
- Franchise: Blade / Midnight Sons
- First Appearance: The Tomb of Dracula #10 (1973)
- Franchise: Spider-Man
- First Appearance: The Amazing Spider-Man #3 (1963)
- Franchise: Hulk
- First Appearance: The Incredible Hulk #1 (1962)
- Franchise: Thor
- First Appearance: Journey into Mystery #83 (1962)
- Franchise: Marvel
- First Appearance: The Invincible Iron Man #55 (1973)
- Franchise: X-Men
- First Appearance: Avengers Annual #10 (1981)
- Franchise: Deadpool / X-Men
- First Appearance: The New Mutants #98 (1991)
- Franchise: Runaways
- First Appearance: Runaways #1 (2003)
- Franchise: Captain Marvel
- First Appearance: Marvel Super-Heroes #13 (1968)
- Franchise: Black Panther
- First Appearance: Fantastic Four #52 (1966)
- Franchise: X-Men
- First Appearance: The X-Men #1 (1963)
- Franchise: X-Men
- First Appearance: Giant-Size X-Men #1 (1975)
- Franchise: X-Men
- First Appearance: The Amazing Spider-Man #299 (1988)
- Franchise: Marvel
- First Appearance: Howard the Duck #1 (2015)
Movesets:
Captain America
Neutral Special: Mighty Shield - Captain America throws his shield. Usually, it will bounce right back to him, much like Link's boomerang. (if it doesn't connect with him, it will still appear in his hand moments later)
Up Special: Stars and Stripes - basically a Shoryuken, holding his shield in front of him
Side Special: Charging Star - holding his shield in front of him, Captain America charges forward.
Down Special: Retaliation - Captain America stands his ground, holding his shield in front of him in a different pose than his guard. If he's attacked, he counters it with a punch to the face like his first comic cover where he punched Hitler.
Ultimate Attack: River of Truth - an extended melee combo with the punches, kicks, and shield smacks flowing smoothly into each other, using a variety of fighting styles that Cap has picked up over the years. - Megadoomer
Iron Man
Neutral Special: Unibeam - Iron Man fires a laser from the chest of his armour. This can be held to charge it up, increasing the range and power.
Up Special: Rocket Uppercut - a pretty bog-standard Shoryuken, assisted by rockets in his armour
Side Special: Jet Booster - using his jet boots, Iron Man launches himself forwards, with an aura surrounding him.
Down Special: Smart Bomb - Iron Man launches some bombs from shoulder-mounted cannons, which act similarly to how they do in the Marvel vs. Capcom games
Ultimate Attack: House Party - Iron Man launches out a missile, and whoever is caught in the explosion is dazed as it transitions into a cutscene super. Dozens of remote-controlled Iron Man suits fly in, ganging up on the opponent(s) before Tony flies in piloting the Hulkbuster Armour, firing a massive repulsor blast at the opponent(s). - Megadoomer
Spider-Man
Neutral Special: Web Ball - Spider-Man fires a ball of webbing, which stuns opponents for a bit longer than other projectiles to leave them open for his regular attacks.
Up Special: Web Line - Spidey shoots a string of webs upwards. It acts as a tether recovery, or if it hits an airborne enemy, Spider-Man pulls himself up to the opponent, leaping off of them to get some extra height.
Side Special: Quick Zip - shooting a web forward, Spider-Man sling-shots straight ahead, giving him lots of mobility but not dealing much damage.
Down Special: Spider-Drone - Spider-Man places a Spider-Drone on the ground, which digs its legs in. If anyone gets close enough to it, it will fire an electrical blast to stun and damage the target before self-destructing. However, the blast has a short charge-up time before it fires, and attacking the drone will destroy it. Much like Snake's C4 in Smash, Spider-Man can only have one drone active at once.
Ultimate Attack: Sticky Situation - leaping into the air, Spider-Man fires webs in all directions, with any character who's hit by them getting caught in place. After he's fired enough webs, he grabs on to the individual strands and pulls them together into one massive ball, slamming it (and anyone caught in the webs) into the ground and sending the trapped fighters flying. - Megadoomer
Wolverine
Neutral Special: X Slash - Wolverine slashes his claws in an X motion, starting high and going low. This move can be charged, and deals extra damage to shields/guarding opponents.
Up Special: Tornado Claw - Wolverine spins with his claws extended, becoming a human (er, mutant) drill as he launches into the air.
Side Special: Berserker Barrage - Wolverine dashes forward, swinging his claws in front of him.
Down Special: Adamantium Assault - Wolverine holds his arms out, spinning like Incineroar's Darkest Lariat. This has more range and does more damage than Tornado Claw, though it doesn't provide any recovery.
Ultimate Attack: The Best There Is - unusually, this ultimate move acts as a counter. As a result, it deals a bit more damage than other ultimate moves, though it can be negated by grabbing Wolverine or waiting it out, and he can only target one person at a time. If the opponent hits Wolverine, it transitions to a cutscene where he's knocked back. Wiping his chin, he says something like "Okay, bub - you've taken your best shot. Now it's my turn!" before lunging at the opponent and stabbing at them repeatedly and viciously from the opponent's first person perspective. The brutality of his strikes are left to the imagination. - Megadoomer
Namor:
Neutral Special: Eel Shock - Namor summons his trident, charging it up with electricity and then points it forward, firing a short-ranged electric beam that paralyzes opponents in-front of him when hit. The move can be charged for more damage and multi-hit properties.
Side Special:
Ground: Whirlpool Rush - Namor quickly slides forward across the ground by using a wave of water beneath his feet, following up with a quick punch to the face when contacting with an opponent, sending them flying away.
Air: Dolphin's Dive - Namor summons his trident and then soars towards the ground, performing a downwards slam attack that sends out a short-ranged water shockwave when hitting the ground.
Up Special: Wings of Fury - Namor uses wings on his ankles to propel himself upwards into the air, creating gusts of wind underneath him while doing so, able to damage opponents both above and below him. Holding the button will increase the move's distance and damage.
Down Special: Riptide - Namor stabs his trident into the ground, causing a water geyser to sprout upwards from the ground, damaging any opponent caught in the splash. Holding the button will increase a geyser's height and damage. Works similar to Ike's Eruption special move in Smash.
Ultimate Attack: Imperius Rex! - Namor raises his trident into the air as he shouts "IMPERIUS REX!" while whirling it and then sends out a huge, surging tidal wave across the ground. If a wave hits any opponent(s), he will pull out a conch shell-like weapon, the Horn of Proteus, and blow into it, summoning a massive whale monster Giganto, as it roars at opponents before tossing them into the air, catching them in its mouth and shaking them around in its jaws before spitting them back to the stage. - tonygameman
Doctor Doom
Neutral Special: Doom Blast - Dr. Doom fires a bolt of magical energy from his hands.
Up Special: Doom Rockets - using his jet pack, Doom launches into the air. This move has a great deal of mobility, making it work well for horizontal or vertical recovery, but much like ROB's recovery in Smash Bros., it has a limited amount of fuel, so it can't be overused.
Side Special: Doom Barrier - much like Molecular Shield in Marvel vs. Capcom games, this causes a barrier of floating rocks to briefly surround Doom, which damage nearby opponents or negate projectiles.
Down Special: Doombot - Dr. Doom summons a Doombot, which stands in place and mimics the specials that he uses (aside from his down special - using that causes the active Doombots to generate electricity). Only two can be placed at a time - trying to use Doombot while two Doombots are active causes the first one that was summoned to self-destruct. Doombots are also destroyed if they take enough damage, after using enough specials (maybe three, so you can't just spam special attacks), or after enough time has passed, though being destroyed these ways won't do damage. Doombots aren't super durable and don't move (if Doom's up special is used, they just rocket straight upwards), but they are good for forcing opponents to go where Doom wants them to.
Ultimate Attack: Doomsday. Dr. Doom activates a teleportation device built into his armour to teleport to a space station, firing an orbital laser cannon at the planet below. (somehow, much like in other fighting games, this attack still works if it's in an indoor stage or a stage that's in another dimension - maybe there could be slight variations if the stage is on a different planet, though I'm not sure how that would work for a stage like the Dark Dimension) The laser beam is quite large and can be moved to the left or right, passing through platforms that fighters can pass through. After enough time has passed, the bombardment stops and Doom teleports back on-stage. - Megadoomer
Storm
Neutral Special: Downpour! - Storm creates a cloud which she can control as long as the special button is held down. (she's immobile while controlling it) Releasing it will cause the cloud to pour rain, which travels downwards for a certain amount of distance. If it's close enough to the ground, it creates a puddle. If the opponent is hit by the rain or steps in a puddle, they're soaked, and Storm's side and down specials (along with any other attacks that involve ice or lightning) do significantly more damage.
Up Special: Swirling Tempest! - Storm creates a small tornado at her feet, launching herself into the air
Side Special: Lightning Storm! - Storm shoots a bolt of lightning from her hands with fairly long range
Down Special: Frozen Void! - icy winds whip around Storm, forming a hemisphere around her and freezing whoever touches them
Ultimate Attack: Eye of the Hurricane! - Storm creates a hurricane around herself, and she can move back and forth with herself at the center. The hurricane has a large range on either side of Storm, but the opponents are safe if they are directly underneath her. (there's not a lot of space beneath her, though) Anyone caught in the hurricane is gradually damaged throughout its duration. - Megadoomer
Ms. Marvel
Neutral Special: Gatling Punch. Kamala uses a flurry of punches - if anyone's familiar with One Piece, it's similar to Luffy's Gum Gum Gatling attack.
Up Special: Helping Hand. Ms. Marvel stretches her arm overhead and makes her hand grow larger, acting as a tether recovery.
Side Special: Super Face Kick. Ms. Marvel's leg stretches and her foot grows as she kicks straight forward; it has a long range but no recovery.
Down Special: Giant Smashy Punch. Ms. Marvel makes her fists larger before smashing them into the ground. (or, if she's in the air, swinging them both downwards)
Ultimate Attack: Embiggen! Ms. Marvel grows her entire body to a giant size, making her attacks more powerful (and give them longer range, due to her increased size) for a short time, and she can move around the stage normally. (I think transformation supers would be possible?) - Megadoomer
She-Hulk
Neutral Special: Sidebar Stomp. She-Hulk stomps the ground, creating a green shockwave around her.
Up Special: Legal Liftoff. Much like the Hulk, She-Hulk can leap great distances, so she shows that off here by leaping high into the air. This acts as a command grab; if she connects with the opponent, she'll use them as a platform to jump off of, launching them downwards and giving her more height.
Side Special: Counsellor Clothesline. She-Hulk runs forward, swinging her arm to clothesline whoever's in front of her.
Down Special: Objection Overruled. This is a counter, where She-Hulk strikes a familiar stance while mocking the opponent (presumably, the mockery is generic, rather than being tailored to each character). If they attack her while she's doing this, she grabs the opponent and slams them to the ground.
Ultimate Attack: Breaking the Fourth Wall. She-Hulk gets into the stance of an Olympic runner before dashing forward. Once she travels a far enough distance (much like Joker's Final Smash), whoever she ran into crashes through the white space between a panel into a comic page (the backgrounds are generic, though they change with each panel with no rhyme or reason - so you start out in an apartment only to get knocked into Asgard). She-Hulk slams and smashes her opponents through the panels as through they're walls or floors, finishing off with a huge stomp that tears a hole in the bottom of the page and sends her opponent(s) crashing back onto the stage. - Megadoomer
Blade:
Neutral Special: Glaize Throw: Blade tosses out his throwing blades which then boomerang back to him)
Up Special: Circle of death (just like Link's up special)
Side Special: Sword Slasher: Blade makes several quick swipes with his sword
Down Special: Flash bomb: Blade uses a short ranged light explosive that briefly stuns whoever it hits
Ultimate Attack: Vampire Hunter: Blade charges at an enemy, then scene switches to silhouettes, as we see Blade unleash his arsonel on the opponent before finally driving his blade straight through where about their heart would be (understandably it won't line up perfectly on all characters) - Oddball
Doctor Octopus
Neutral Special: Obsolete. Otto's tentacles flail wildly around himself, acting as a multi-hit attack.
Up Special: Obstinance. Doc Ock's tentacles reach diagonally upwards (more up than to the side), acting as a tether recovery. If it hits an opponent or a ledge, he pulls himself up to them, but if it misses, he goes into a free-fall.
Side Special: Obstacles. Ock's tentacles launch straight ahead, acting as a command grab. If he grabs the opponent, he picks them up and slams them into the ground.
Down Special: Obstruction. Two tentacles form a wall in front of Otto, and if someone attacks him with the tentacles up, a third tentacle grabs the enemy and throws them.
Ultimate Attack: Obsession. Ock's tentacles are flung forward, and it turns into a cutscene super where whoever the attack connects with appears in a warehouse. Ock is working at a work bench, and as the opponents jump at him, the tentacles smack them out of the air. Satisfied, he leaves as the tentacles smack the enemies into a wall. A blurry first person perspective shows the opponent(s) recovering just in time to zoom in on what Ock was working on - a bomb, with the countdown at 2 seconds. Cut to outside, where Doc Ock is leaving a warehouse in New York City's harbour as it explodes behind him. - Megadoomer
Hulk:
Neutral Special: Gamma Punch - the Hulk winds up, glowing green when he's fully charged, before punching with all of his might. This move has super armour.
Up Special: Atomic Leap - the Hulk leaps high into the air before crashing down to the ground. On his way up, his head deals damage, while his feet damage the opponent (and spike) on the way down.
Side Special: God Crusher - a command grab - the Hulk reaches forward, and if he grabs the opponent, he uses the exact same slamming motions that he used on Loki in the Avengers movie. This can be interrupted by outside attacks, but it's best to do so with a projectile, since getting too close leads to him using the grabbed opponent as a weapon.
Down Special: Car Boxing Gloves - a car appears in front of Hulk, which he rips in half before using the halves of a car as boxing gloves. These power up his punches, but only last a certain amount of hits. (stronger attacks damage the gloves more, so he could use a bunch of light attacks before they break, but a fully charged neutral special would break them in one hit, though that one hit would probably be the most powerful special attack in the game - after all, "Hulk strongest there is!")
Ultimate Attack: Worldbreaker - the Hulk slams his fists into the ground rhythmically, creating a series of spherical shockwaves that get bigger and bigger as he gets angrier and angrier. The attack ends when he slams both fists into the ground, creating the biggest shockwave of them all, and roars in frustration/anger. - Megadoomer
Thor
Neutral Special: Mjolnir Throw - Thor twirls Mjolnir, his hammer, by its strap before tossing it forward. Once it reaches its maximum distance, it reverses direction and heads back to Thor's hand. (not sure how his attacks would be impacted while it's out of his hand - it would probably be a bit much to make it so he has completely different attacks)
Up Special: Hammer Pull - Thor launches straight into the air with the hammer held in front of himself. This can be aimed, though he can only move in a straight line while using it.
Side Special: Shockwave - leaping forward with his hammer raised, Thor swings his hammer downwards in a mighty blow, similar to when he struck Captain America's shield in the original Avengers movie.
Down Special: Lightning Bolt - similar to Pikachu's Thunder, Thor holds out Mjolnir as a bolt of lightning strikes at his feet, starting directly above him and surging downwards.
Ultimate Attack: Jotunheim Joyride - Thor hops into a chariot being pulled by his goats, Tanngrisnir and Tanngnjóstr (loosely translated, Teeth-Barer and Teeth-Grinder), which rockets forwards. If it connects, it transitions into a cutscene super once it reaches the maximum distance that it would normally stop at, where all of the characters that the attack connected with are tied ot the back of the chariot as a portal opens up, sending Thor, the chariot, and the unlucky opponents to Jotunheim, home of the Frost Giants. There, Thor flies the chariot through the realm recklessly, smashing the bound opponents into Frost Giants and bits of the scenery, before another portal opens up to bring them back to the stage. - Megadoomer
Thanos
Neutral Special: Energy Blast - Thanos can project energy through his eyes or hands, but I figure it's best for him to fire the energy from his hands to try and separate him from Darkseid somewhat.
Up Special: Teleport - Thanos summons his techno-mystical transport chair, sitting down on it before it teleports into the air above him. Once he reappears, he stands up and the chair disappears. This wouldn't do any damage, but it's an effective recovery move.
Side Special: Chopper Dash - Thanos summons a double-bladed sword similar to what he uses in the climax of Avengers Endgame, dashing forward while spinning it similarly to the propeller of a certain type of Earth vehicle (though held in front of him rather than over his head - it's as close as I can get to referencing this)
Down Special: Force Field - Thanos creates a barrier around himself, in case he needs extra protection from damage. This barrier can decrease the damage from attacks, and it remains active while he moves, though it either takes a certain amount of attacks or last a certain amount of time.
Ultimate Attack: Time Mind Sync Warp - the air in front of Thanos ripples, and anyone caught in this psychic attack is put through a psychedelic dimension that causes death or insanity to those who experience it. - Megadoomer
Rouge
Neutral Special: Power Drain. Pulling off her glove, Rogue grabs onto the opponent, damaging them a little bit if she connects. An icon appears next to her health bar, and until she's hit hard enough, takes enough damage, or taunts, her neutral special changes to the neutral special of whoever she grabbed.
Up Special: Flying Uppercut. Rogue's power-set has varied over the years, but the two powers that she's borrowed/stolen for an extended period of time (Carol Danvers' and Simon Williams') both had flight, so at the very least, she'll be able to use a Shoryuken-style uppercut that launches her high into the air for this game.
Side Special: Belle of the Brawl. Rogue flies straight ahead, repeatedly alternating between left and right haymakers.
Down Special: True Grit. Similar to Ryu's Focus Attack, Rogue charges up a punch that stuns the opponent for longer, and she can take one hit while doing so.
Ultimate Attack: Sentinel Slam. A Sentinel lands behind her (regardless of where the stage is, so even indoors or in the depths of space - they are determined), though if a Sentinel becomes a playable character or an assist, it would be a different model to avoid confusion. It tries to subdue Rogue, but she flings it over her shoulder, similar to a scene from the intro of the animated series. She then grabs onto the cables and smashes it into the ground on either side of her a few times for good measure, and it eventually blows up. - Megadoomer
Neutral Special: Mighty Shield - Captain America throws his shield. Usually, it will bounce right back to him, much like Link's boomerang. (if it doesn't connect with him, it will still appear in his hand moments later)
Up Special: Stars and Stripes - basically a Shoryuken, holding his shield in front of him
Side Special: Charging Star - holding his shield in front of him, Captain America charges forward.
Down Special: Retaliation - Captain America stands his ground, holding his shield in front of him in a different pose than his guard. If he's attacked, he counters it with a punch to the face like his first comic cover where he punched Hitler.
Ultimate Attack: River of Truth - an extended melee combo with the punches, kicks, and shield smacks flowing smoothly into each other, using a variety of fighting styles that Cap has picked up over the years. - Megadoomer
Iron Man
Neutral Special: Unibeam - Iron Man fires a laser from the chest of his armour. This can be held to charge it up, increasing the range and power.
Up Special: Rocket Uppercut - a pretty bog-standard Shoryuken, assisted by rockets in his armour
Side Special: Jet Booster - using his jet boots, Iron Man launches himself forwards, with an aura surrounding him.
Down Special: Smart Bomb - Iron Man launches some bombs from shoulder-mounted cannons, which act similarly to how they do in the Marvel vs. Capcom games
Ultimate Attack: House Party - Iron Man launches out a missile, and whoever is caught in the explosion is dazed as it transitions into a cutscene super. Dozens of remote-controlled Iron Man suits fly in, ganging up on the opponent(s) before Tony flies in piloting the Hulkbuster Armour, firing a massive repulsor blast at the opponent(s). - Megadoomer
Spider-Man
Neutral Special: Web Ball - Spider-Man fires a ball of webbing, which stuns opponents for a bit longer than other projectiles to leave them open for his regular attacks.
Up Special: Web Line - Spidey shoots a string of webs upwards. It acts as a tether recovery, or if it hits an airborne enemy, Spider-Man pulls himself up to the opponent, leaping off of them to get some extra height.
Side Special: Quick Zip - shooting a web forward, Spider-Man sling-shots straight ahead, giving him lots of mobility but not dealing much damage.
Down Special: Spider-Drone - Spider-Man places a Spider-Drone on the ground, which digs its legs in. If anyone gets close enough to it, it will fire an electrical blast to stun and damage the target before self-destructing. However, the blast has a short charge-up time before it fires, and attacking the drone will destroy it. Much like Snake's C4 in Smash, Spider-Man can only have one drone active at once.
Ultimate Attack: Sticky Situation - leaping into the air, Spider-Man fires webs in all directions, with any character who's hit by them getting caught in place. After he's fired enough webs, he grabs on to the individual strands and pulls them together into one massive ball, slamming it (and anyone caught in the webs) into the ground and sending the trapped fighters flying. - Megadoomer
Wolverine
Neutral Special: X Slash - Wolverine slashes his claws in an X motion, starting high and going low. This move can be charged, and deals extra damage to shields/guarding opponents.
Up Special: Tornado Claw - Wolverine spins with his claws extended, becoming a human (er, mutant) drill as he launches into the air.
Side Special: Berserker Barrage - Wolverine dashes forward, swinging his claws in front of him.
Down Special: Adamantium Assault - Wolverine holds his arms out, spinning like Incineroar's Darkest Lariat. This has more range and does more damage than Tornado Claw, though it doesn't provide any recovery.
Ultimate Attack: The Best There Is - unusually, this ultimate move acts as a counter. As a result, it deals a bit more damage than other ultimate moves, though it can be negated by grabbing Wolverine or waiting it out, and he can only target one person at a time. If the opponent hits Wolverine, it transitions to a cutscene where he's knocked back. Wiping his chin, he says something like "Okay, bub - you've taken your best shot. Now it's my turn!" before lunging at the opponent and stabbing at them repeatedly and viciously from the opponent's first person perspective. The brutality of his strikes are left to the imagination. - Megadoomer
Namor:
Neutral Special: Eel Shock - Namor summons his trident, charging it up with electricity and then points it forward, firing a short-ranged electric beam that paralyzes opponents in-front of him when hit. The move can be charged for more damage and multi-hit properties.
Side Special:
Ground: Whirlpool Rush - Namor quickly slides forward across the ground by using a wave of water beneath his feet, following up with a quick punch to the face when contacting with an opponent, sending them flying away.
Air: Dolphin's Dive - Namor summons his trident and then soars towards the ground, performing a downwards slam attack that sends out a short-ranged water shockwave when hitting the ground.
Up Special: Wings of Fury - Namor uses wings on his ankles to propel himself upwards into the air, creating gusts of wind underneath him while doing so, able to damage opponents both above and below him. Holding the button will increase the move's distance and damage.
Down Special: Riptide - Namor stabs his trident into the ground, causing a water geyser to sprout upwards from the ground, damaging any opponent caught in the splash. Holding the button will increase a geyser's height and damage. Works similar to Ike's Eruption special move in Smash.
Ultimate Attack: Imperius Rex! - Namor raises his trident into the air as he shouts "IMPERIUS REX!" while whirling it and then sends out a huge, surging tidal wave across the ground. If a wave hits any opponent(s), he will pull out a conch shell-like weapon, the Horn of Proteus, and blow into it, summoning a massive whale monster Giganto, as it roars at opponents before tossing them into the air, catching them in its mouth and shaking them around in its jaws before spitting them back to the stage. - tonygameman
Doctor Doom
Neutral Special: Doom Blast - Dr. Doom fires a bolt of magical energy from his hands.
Up Special: Doom Rockets - using his jet pack, Doom launches into the air. This move has a great deal of mobility, making it work well for horizontal or vertical recovery, but much like ROB's recovery in Smash Bros., it has a limited amount of fuel, so it can't be overused.
Side Special: Doom Barrier - much like Molecular Shield in Marvel vs. Capcom games, this causes a barrier of floating rocks to briefly surround Doom, which damage nearby opponents or negate projectiles.
Down Special: Doombot - Dr. Doom summons a Doombot, which stands in place and mimics the specials that he uses (aside from his down special - using that causes the active Doombots to generate electricity). Only two can be placed at a time - trying to use Doombot while two Doombots are active causes the first one that was summoned to self-destruct. Doombots are also destroyed if they take enough damage, after using enough specials (maybe three, so you can't just spam special attacks), or after enough time has passed, though being destroyed these ways won't do damage. Doombots aren't super durable and don't move (if Doom's up special is used, they just rocket straight upwards), but they are good for forcing opponents to go where Doom wants them to.
Ultimate Attack: Doomsday. Dr. Doom activates a teleportation device built into his armour to teleport to a space station, firing an orbital laser cannon at the planet below. (somehow, much like in other fighting games, this attack still works if it's in an indoor stage or a stage that's in another dimension - maybe there could be slight variations if the stage is on a different planet, though I'm not sure how that would work for a stage like the Dark Dimension) The laser beam is quite large and can be moved to the left or right, passing through platforms that fighters can pass through. After enough time has passed, the bombardment stops and Doom teleports back on-stage. - Megadoomer
Storm
Neutral Special: Downpour! - Storm creates a cloud which she can control as long as the special button is held down. (she's immobile while controlling it) Releasing it will cause the cloud to pour rain, which travels downwards for a certain amount of distance. If it's close enough to the ground, it creates a puddle. If the opponent is hit by the rain or steps in a puddle, they're soaked, and Storm's side and down specials (along with any other attacks that involve ice or lightning) do significantly more damage.
Up Special: Swirling Tempest! - Storm creates a small tornado at her feet, launching herself into the air
Side Special: Lightning Storm! - Storm shoots a bolt of lightning from her hands with fairly long range
Down Special: Frozen Void! - icy winds whip around Storm, forming a hemisphere around her and freezing whoever touches them
Ultimate Attack: Eye of the Hurricane! - Storm creates a hurricane around herself, and she can move back and forth with herself at the center. The hurricane has a large range on either side of Storm, but the opponents are safe if they are directly underneath her. (there's not a lot of space beneath her, though) Anyone caught in the hurricane is gradually damaged throughout its duration. - Megadoomer
Ms. Marvel
Neutral Special: Gatling Punch. Kamala uses a flurry of punches - if anyone's familiar with One Piece, it's similar to Luffy's Gum Gum Gatling attack.
Up Special: Helping Hand. Ms. Marvel stretches her arm overhead and makes her hand grow larger, acting as a tether recovery.
Side Special: Super Face Kick. Ms. Marvel's leg stretches and her foot grows as she kicks straight forward; it has a long range but no recovery.
Down Special: Giant Smashy Punch. Ms. Marvel makes her fists larger before smashing them into the ground. (or, if she's in the air, swinging them both downwards)
Ultimate Attack: Embiggen! Ms. Marvel grows her entire body to a giant size, making her attacks more powerful (and give them longer range, due to her increased size) for a short time, and she can move around the stage normally. (I think transformation supers would be possible?) - Megadoomer
She-Hulk
Neutral Special: Sidebar Stomp. She-Hulk stomps the ground, creating a green shockwave around her.
Up Special: Legal Liftoff. Much like the Hulk, She-Hulk can leap great distances, so she shows that off here by leaping high into the air. This acts as a command grab; if she connects with the opponent, she'll use them as a platform to jump off of, launching them downwards and giving her more height.
Side Special: Counsellor Clothesline. She-Hulk runs forward, swinging her arm to clothesline whoever's in front of her.
Down Special: Objection Overruled. This is a counter, where She-Hulk strikes a familiar stance while mocking the opponent (presumably, the mockery is generic, rather than being tailored to each character). If they attack her while she's doing this, she grabs the opponent and slams them to the ground.
Ultimate Attack: Breaking the Fourth Wall. She-Hulk gets into the stance of an Olympic runner before dashing forward. Once she travels a far enough distance (much like Joker's Final Smash), whoever she ran into crashes through the white space between a panel into a comic page (the backgrounds are generic, though they change with each panel with no rhyme or reason - so you start out in an apartment only to get knocked into Asgard). She-Hulk slams and smashes her opponents through the panels as through they're walls or floors, finishing off with a huge stomp that tears a hole in the bottom of the page and sends her opponent(s) crashing back onto the stage. - Megadoomer
Blade:
Neutral Special: Glaize Throw: Blade tosses out his throwing blades which then boomerang back to him)
Up Special: Circle of death (just like Link's up special)
Side Special: Sword Slasher: Blade makes several quick swipes with his sword
Down Special: Flash bomb: Blade uses a short ranged light explosive that briefly stuns whoever it hits
Ultimate Attack: Vampire Hunter: Blade charges at an enemy, then scene switches to silhouettes, as we see Blade unleash his arsonel on the opponent before finally driving his blade straight through where about their heart would be (understandably it won't line up perfectly on all characters) - Oddball
Doctor Octopus
Neutral Special: Obsolete. Otto's tentacles flail wildly around himself, acting as a multi-hit attack.
Up Special: Obstinance. Doc Ock's tentacles reach diagonally upwards (more up than to the side), acting as a tether recovery. If it hits an opponent or a ledge, he pulls himself up to them, but if it misses, he goes into a free-fall.
Side Special: Obstacles. Ock's tentacles launch straight ahead, acting as a command grab. If he grabs the opponent, he picks them up and slams them into the ground.
Down Special: Obstruction. Two tentacles form a wall in front of Otto, and if someone attacks him with the tentacles up, a third tentacle grabs the enemy and throws them.
Ultimate Attack: Obsession. Ock's tentacles are flung forward, and it turns into a cutscene super where whoever the attack connects with appears in a warehouse. Ock is working at a work bench, and as the opponents jump at him, the tentacles smack them out of the air. Satisfied, he leaves as the tentacles smack the enemies into a wall. A blurry first person perspective shows the opponent(s) recovering just in time to zoom in on what Ock was working on - a bomb, with the countdown at 2 seconds. Cut to outside, where Doc Ock is leaving a warehouse in New York City's harbour as it explodes behind him. - Megadoomer
Hulk:
Neutral Special: Gamma Punch - the Hulk winds up, glowing green when he's fully charged, before punching with all of his might. This move has super armour.
Up Special: Atomic Leap - the Hulk leaps high into the air before crashing down to the ground. On his way up, his head deals damage, while his feet damage the opponent (and spike) on the way down.
Side Special: God Crusher - a command grab - the Hulk reaches forward, and if he grabs the opponent, he uses the exact same slamming motions that he used on Loki in the Avengers movie. This can be interrupted by outside attacks, but it's best to do so with a projectile, since getting too close leads to him using the grabbed opponent as a weapon.
Down Special: Car Boxing Gloves - a car appears in front of Hulk, which he rips in half before using the halves of a car as boxing gloves. These power up his punches, but only last a certain amount of hits. (stronger attacks damage the gloves more, so he could use a bunch of light attacks before they break, but a fully charged neutral special would break them in one hit, though that one hit would probably be the most powerful special attack in the game - after all, "Hulk strongest there is!")
Ultimate Attack: Worldbreaker - the Hulk slams his fists into the ground rhythmically, creating a series of spherical shockwaves that get bigger and bigger as he gets angrier and angrier. The attack ends when he slams both fists into the ground, creating the biggest shockwave of them all, and roars in frustration/anger. - Megadoomer
Thor
Neutral Special: Mjolnir Throw - Thor twirls Mjolnir, his hammer, by its strap before tossing it forward. Once it reaches its maximum distance, it reverses direction and heads back to Thor's hand. (not sure how his attacks would be impacted while it's out of his hand - it would probably be a bit much to make it so he has completely different attacks)
Up Special: Hammer Pull - Thor launches straight into the air with the hammer held in front of himself. This can be aimed, though he can only move in a straight line while using it.
Side Special: Shockwave - leaping forward with his hammer raised, Thor swings his hammer downwards in a mighty blow, similar to when he struck Captain America's shield in the original Avengers movie.
Down Special: Lightning Bolt - similar to Pikachu's Thunder, Thor holds out Mjolnir as a bolt of lightning strikes at his feet, starting directly above him and surging downwards.
Ultimate Attack: Jotunheim Joyride - Thor hops into a chariot being pulled by his goats, Tanngrisnir and Tanngnjóstr (loosely translated, Teeth-Barer and Teeth-Grinder), which rockets forwards. If it connects, it transitions into a cutscene super once it reaches the maximum distance that it would normally stop at, where all of the characters that the attack connected with are tied ot the back of the chariot as a portal opens up, sending Thor, the chariot, and the unlucky opponents to Jotunheim, home of the Frost Giants. There, Thor flies the chariot through the realm recklessly, smashing the bound opponents into Frost Giants and bits of the scenery, before another portal opens up to bring them back to the stage. - Megadoomer
Thanos
Neutral Special: Energy Blast - Thanos can project energy through his eyes or hands, but I figure it's best for him to fire the energy from his hands to try and separate him from Darkseid somewhat.
Up Special: Teleport - Thanos summons his techno-mystical transport chair, sitting down on it before it teleports into the air above him. Once he reappears, he stands up and the chair disappears. This wouldn't do any damage, but it's an effective recovery move.
Side Special: Chopper Dash - Thanos summons a double-bladed sword similar to what he uses in the climax of Avengers Endgame, dashing forward while spinning it similarly to the propeller of a certain type of Earth vehicle (though held in front of him rather than over his head - it's as close as I can get to referencing this)
Down Special: Force Field - Thanos creates a barrier around himself, in case he needs extra protection from damage. This barrier can decrease the damage from attacks, and it remains active while he moves, though it either takes a certain amount of attacks or last a certain amount of time.
Ultimate Attack: Time Mind Sync Warp - the air in front of Thanos ripples, and anyone caught in this psychic attack is put through a psychedelic dimension that causes death or insanity to those who experience it. - Megadoomer
Rouge
Neutral Special: Power Drain. Pulling off her glove, Rogue grabs onto the opponent, damaging them a little bit if she connects. An icon appears next to her health bar, and until she's hit hard enough, takes enough damage, or taunts, her neutral special changes to the neutral special of whoever she grabbed.
Up Special: Flying Uppercut. Rogue's power-set has varied over the years, but the two powers that she's borrowed/stolen for an extended period of time (Carol Danvers' and Simon Williams') both had flight, so at the very least, she'll be able to use a Shoryuken-style uppercut that launches her high into the air for this game.
Side Special: Belle of the Brawl. Rogue flies straight ahead, repeatedly alternating between left and right haymakers.
Down Special: True Grit. Similar to Ryu's Focus Attack, Rogue charges up a punch that stuns the opponent for longer, and she can take one hit while doing so.
Ultimate Attack: Sentinel Slam. A Sentinel lands behind her (regardless of where the stage is, so even indoors or in the depths of space - they are determined), though if a Sentinel becomes a playable character or an assist, it would be a different model to avoid confusion. It tries to subdue Rogue, but she flings it over her shoulder, similar to a scene from the intro of the animated series. She then grabs onto the cables and smashes it into the ground on either side of her a few times for good measure, and it eventually blows up. - Megadoomer
Multiverse:
Helicarrier:
Daily Bugle:
Savage Land:
Asgard:
Throne of Atlantis:
- Franchise: Marvel
- Description: A simple stage with a layout similar to Battlefield in Smash Bros, with a series of crystal platforms. The Watcher will watch the battle,
Helicarrier:
- Franchise: Avengers
- Description: Players fight on the Helicarrier. Every now and then a quinjet will take off and the fighters will have to avoid it.
Daily Bugle:
- Franchise: Spider-Man
- Description: Takes place in front of the Daily Bulge building. There are various rooftops to fight on top of. Members of the Sinister Six will cameo.
Savage Land:
- Franchise: X-Men
- Description: Takes place in the deep lush jungles of the Savage Land. Players fight on rocky platforms. Sometimes a dinosaur will attempt to attack the player.
- Franchise: Iron Man
- Description: Takes place inside a mansion owned by the billionaire playboy Tony Stark. Players fight across the mansion in a layout similar to the Tomodachi Life stage from Smash.
- Franchise: Doctor Strange
- Description: The home of the Sorcerer Supreme. The stage begins as a walk-off stage with giant books floating across the screen to act as mobile platforms. Eventually an event will happen which will open a portal another realm. This turns the stage into a collection of floating platforms, the layout depending on what triggered it. Eventually, the stage will transition itself to back to the Sanctum Sanctorum.
- Franchise: Black Panther
- Description: Takes place in the middle of the advanced African city as Wakandan citizens and members of the Dora Milaje watch on. Eventually traps such as electric fences and turrets will activate to effect the battle.
- Franchise: Eternals
- Description: Takes place on top the dead body of the Celestial Tiamut. Players fight on top of two of his finger tips with his head in the background. Members of the Eternals and various Atlantean characters make cameos.
- Franchise: Daredevil
- Description: The corner of New York protected by Daredevil. Players fight on the rooftops with a layout similar to Silph Co. from Super Smash Bros. 64
- Franchise: Champions / Inhumans
- Description: The home of the Inhuman hero Ms. Marvel. Players fight on the streets and on the roof tops, similar to Onett from Smash Bros.
- Franchise: Blade / Midnight Sons
- Description: The home of the immortal lord of vampires, who chills in the back watching the rumble. The Tomb has given way in places, leading to bottomless pits that players can fall into and rotting boards of wood suspended from the ceiling to serve as platforms. A swarm of bats will sometimes appear to sweep players away. Other supernatural and vampric Marvel characters appear in the background.
- Franchise: X-Men
- Description: Takes place inside the deadly theme parked owned by the insane X-Men villain Aracde. The stage takes fighters through the twisted Park, including a ferris wheel, roller coaster, house of horrors, and a giant pinball machine, all while dealing with deadly traps and killer clown robots. Arcade himself will sometimes appear in order to taunt players.
Asgard:
Throne of Atlantis:
Items:
Web Shooter
Hofund:
Infinity Gauntlet
- Franchise: Spider-Man
- Ability: Allows the player to shoot webs at the other characters, webbing them up in roder to stun them.
Hofund:
- Franchise: Thor
- Ability: Swinging the sword will create a Bifrost platform that can be used by fighters. The sword will shatter after one use.
Infinity Gauntlet
- Franchise: Marvel
- Ability: Players must collect the Infinity Stones. Once collected they will power up the Gauntlet, allowing for a powerful attack.
- Franchise: Iron Man
- Ability: Allows the user to move faster, as if they where staking around.
- Franchise: Spider-Man
- Ability: Picking up a Symbiote canister gives your character a Symbiote which increases their Speed and Jump Height while also changing their grab to a long range tether with a special more powerful throw.
- Franchise: Avengers
- Ability: A heavy gun that slows down those who carry it. This weapon needs charging, but will fire a powerful blast that will shoot across the stage.
- Franchise: Marvel
- Ability: A rocket pack that allows the characters to fly for a bit, giving them extended air game.
Mechanics:
- Special moves act similar to Smash
- Ultimate moves are activated via a meter
- Assist characters are picked before a match and summoned via a meter.
MODOK:
Franchise: Avengers
Ability: MODOK will fly around the stage, shooting out lasers from his head.
Ego:
Franchise: Guardians of the Galaxy
Ability: Ego will crash into the screen like the Moon assist from Smash Brothers Ultimate.
Jubilee:
Franchise: X-Men
Ability: Jubilee will jump onto the screen and shoot out a series of fireworks.
Rhino:
Franchise: Spider-Man
Ability: Rhino will run around the stage, smashing into fighters and causing havoc.
Sauron
Franchise: X-Men
Ability: Saruron will fly around the stage, latching on to anyone who gets close and draining their energy. Whoever he grabs can mash the control stick or attack buttons to break free.
Galactus
Franchise: Fantastic Four
Ability: Galactus taps his finger on the stage and engulfs it in a burst of light. The players then teleport to a random stage. This is a rare spawn.
Cloak and Dagger:
Franchise: Marvel
Ability: Cloak will engulf an opponent in Darkness, before Dagger appears and shootd her daggers at an opponent, stunning them and leaving them open for attack.
Howard the Duck
Franchise: Marvel
Ability: Howard uses Quack-Fu on his opponent, attacking them with martial arts moves with exaggerated cartoon effects.
Shatterstar
Rescue
Franchise: Iron Man
Ability:
Hit-Monkey
Franchise: Avengers
Ability: MODOK will fly around the stage, shooting out lasers from his head.
Ego:
Franchise: Guardians of the Galaxy
Ability: Ego will crash into the screen like the Moon assist from Smash Brothers Ultimate.
Jubilee:
Franchise: X-Men
Ability: Jubilee will jump onto the screen and shoot out a series of fireworks.
Rhino:
Franchise: Spider-Man
Ability: Rhino will run around the stage, smashing into fighters and causing havoc.
Sauron
Franchise: X-Men
Ability: Saruron will fly around the stage, latching on to anyone who gets close and draining their energy. Whoever he grabs can mash the control stick or attack buttons to break free.
Galactus
Franchise: Fantastic Four
Ability: Galactus taps his finger on the stage and engulfs it in a burst of light. The players then teleport to a random stage. This is a rare spawn.
Cloak and Dagger:
Franchise: Marvel
Ability: Cloak will engulf an opponent in Darkness, before Dagger appears and shootd her daggers at an opponent, stunning them and leaving them open for attack.
Howard the Duck
Franchise: Marvel
Ability: Howard uses Quack-Fu on his opponent, attacking them with martial arts moves with exaggerated cartoon effects.
Shatterstar
Rescue
Franchise: Iron Man
Ability:
Hit-Monkey
- Comic Panels:
Modes:
- Classic Mode
Round 2: vs. one CPU opponent with items
Round 3: vs. two CPU opponents, free for all
Round 4: vs. two CPU opponents, who are on a team
Round 5: vs. three CPU opponents, free for all
Round 6: vs. three CPU opponents, free for all, with items
Round 7: vs. a boss
- Event Mode
Bosses:
Galactus
Franchise: Fantastic Four
Abilities: Galactus will appear behind the stage and tower over them. He will slam his fists down, shoot lazers and try to devour the fighters. Players will have to damage his hands and then his head.
Franchise: Fantastic Four
Abilities: Galactus will appear behind the stage and tower over them. He will slam his fists down, shoot lazers and try to devour the fighters. Players will have to damage his hands and then his head.
Contributors:
For our first job. We will be deciding on content for our E3 trailer, including the other two characters we will be including in that trialer. I will be posting our first job shortly.
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