Full Heroes & Heralds Ability Card List – Part 2: Marvel

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If you saw the earlier post with the complete list of Capcom cards you’ve probably been wondering where the Marvel cards are....well, they’re right here!!

MEPHISTO (Silver Surfer #3, 1968)

 

Mephisto deals out some pain

 

Primary: Increases the amount of HC Gauge you have at the start of the match. [Lv. 3] + HC Gauge refills automatically. [Lv. 2]
Secondary: The length of instant attacks will be increased. [Lv. 1] + Increases the amount of HC Gauge you have at the start of the match. [Lv. 2]

 

LUKE CAGE (Luke Cage, Hero for Hire #1, 1972)

 

 

Primary: Increases vitality. [Lv. 2] + Enables auto-blocking when you have 2 bars or less of HC Gauge.
Secondary: Increases vitality. [Lv. 2]

 

CLEA (Strange Tales #126, 1964)

 

 

Primary: Gain a fixed amount of HC Gauge for every 20 seconds that pass on the game clock. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge for every 15 seconds that pass on the game clock. [Lv. 1]

 

CYCLOPS (The X-Men #1, 1963)

 

 

Primary: Increases attack power. [Lv. 2] + All attacks cause chip damage.
Secondary: All attacks cause chip damage.

 

BEAST (The X-Men #1, 1963)

 

 

Primary: Increases the duration of power-up Hyper Combos. [Lv. 2]
Secondary: Extends the time that X-Factor is active. [Lv. 1]

 

ICEMAN (The X-Men #1, 1963)

 

 

Primary: Become temporarily invincible to shot attacks upon successfully performing an Advancing Guard.
Secondary: Increased resistance to chip damage from attacks. [Lv. 2]

 

DAZZLER (The Uncanny X-Men #130, 1980)

 

 

Primary: Perform a taunt to automatically recover vitality. [Lv. 3]
Secondary: Perform a taunt to automatically recover vitality. [Lv. 2]

 

ROGUE (The Avengers Annual #10, 1981)

 

 

Primary: Land a Hyper Combo to absorb your opponent’s vitality. [Lv. 3]

 

Secondary: Land a Hyper Combo to absorb your opponent’s vitality. [Lv. 2]

 

COLOSSUS (Giant-Size The X-Men #1, 1975)

 

 

Primary: Gain super armor. [Lv. 1] (uses HC Gauge upon hit)
Secondary: Gain super armor when you perform a taunt. [Lv. 1] (uses HC Gauge upon hit)

 

NIGHTCRAWLER (Giant-Size The X-Men #1, 1975)

 

 

Primary: Become invisible while dashing when 3 or more bars of HC Gauge are stored.
Secondary: Become invisible while dashing on the ground when 3 or more bars of HC Gauge are stored.

 

DAKEN (Wolverine: Origins #5, 2006)

 

 

Primary: Increases the speed of your vitality recovery. [Lv. 2] + Decreases a fixed amount of your opponent’s recoverable red health. [Lv. 2]
Secondary: Increases the speed of your vitality recovery. [Lv. 1] + Decreases a fixed amount of your opponent’s recoverable red health. [Lv. 1]

 

MYSTIQUE (Ms. Marvel #16, 1978)

 

 

Primary: When your opponent has a card of equal strength as their main card, you will copy their entire deck.
Secondary: Increases the duration of power-up Hyper Combos. [Lv. 1]

 

JUGGERNAUT (The X-Men #12, 1965)

 

 

Primary: Increases HC attack power. [Lv. 2] + Gain super armor during a Hyper Combo. [Lv. 2] (uses HC Gauge upon hit)
Secondary: Assist attacks gain super armor. [Lv. 2] (uses HC Gauge upon hit)

 

SCARLET WITCH (The X-Men #4, 1964)

 

 

Primary: Sends the opponent flying upon activation of X-Factor. + Increases the duration of X-Factor. [Lv. 1]
Secondary: When only one character is left and their vitality is below 20%, the activation time for X-Factor will increase. [Lv. 1]

 

MULTIPLE MAN (Giant-Size The Fantastic Four #4, 1975)

 

 

Primary: Fight using only your first character. Attack power Lv. random.
Secondary: Fight using only your first character. Increase number of HC Gauge stored at the start of the match, Lv. random.

 

SILVER SAMURAI (Daredevil #111, 1974)

 

 

Primary: Decreases vitality. [Lv. 1] + Increases attack power. [Lv. 3]
Secondary: All characters will be able to perform a 6-chain combo.

 

SABRETOOTH (Iron Fist #14, 1977)

 

 

Primary: Vitality automatically recovers. [Lv. 2] + Increases movement speed.
Secondary: Gain the ability to rapid cancel grounded normal moves at the cost of HC Gauge. (Unique Moves not included)

 

SERPENT (Fear Itself #1, 2011)

 

 

Primary: If your opponent has an S-Class card in the same slot, you will trade decks with your opponent during the match. + Increases the chance of obtaining rare cards for Marvel characters. [Lv. 3]
Secondary: Gain the ability to cancel one special move into another at the cost of HC Gauge. + All characters will be able to perform a 6-chain combo.

 

PROFESSOR X (The X-Men #1, 1963)

 

 

Primary: Increases the chance of obtaining rare cards for Marvel characters. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge for every 20 seconds that pass on the game clock. [Lv. 1] + Increases the chance of obtaining rare cards for Marvel characters. [Lv. 1]

 

WASP (Tales to Astonish #44, 1963)

 

 

Primary: Increases movement speed. Increases the duration of flight time. [Lv. 2]
Secondary: Increases the duration of flight time. [Lv. 2] + Increases the number of special moves that can be performed in the air. [Lv. 1]

 

MS. MARVEL (Marvel Super-Heroes #13, 1968)

 

 

Primary: Reflect damage received from attacks. [Lv. 3]
Secondary: Reflect damage received from attacks. [Lv. 2]

 

BLACK PANTHER (The Fantastic Four #52, 1966)

 

 

Primary: Increases movement speed. Increases the number of jumps you can perform. [Lv. 1]
Secondary: Increases movement speed.

 

ULTRON (The Avengers #54, 1968)

 

 

Primary: Gain super armor while in the air. [Lv. 1] (uses HC Gauge upon hit) + Increases the duration of flight time. [Lv. 3]
Secondary: Increases speed while in the air. Increases the duration of flight time. [Lv. 2]

 

NICK FURY (Sgt. Fury and His Howling Commandos #1, 1963)

 

 

Primary: When only one character is left and their vitality is 5% or below, they will regain part of their vitality. [Lv. 2]
Secondary: Increases the chance of obtaining rare cards for Marvel characters. [Lv. 1]

 

BLACK WIDOW (Tales of Suspense #52, 1964)

 

 

Primary: At the cost of HC Gauge: Gain the ability to jump cancel. + Increase the number of jumps you can perform. [Lv. 1]
Secondary: All grounded moves will be jump cancelable at the cost of HC Gauge.

 

WINTER SOLDIER (Captain America Comics #1, 1964)

 

 

Primary: Increases attack power. [Lv. 2] + Decreases the amount of HC Gauge you have at the start of the match. [Lv. 1]
Secondary: Increases attack power. [Lv. 1] + Decreases the amount of HC Gauge you have at the start of the match. [Lv. 1]

 

RED SKULL (Captain America Comics #1, 1964)

 

 

Primary: Poisons your opponent upon landing a regular throw. [Lv. 2]
Secondary: Poisons your opponent upon landing a regular throw. [Lv. 1]

 

ANTI-VENOM (Web of Spider-Man #18, 1986 [Eddie Brock cameo])

 

 

Primary: Increases attack power from the start of the match for every 10 game seconds. [Lv. 2]
Secondary: Increases attack power from the start of the match for every 10 game seconds. [Lv. 1]

 

DOCTOR OCTOPUS (The Amazing Spider-Man #3, 1963)

 

 

Primary: Increases attack power. [Lv. 1] Cancel one special move into another at the cost of HC Gauge.
Secondary: Regain part of your vitality upon landing a combo of 20 hits. [Lv. 2]

 

GREEN GOBLIN (The Amazing Spider-Man #14, 1964)

 

 

Primary: Enables air dashing. + Increases attack power while in the air. [Lv. 1]
Secondary: Increases the number of jumps you can perform. [Lv. 1] + Increases attack power while in the air. [Lv. 1]

 

SPIDER-HAM (Marvel Tails #1, 1983)

 

 

Primary: When you get hit with a combo of 30 hits or more: Regain part of your vitality. [Lv. 2] + Become temporarily invisible.
Secondary: When you get hit with a combo of 30 hits or more: Regain part of your vitality. [Lv. 1] + Become temporarily invisible.

 

HULKBUSTER ARMOR (Iron Man #304, 1994)

 

 

Primary: Increases vitality. [Lv. 2] + Calling assists will cost HC Gauge, however stun value will be applied to your opponent if the assist attack is successful.
Secondary: Calling assists will cost HC Gauge, however stun value will be applied to your opponent if the assist attack is successful.

 

MANDARIN (Tales of Suspense #50, 1964)

 

 

Primary: Increases the amount of HC Gauge stored at the start of the match. [Lv. 2] + Your opponent will be forced to activate X-Factor as well when you activate it.
Secondary: Increases the amount of HC Gauge stored at the start of the match. [Lv. 2]

 

FIN FANG FOOM (Strange Tales #89, 1961)

 

 

Primary: You can activate X-Factor an unlimited number of times at the cost of HC Gauge, however you will no longer be able to use Hyper Combos.
Secondary: Constant X-Factor, however you will no longer be able to use Hyper Combos. X-Factor will activate with 3 or more bars of HC Gauge stored, and deactivates with less than 3 bars.

 

LOKI (Venus #6, 1949)

 

 

Primary: When only one character is left and their vitality is 50% or below, their vitality will recover automatically. [Lv. 2]
Secondary: When only one character is left and their vitality is 20% or below, their vitality will recover automatically. [Lv. 1]

 

ULIK (Thor #137, 1967)

 

 

Primary: Increases attack power. [Lv. 2]
Secondary: Increases attack power. [Lv. 1]

 

DESTROYER (Journey into Mystery #118, 1965)

 

 

Primary: Increases vitality. [Lv. 2] + Increased resistance to chip damage from attacks. [Lv. 2]
Secondary: Temporarily increase attack power upon performing a parry. [Lv. 1] + Enables parrying. [Lv. 1]

 

ENCHANTRESS (Journey into Mystery #103, 1964)

 

 

Primary: Absorb your opponent’s vitality upon attack for any opponent character that is not female. [Lv. 2]
Secondary: Absorb your opponent’s vitality upon attack for any opponent character that is not female. [Lv. 1]

 

FANTASTIC FOUR (The Fantastic Four #1, 1961)

 

 

Primary: During a Crossover Combination: Increases attack power. [Lv. 3] + Absorb your opponent’s vitality. [Lv. 3]
Secondary: Gain the ability to call assists even when you are taking damage at the cost of HC Gauge.

 

SILVER SURFER (The Fantastic Four #48, 1966)

 

 

Primary: HC Gauge recovers automatically. [Lv. 2] + Increases the speed of your assist’s vitality recover. [Lv. 3]
Secondary: HC Gauge recovers automatically. [Lv. 1] + Increases the speed of your assist’s vitality recover. [Lv. 2]

 

RED HULK (Hulk #1, 2008)

 

 

Primary: You will be unable to see your vitality and HC gauges. + Increases attack power. [Lv. 3]
Secondary: You will be unable to see your vitality and HC gauges. + Sends the opponent flying upon activation of X-Factor.

 

ABOMINATION (Tales to Astonish #90, 1967)

 

 

Primary: Increases vitality. [Lv. 2]
Secondary: Increases vitality. [Lv. 1]

 

MAESTRO (The Incredible Hulk: Future Imperfect #1, 1992)

 

 

Primary: Decreases vitality. [Lv. 3] + Increases attack power. [Lv. 3]
Secondary: Decreases vitality. [Lv. 2] + Increases attack power. [Lv. 1]

 

DAREDEVIL (Daredevil #1, 1964)

 

 

Primary: You will be unable to see how much HC Gauge your opponent has. + HC Gauge refills automatically. [Lv. 2]
Secondary: You will be unable to see how much HC Gauge your opponent has. + Cancel one special move into another at the cost of HC Gauge.

 

ELEKTRA (Daredevil #168, 1981)

 

 

Primary: At the cost of HC Gauge: Gain the ability to dash cancel regular grounded moves. + Increases dash speed.
Secondary: HC Gauge refills automatically while in the air. [Lv. 1]

 

BULLSEYE (Daredevil #131, 1976)

 

 

Primary: Increases attack power upon KO’ing your opponent. [Lv. 3]
Secondary: Increases attack power upon KO’ing your opponent. [Lv. 2]

 

KINGPIN (The Amazing Spider-Man #50, 1967)

 

 

Primary: Increases HC attack power. [Lv. 3] + Gain a fixed amount of HC Gauge when one of your characters is KO’ed. [Lv. 2]
Secondary: Increases HC attack power. [Lv. 2] + Gain a fixed amount of HC Gauge when one of your characters is KO’ed. [Lv. 1]

 

BLADE (The Tomb of Dracula #10, 1973)

 

 

Primary: When your vitality is 60% or below, absorb your opponent’s vitality upon attack. [Lv. 3]
Secondary: When your vitality is 40% or below, absorb your opponent’s vitality upon attack. [Lv. 2]

 

PUNISHER (The Amazing Spider-Man #129, 1974)

 

 

Primary: Increases attack power when one of your characters is KO’ed. [Lv. 3]
Secondary: Increases attack power when one of your characters is KO’ed. [Lv. 2]

 

THE WATCHER (The Fantastic Four #13, 1963)

 

 

Primary: For every 20 seconds that pass on the game clock: Regain part of your vitality. [Lv. 3] + Gain a fixed amount of HC Gauge. [Lv. 3]
Secondary: For every 30 seconds that pass on the game clock: Regain part of your vitality. [Lv. 2] Gain a fixed amount of HC Gauge. [Lv. 2]

 

HOWARD THE DUCK (Adventure Into Fear #19, 1973)

 

 

Primary: When you get hit with a combo of 30 hits or more: HC Gauge refills. [Lv. 2] + X-Factor will activate.
Secondary: When you get hit with a combo of 30 hits or more: HC Gauge refills. [Lv. 1] + X-Factor will activate.

 

THANOS (Iron Man #55, 1973)

 

 

Primary: Gain the ability to parry. [Lv. MAX] + Gain a temporary increase in attack power upon performing a parry. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge upon successfully performing an Advancing Guard. [Lv. MAX]

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