General gameplay tips - for use in speedruns, casual playthrough, versus modes etc.
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General gameplay tips - for use in speedruns, casual playthrough, versus modes etc.
Updated 1 year ago by MysticManiac

Here is a playlist of short video guides showing helpful tips & tricks. I highly recommend watching them to get better at the game - https://www.youtube.com/playlist?list=PLySrO8uhnVW07YUAdhDo61ZeL7Rpoz1Dj

Here are general gameplay tips that a lot of players likely don't know about. These are tips that I've found out along the way playing this game.

General tips

  • Most characters have certain moves that are stronger than others. Some attacks also launch opponents for additional damage. Some attacks have a chance of doing double damage if they can hit you twice at once. If these attacks are blocked when they are supposed to do double damage, they usually do regular damage.
  • Most characters have certain moves that use less energy. Some moves, usually super counter attacks (dodge + super attacks) use NO ENERGY if they're used when you have little energy
  • Using super grabs or grabs on enemies while they're holding items does extra damage to your opponents. This is very useful for characters who have ranged super attacks. This extra damage is more if you do super grabs than regular grabs
  • Flying characters can gain height easily by super jumping before they fly which will cause them to fly upwards
  • If you hold the super button while throwing items, you will throw the items faster, further and more accurately. Throwing items without holding the super button often results in you throwing objects at other objects
  • You can refill your energy meter by standing still holding the super button, by blocking attacks, by catching items or by super blocking attacks in rage mode
  • Every character uses less energy if you use super grabs when low on energy. For some characters it's only slightly less, for other characters it's considerably less.
  • Aerial attacks can act as a double jump to give characters extra mobility in the air. This is most noteable for characters like Wolverine and Elektra who lack air mobility (flying, swinging, teleporting) and lack high super jumps that characters like Thing/Fault Zone have
  • Characters that can sprint can jump further if they sprint before they jump
  • Weaker characters who are unable to lift trucks can injure stronger characters via heavy items like trucks in a few ways: If they have certain mobility moves, they can push large items like trucks which can hit their opponent. If they uppercut or knockback their opponent while they're holding a large item, the large item can fall on top of them. If they block the large items with a super block, the item could bounce off their shield and hit their opponent
  • When you get launched, you can recover from attacks by pressing the Super and Mobility buttons. Certain characters can only recover from attacks on the ground and on walls whereas others can recover from attacks in the air.
  • Some characters that can recover in the air can recover faster than others
  • Characters who can only recover from attacks on the ground can recover from any attacks which launch them regularly. However, they cannot recover from uppercut launchers or ring outs
  • Regular aerial grabs cannot be recovered from except for Wolverine, Storm, Fault Zone, Solara, Human Torch & Magneto's regular aerial grabs. Characters who can recover on the ground and walls can recover from these aerial grabs. However, these aerial grabs do more damage if you grab enemies near walls as they will do wall damage and ground damage.
  • All super aerial grabs can be recovered from except for The Thing, The Wink and Solara. Wolverine's, Spider-Man, Storm, Venom, Human Torch, Iron Man, Brigade, Hazmat, Magneto and Van Roekel's super aerial grabs rarely allow aerial recovery but Elektra's, Johnny Ohm, Daredevil, Fault Zone & Paragon's super aerial grabs have further throwing distance making them better for throwing opponents at walls and ring outs but these grabs can be recovered from in the air easily
  • All ground aerial grabs can be recovered from in the air, on the ground or on walls with the exception of The Wink and Paragon which can't be recovered from in the air unless thrown from a higher area to a lower area
  • Most characters are invulnerable to fire & electric damage while using super grabs on the ground for the duration of their grab. The Wink is an example who isn't invulnerable to these damage except briefly when she teleports during the grab. This can be used to your benefit by using super grabs on opponents near explosions so they take damage from your grab and from the explosion. Characters don't have the same invulnerability when doing super grabs in the air
  • Human Torch, Solara, Paragon and Iron Man (his flying lock-on projectiles) have fire based projectiles. Human Torch is resistant to these projectiles and Venom is vulnerable to these projectiles. Explosions also consist of fire based damage
  • Johnny Ohm, Storm and Iron Man (his regular projectiles) have electricity based projectiles. Johnny Ohm is resistant to these projectiles
  • Some characters can use their regular aerial attack on opponents on the ground. The Wink, Elektra, Johnny Ohm, Spiderman, Daredevil, Storm, Solara, Human Torch, Iron Man, Hazmat, Magneto and Van Roekel all have this ability.
  • Wolverine, Wink and Elektra are the only characters with super attacks that are unblockable and don't break blocks of any character. Elektra's projectile attacks, Wolverine's 2nd attack of his 3-hit super attack combo and Wolverine/Wink's super down attacks (aerial super attacks when losing height) are unblockable and also don't break blocks
  • On Easy difficulty or when playing on 2 player, all other blockable super attacks (and Paragon, Brigade, Van Roekel & regular attacks; & a couple of Thing's regular attack) break blocks with the exception of...
  • The Thing, Brigade, Hazmat and Van Roekel can block any blockable attack without their blocks being broken. These characters can only have their blocks broken by having items of any size thrown at them
  • When playing on Easy difficulty against AI, most blockable super attacks will break your opponent's blocks except for when you're playing against The Thing, Brigade, Hazmat or Van Roekel whose blocks are only broken by the strongest of blockable super attacks
  • When playing on Easy difficulty against AI, most blockable super attacks won't break your blocks except for the strongest of blockable super attacks. If you're playing as The Thing, Brigade, Hazmat or Van Roekel, no blockable super attacks will break your block.
  • When playing on Medium or Hard difficulty against AI, most blockable super attacks won't break your opponent's blocks except for the strongest of blockable super attacks. If you're playing against The Thing, Brigade, Hazmat or Van Roekel, no blockable super attacks will break their block.
  • Objects of any size and super blocks will break yours or your opponent's block no matter what difficulty you're playing on or what characters are being used
  • On Easy difficulty, you have a health advantage on your opponent
  • On Medium difficulty, your opponent has a health advantage on you
  • On Hard difficulty, your opponent has even more of a health advantage on you, as your health is reduced and your opponent's health is increased
  • In story mode, your blockable super attacks will break the blocks of smaller enemies but only the strongest of blockable super attacks will break the blocks of larger enemies
  • In story mode, Decapitators will be able to break your blocks but Invaders won't
  • Super grabs will do more damage on walls than other super attacks or regular attacks do on walls
  • Only characters who can lift the heaviest of objects can lift lamp posts with the exception of Magneto who can't. Every character can block attacks from these lamp posts regardless of their strength but this will break their blocks
  • Stamina in this game refers to the inner health bar that regenerates quickly over time. Losing stamina results in health loss if your stamina is depleted.
  • Regular non-superpowered attacks only lower your stamina & will only lower your health if your stamina is depleted or if they launch you resulting in fall damage. Regular attacks, along with super attacks, can also be used to build your rage meter
  • All characters have a regular drop attack. This is an aerial attack which occurs when you start losing height. You can perform it by jumping and then waiting until you start to descend to press the attack button, or you can use it by walking off from a higher place and attacking. Thing, Wolverine, Wink, Daredevil, Fault Zone and Paragon also have super drop attacks
  • Not all characters who can wall run can wall climb and vice versa. Wolverine, Elektra & Fault Zone can do both but Spiderman, Venom & Paragon can only wall climb and Hazmat and Daredevil can only wall run. Characters who can wall climb can recover on walls
  • All swingers (Daredevil, Spiderman, Venom, Hazmat) swinging works slightly different. Daredevil's swinging is fast and gains height quickly. Spiderman's swinging is fast but he loses a bit of height over time. Venom's swinging speed is decent but he loses height quickly and can only do 2-3 swings at a time. Hazmat's swinging is slow but he gains height over time
  • Combos can be extending by pausing midway through the combo
  • Lower tier characters; namely the characters that lack lifting strength, attack damage, unblockable attacks, ranged attacks and/or aerial mobility; are usually somewhat compensated by longer rages & less energy use from super attacks and/or super blocks
  • As far as I know, the only differences between different console versions of this game are the loading times with Gamecube being the fastest by a decent margin, followed by Xbox and PS2. Gamecube having the fastest loading times makes it the most ideal for speedrunning since the speedruns use Real Time rather than In-Game time. You can also use the Dolphin Emulator to play the Gamecube version of the game if you don't have a Gamecube or you don't have the Gamecube version of the game.
  • In-Game Times of speedruns can be identified by saving the game after completing a run and then looking at your save file by clicking Load or Save after saving. This isn't required for submitting your speedrun and isn't the main variable for determining speedruns on the leaderboard as it only shows time spent in hours and minutes but not seconds.

Below are tips for all the characters. These tips can also be useful if you're playing casually or against other people. For speedrunning you'll need to know how to play well as Wolverine, Fault Zone, Daredevil, Storm, Spiderman, Venom, Human Torch, Iron Man, Brigade, Magneto and Paragon.

Thing, Wink, Elektra & Van Roekel may also be useful depending on if you speedrun All Character Missions or if you choose different Elimination Missions. (You don't need to know how to use Johnny Ohm, Solara, Hazmat effectively other than to manipulate AI to ring themselves out or to get Daredevil to burn himself to death in Daredevil Elimination mission). Van Roekel is also useful for Versus (No Ring Outs) speedruns

Thing

  • Thing's sprinting super attack uses up none of your energy if you use it while you're quite low on energy. If you use it while you have a lot of energy, it uses up a massive amount of your energy. This attack can also do double damage sometimes
  • Thing's super counter attack (dodge followed by a super attack) uses no energy if used when low on energy and is the fastest of his super attacks
  • Thing's ground pound attacks can be used to hit several opponents on the ground at once
  • Thing can launch heavy items at his opponents with his regular attack combo, his sprinting attack or his regular counter attack
  • Can recover from attacks on the ground and on walls. Can't recover from ring outs or uppercuts
  • Thing's super attacks are unblockable but his super claps which shoot projectiles can be deflected back at him
  • Thing has a super drop attack (Aerial super attack when he's losing height)
  • Thing's sprint uses up energy a lot faster than other characters that sprint. It's also slower and takes longer to reach his max speed
  • Thing's forward dodge doesn't go as far as others, making it less useful for avoiding certain attacks. He can follow up his dodge with his counter attack which gives him an extra boost
  • Thing's rage lasts longer than other characters. He can use attacks which use a lot of energy during this time

Wolverine

  • Super powered wall dives are the strongest of Wolverine's moves. They do more damage, have a chance of double damage and usually launch your opponents. Most useful during boss battles/versus battles. Can also be used on downed opponents and has more range than his other attacks. This attack also uses very little energy
  • Uppercut attacks i.e. his super combo, his sprinting super attack, his super counter attack (dodge followed by super attack) allow him to use aerial combat for additional damage
  • Wolverine can launch small items very easily. His regular and super combos, his sprinting attacks, his counter attacks and his drop attacks can be used
  • Wolverine's aerial super attack can sometimes do double damage. It can also be used on enemies while their on the ground if you're running and then quickly jump and do a super attack
  • Wolverine's aerial super attack can also be used to push over the truck in NYC Streets or the heavy items in Roekel's Headquarters to damage opponents if they're standing near it. This can be hard to do and can be risky if your opponent has better strength
  • Wolverine's super grabs do instant damage, even if your opponents block them. His super grabs also have decent range compared to most characters
  • Wolverine can sometimes perform his aerial super grab twice at once, dealing double damage but using a lot of energy. This is more ideal during rage.
  • Wolverine's super block uses less energy than other characters
  • Wolverine's super sprint attack uses no energy if you use it when you're low on energy
  • Wolverine can juggle enemies, particularly enemies that lack aerial mobility, with his uppercut attacks and his regular & super attack combo
  • Wolverine does heal over time. This is more useful in casual playthroughs than speedruns because you can't wait around for Wolverine to heal but it does offer him some more durability. His healing only works when you don't have your claws out (So when you're not pressing the super button or doing any super attacks). It takes 5 minutes 30 seconds for Wolverine to regenerate his entire health bar.
  • Wolverine has a super drop attack (Aerial super attack when he's losing height)
  • Wolverine's super drop attack will not deal any damage and will only reduce oponent's stamina (acting as a regular attack) if you just tap the Super button when performing it
  • Wolverine's rage lasts longer than other characters. And most of his attacks with the exception of super grabs use relatively little energy
  • Can recover from attacks on the ground and on walls. Can't recover from ring outs or uppercuts

The Wink

  • The Wink's teleportation gives her good aerial and ground mobility but her teleportation uses energy quicker than other character's mobility moves. The Wink's dodge is an alternative way to teleport without using energy. The Wink's teleports also use more energy when she does them on the ground
  • The Wink's super attacks also consists of teleports which allows her to quickly execute attacks and avoid taking damage
  • The Wink's super counter attack is among her best super attacks. It has good range, mobility, launches opponents and allows them to be grappled for further damage
  • The Wink has several moves with good range. Her teleport attacks, her counter attacks, her super combos and her super grabs have better range than others. She lacks projectile attacks which does limit her range somewhat however
  • The Wink has several moves which launch opponents but The Wink can follow up these attacks with aerial combat including aerial grabs, her aerial super attacks and her aerial attack combo. She can also juggle opponents with her attack combos
  • The Wink's ground super grab does near instant damage (but not instant like Wolverine/Elektra). Opponents also are unable to recover from super grabs except for on the ground
  • The Wink can sometimes perform her aerial super grab twice at once, dealing double damage but using a lot of energy. This is more ideal during rage.
  • The Wink has a super drop attack which allows her to get down from a high height quickly
  • The Wink's super drop attack will not deal any damage and will only reduce oponent's stamina (acting as a regular attack) if you just tap the Super button when performing it
  • The Wink can launch small items very easily with her regular and super combos, her teleport attacks and her counter attacks
  • The Wink's rage lasts longer than other characters.
  • The Wink can use her teleports, teleport dodge or teleport attacks to move heavy objects and damage opponents
  • Can recover from attacks in the air. Her recovery uses more energy than most
  • The Wink can perform a Super Launch as seen in this video () which will launch opponents a far distance very fast. Look at the video description for more info on this ability

Elektra (You only really need to know how to play as her for All Character Missions category)

  • Elektra can launch opponents on the ground with her aerial attack if she jumps and immediately attacks. She can follow this up with an aerial grab. This can be used to ring out opponents (including Daredevil on Elektra's 3rd mission)
  • Elektra can use projectiles with low energy if she uses her super counter attack
  • Elektra's super grabs do instant damage, even if your opponents block them
  • Elektra's super block uses less energy than other characters
  • Elektra can easily juggle enemies with her projectiles, particularly enemies that lack aerial mobility
  • Elektra's projectiles are blockable but also don't break blocks
  • Elektra's projectiles can be deflected back at her but she can block these projectiles by pressing the block button if she's at a certain distance from her opponent when they deflect them
  • Elektra's super down attack & 3rd attack in her super combo usually does double damage
  • Elektra has super wall dives like Wolverine but they don't have a chance of doing double damage like his
  • Elektra's rage lasts longer than other characters. If Elektra manages to juggle enemies while in rage, she can juggle them for longer as she has infinite energy during this time
  • Elektra's forward/backward dodge consists of handsprings. You can continuously handspring dodge if you tap the left stick forward or backwards while holding the block button. These handsprings can make it harder to dodge certain attacks but give Elektra some additional mobility
  • Can recover from attacks on the ground and on walls. Can't recover from ring outs or uppercuts

Johnny Ohm

  • Johnny Ohm's super attacks generally use a lot of energy. Most of his projectiles use a lot of energy. His melee supers use more energy than other characters' melee supers.
  • Johnny Ohm has a couple of projectile attacks which use less energy. Namely, his super counter attack and his projectile at the end of his super combo. He can use his super combo projectile from a distance by doing 2 regular attacks followed by a super attack
  • Johnny Ohm's 2nd hit in his super combo can stun enemies
  • Johnny Ohm's projectiles lack launching abilities except for his super combo projectile
  • Johnny Ohm's projectiles have great range and accuracy. He can also juggle opponents with his projectiles, especially during rage
  • Johnny Ohm's projectiles are unblockable and can't be deflected back at him
  • Johnny Ohm's rage lasts a moderate length of time. During this time he can quickly spam his flying super attacks
  • Johnny Ohm is the only flier that can't carry or throw items while flying. Additionally, he lacks accuracy in throwing items from a distance and lacks mobility while carrying heavy items
  • Johnny Ohm can launch items quite easily with his regular/super combos, his drop attack, his aerial attack and his flying attack
  • If you stand under Johnny Ohm while he's flying, you will suffer electric damage
  • Johnny Ohm is resistant to electric damage, meaning he'll take less damage from Storm's projectiles, most of Iron Man's projectiles and his own projectiles if he's fighting against a clone of himself. Additionally he'll take less damage from the electric walls in Roekel's Headquarters and the Power Plant
  • Despite his resistance to electricity, Johnny Ohm is otherwise not a durable character
  • Johnny Ohm lacks regular movement speed but his flying is fast and he also has the ability to wavedash which gives him additional mobility if you hold the right trigger and then tap the left trigger. Works best on the ground. His flying attack also has decent range/mobility
  • Johnny Ohm's aerial super grab is the only grab that throws opponents in the opposite direction he's facing
  • Johnny Ohm's flying and flying attack can push heaviest items and sometimes do damage to opponents near these items
  • Johnny Ohm can recover from attacks in the air

Fault Zone (You need to know how to use FZ properly for the Thing's elimination mission)

  • Fault Zone's super powered wall dives can do a huge amount of damage. Like Wolverine's, they do more damage than her other attacks, have a chance of doing double damage and launch opponents. Fault Zone's wall dives also does a seismic ground pound which can further damage your opponents. This attack also uses little energy
  • Fault Zone's super grabs also do instant damage and are stronger than Wolverine's
  • Fault Zone can launch cars quite easily. She's not good at throwing cars at opponents from a distance however
  • Fault Zone has a super drop attack (Aerial super attack when he's losing height)
  • Fault Zone's rage lasts longer than other characters
  • Fault Zone's super grabs use little energy if you use them on low energy
  • Fault Zone's seismic ground pounds can sometimes move the heaviest of items which can result in opponents getting hit
  • Can recover from attacks on the ground and on walls. Can't recover from ring outs or uppercuts

Daredevil

  • Daredevil has a few moves which do huge amounts of damage compared to most of his attacks. These moves in question are his super powered down attack (super attack on downed enemies) & his super wake up attack
  • Daredevil has some ranged moves including his projectile attack, his super wake up attack, his super counter attack, his aerial super attack and aerial mobility super attack. These attacks still have limited range.
  • Daredevil also has super power wall dives which do decent damage & also have good range. They do more damage than Wolverine's but don't do double damage like Wolverine's/Fault Zone's wall dives can do.
  • Can recover from attacks in the air
  • Daredevil can launch small items easily with his aerial super attacks, super wake up attacks or swinging attack
  • Daredevil's super grab can be used at a far distance
  • Daredevil's super block uses less energy than other characters
  • Daredevil swings upwards, by contrast to Spiderman and Venom who lose height when they swing
  • Daredevil has great mobility on the ground, air and walls. He can sprint, swing and wall run
  • Daredevil has a super drop attack (Aerial super attack when he's losing height)
  • Daredevil's rage lasts longer than other characters
  • Daredevil's forward/backwards dodge consists of handsprings. You can continuously handspring dodge if you tap the left stick forwards or backwards while holding the block button. These handsprings can make it harder to dodge certain attacks but give Daredevil some additional mobility
  • Daredevil's swinging and aerial attacks can push heavy items and sometimes do damage to opponents near these items
  • Daredevil can recover from attacks in the air

Storm

  • You can use less energy if you use Storm's super counter instead of her regular lightning attack
  • Storm's super grab can be used at a far distance.
  • Storm can fly while carrying items.
  • Storm can launch small items too with her flying attack or regular combo
  • Storms' rage lasts for a moderate amount of time. Storm's rage meter also automatically fills if she uses her finisher on someone when she's not in rage mode
  • Storm's super grabs use little energy if you use them when low on energy
  • Storm's flying and flying attack can push heavy items and sometimes do damage to opponents near these items
  • Storm can recover from attacks in the air

Venom

  • Use Venom's super grab to grab items from a distance
  • Venom's super down attack does more damage than his regular web projectiles
  • Venom can launch items easily be using his swing attack, regular or super attack combos
  • Venom's super grab can be used on enemies from a distance. His super grabs don't do damage to enemies unless they take ground/wall damage or they're holding items
  • Venom's projectiles can be blocked and can be deflected back at him. His projectiles do break blocks however
  • Venom can recover from attacks in the air, on walls and on the ground
  • Venom's rage lasts for a moderate amount of time
  • Venom is vulnerable to fire and explosion damage. Avoid explosions and fires

Spider-Man

  • Use Spiderman's super grab to grab items from a distance
  • Spiderman's super down attack does more damage than his regular web projectiles
  • Spiderman can launch items easily be using his swing attack, regular or super attack combos
  • Spiderman's super grab can be used on enemies from a distance. His super grabs don't do damage to enemies unless they take ground/wall damage or they're holding items
  • Spiderman's super counter attack can be used to shoot webs quicker and use less energy
  • Spiderman's projectiles can be blocked and can be deflected back at him. His projectiles do break blocks however
  • Spiderman can repeatedly shoot webs quickly while on walls which use less energy and lock on to your opponent
  • Spiderman's rage lasts for a moderate amount of time
  • Spiderman's forward/backwards dodge consists of handsprings. You can continuously handspring dodge if you tap the left stick forward or backwards while holding the block button. These handsprings can make it harder to dodge certain attacks but give Spiderman some additional mobility
  • Spiderman's swinging can push heavy items and sometimes do damage to opponents near these items. Spiderman tends to take damage from certain items if he does his swinging attacks on these items
  • Spiderman can recover from attacks in the air, on walls and on the ground

Solara

  • Solara's projectiles are large but only does major damage if hits directly; it will do minimal fire damage otherwise
  • Solara's flying projectile is very accurate but slower and uses a lot of energy
  • Solara's can't shoot projectiles above her
  • Solara's aerial super grab can't be recovered from
  • Despite being a fire based character, Solara is not resistant to fire damage unlike Human Torch
  • Solara can launch items quite easily with her combos, her drop attack & her aerial attack. Additionally she can lift and throw large items while flying
  • Solara's flying attack is the worst of all fliers, lacking range, accuracy, attack strength and isn't good at launching items
  • Solara's flying can push the heaviest items and do damage to opponents but it's harder to do with Solara than other characters
  • Solara's flying mobility is less than other fliers as she lacks a mobile flying attack & wavedashing abilities
  • Solara's rage lasts a short period
  • Solara's projectiles are unblockable but are deflectable with a super block
  • Solara can recover from attacks in the air

Human Torch

  • Human Torch's super attacks are entirely unblockable except by enemies who can deflect them.
  • Human Torch's super attack combo uses very little energy. They can also be used at a distance if you do a regular attack and follow that up with super attacks. Human Torch can extend his super attack combos beyond his usual 3 hit combo by delaying his attacks slightly or moving slightly
  • Human Torch's super counter attack uses less energy than most of his other super attacks and also uses no energy if you use it while he's low on energy
  • Human Torch can wavedash for extra mobility if you hold the right trigger and then tap the left trigger. Works best on the ground
  • Human Torch is resistant to fire damage and explosion damage. This means he takes little damage if he's near explosions, in fire pits or if his projectiles are deflected back at him. He is otherwise not very durable
  • Human Torch's flying attack has more range than other fliers flying attacks
  • Human Torch can fly while carrying items
  • Human Torch can launch items with his flying attack, regular attack combos or regular counter attack
  • Human Torch's rage lasts for a short time
  • Human Torch's super grabs use little energy if you use them on low energy
  • Human Torch can push heavy items with his flying and flying attack and sometimes do damage to opponents near these items
  • Human Torch can recover from attacks in the air

Iron Man

  • Iron Man's super attacks are unblockable but his projectiles can be deflected back at him which can do a lot of damage
  • Iron Man can use less energy if he shoots projectiles via super counter attacks or if he does 2 regular attacks followed by a super attack
  • In rage mode, Iron Man can spam his jumping super attack to do a lot of damage to opponents in a short period. His rage doesn't last long however
  • Iron Man can wavedash for extra mobility if you hold the right trigger and then tap the left trigger. Works best on the ground
  • Iron Man can fly while carrying items of any size
  • Iron Man's super block uses energy very quickly
  • Iron Man can shoot projectiles which lock onto enemies if he uses super attacks while flying
  • Iron Man can recover from attacks in the air

Brigade

  • Brigade is the most durable of all characters
  • Brigade has max lifting strength, great blocking ability and strong super attacks
  • Brigade is very slow in terms of regular movement and lacks aerial mobility
  • Brigade has seizures midmatch if his energy is depleted
  • Brigade can spam projectiles very quickly but this results in energy depletion quickly, except during rage
  • Brigade's rage lasts a short period
  • Brigade's projectiles are unblockable but deflectable
  • Brigade's super sprint attack is slow and uses a lot of energy normally but uses no energy if used with fairly low energy
  • Despite being similar to Thing in terms of mobility, Brigade can sprint for longer than Thing. Brigade's slow movement speed and seizures does make them quite equivalent in terms of mobility however
  • Brigade's melee combos are quite slow
  • Brigade can use less energy with his melee combos from a distance by doing a regular attack followed by a super attack. This is slow however
  • Brigade can also use less energy with his super counter attack. This does less damage than his regular projectiles however and doesn't launch opponents either
  • Brigade can launch heavy items easily with his regular sprint attack, regular combo, his counter attack or his strong projectile attacks
  • Brigade's heavy weight will blow up any barrels if he jumps on them
  • Brigade's rage lasts a short period but he can spam projectiles very quickly during this time
  • Brigade's super block uses energy very quickly
  • Brigade's regular attacks can break the blocks of most opponents
  • Brigade can recover from attacks on the ground and on walls

Magneto

  • Magneto can super grab items from a distance. Magneto's super grab works different from Spiderman/Venom/Hazmat's as he can throw items from a distance before the items are in his hands by pressing the attack button as soon as he grabs the items. This allows him to do enormous damage to enemies quickly. Magneto's super grab can also be used in the air and he can fly while carrying items of any size
  • Magneto's projectiles use relatively little energy because they're blockable and slow moving projectiles.
  • Magneto can shoot a projectile which uppercuts opponents if he does a regular attack followed by a super attack. This allows him to do extra damage via fall damage or aerial attacks
  • Magneto can super grab opponents from a distance. His super grabs don't do damage to enemies unless they take ground/wall damage or they're holding items
  • Magneto has low durability despite in-game stats showing otherwise
  • If enemies use grabs or super grabs on Magneto while he's holding items, it won't do the extra damage that is usually done by using grabs on enemies that are holding items
  • Magneto's rage lasts a moderate amount of time
  • Magneto can recover from attacks in the air

Hazmat

  • Hazmat can grab items from a distance with his super grab
  • Hazmat can launch items easily with his swing attacks, his sprint attack, wave dives, drop attack & regular combos
  • Hazmat's super grab on opponents lacks range and does no damage except from ground/wall/item damage. His lacking range can prevent him from accidentally grabbing opponents instead of items with his super grab however and his grab has excellent throwing distance
  • Hazmat's projectiles are unblockable and launch opponents. They can be deflected but Hazmat is resistant to his own projectiles
  • Hazmat's swing is slow but Hazmat also has sprinting, wall running, wall dives and swing attacks which offer him more mobility
  • Hazmat's rage lasts for a short time
  • Hazmat's swinging can push heavy items and sometimes do damage to opponents. He can take damage from certain items if he does his swing attacks however
  • Hazmat can recover from attacks in the air. However, this uses more energy than for most
  • Hazmat has great blocking ability despite lacking strength and durability
  • Hazmat can use less energy with his projectiles with his swinging super attack, his super counter, his super combo projectile and his super down attack. He can also spam super down attacks very quickly on opponents
  • Hazmat's sprint reduces his hitbox as he goes down on all fours to sprint and wall run

Paragon

  • Paragon's super counter attack uses much less energy than her regular super projectile attacks but does equal damage. This can be spammed a lot to do damage quickly to opponents
  • Paragon's super grab does a lot of damage but also heals Paragon (her aerial super grab doesn't heal her though). This is especially useful if you're low on health, particularly on Paragon's final missions. Her super grabs also does instant damage like Wolverine's/Elektra's and uses less energy when low on energy. Opponents also are unable to recover from super grabs in the air except for when they're thrown from a higher platform to a lower area
  • Paragon's teleportation offers her fantastic mobility
  • Paragon's dodge can be used to teleport without using any energy. Her dodge has the best distance/mobility of every character
  • Paragon's teleportation (including teleport dodge) briefly removes her hitbox which allows her to avoid taking damage from attacks and explosions
  • Paragon's aerial attack is strong, can do double damage, uses little energy and can be used on enemies on the ground
  • Paragon has a super drop attack (Aerial super attack when he's losing height) which works as her aerial projectile attack. It uses a lot of energy
  • Paragon's rage lasts for a short time
  • Paragon can recover from attacks in the air and on walls. It uses a lot of energy for her to recover but she can recover quicker than other characters
  • Paragon has a death combo that she can use as seen in this video (Read the description for more info on the death combo)

Niles Van Roekel

  • Niles Van Roekel's projectiles do a lot of damage. They are unblockable unless they are super blocked which deflects them back at him. These projectiles are also more accurate than most. They don't lock-on but they cover more area

  • Van Roekel can deal a lot of damage if he uses his up close projectiles with his super combo. He can alternatively use them at a distance by doing a regular attack followed by a super attack. This can be quite inaccurate at a distance but does massive damage. This, along with his other numerous strengths, makes Van Roekel the best character for Versus (No Ring Outs) speedruns.

  • Van Roekel can launch both small and large items easily with his regular attack combo, his flying attack or his regular aerial attacks.

  • Van Roekel's super grab does a lot of damage and does instant damage

  • Van Roekel can fly while carrying items of any size

  • Van Roekel's super block uses energy very quickly

  • Van Roekel's rage lasts for a short time

  • Van Roekel can recover from attacks in the air

  • Characters have the following moves

  • Regular combos (Each character has 2 variations of the first attack of their combo)
  • Super combos (Wolverine & Wink have 2 variations of the first attack of their combo)
  • Ranged super attack > All but Thing, Wolverine, Wink, Fault Zone
  • Jump
  • Super Jump
  • Block
  • Dodge
  • Super Block
  • Grab (Opponents/items)
  • Super grab (Opponents)
  • Super grab (Items) > Spiderman, Venom, Hazmat, Magneto
  • Aerial grab (Opponents)
  • Aerial super grab (Opponents)
  • Aerial super grab (Items) > Magneto
  • Aerial attack combo
  • Aerial super attack
  • Drop attack (Aerial attack once losing height)
  • Super drop attack (Super aerial attack once losing height) > Thing, Wolverine, Wink, Daredevil, Fault Zone, Paragon
  • Counter attack (Dodge + Attack)
  • Super counter attack (Dodge + Super attack)
  • Wake up attack (Attack while on the ground)
  • Super wake up attack (Super attack while on the ground)
  • Downed attack / Stomp attack (Attack on a downed enemy)
  • Super downed attack (Super attack on a downed enemy)
  • Ground Mobility (Sprint/Teleport/Web Zip) > All characters but Storm, Johnny Ohm, Human Torch, Solara, Iron Man, Van Roekel)
  • Ground Mobile Attack (Sprint attack, teleport attack, web zip attack etc.)
  • Ground Mobile Super attack
  • Ground recovery - Thing, Wolverine, Elektra, Fault Zone, Brigade, Spiderman, Venom
  • Aerial mobility > All characters but Thing, Wolverine, Elektra, Fault Zone, Brigade
  • Aerial mobile attack > All characters but Thing, Wolverine, Elektra, Fault Zone, Brigade
  • Aerial mobile super attack > All characters but Thing, Wolverine, Elektra, Fault Zone, Brigade
  • Aerial recovery > All characters but Thing, Wolverine, Elektra, Fault Zone, Brigade
  • Wall mobility (Wall climb, wall run) > All characters but Thing, Wink, Storm, Johnny Ohm, Human Torch, Solara, Iron Man, Brigade Van Roekel
  • Wall mobile attack > All characters but Thing, Wink, Storm, Johnny Ohm, Human Torch, Solara, Iron Man, Brigade, Van Roekel
  • Wall mobile super attack > All characters but Thing, Wink, Storm, Johnny Ohm, Human Torch, Solara, Iron Man, Brigade, Van Roekel
  • Wall recovery
  • Recharge Energy (Press Super Button while standing still)
  • Item Launch Attack (Pressing attack beside an item)
  • Finisher

RAGE TIME - Below is how long each character's rage lasts to the nearest half second 23 seconds - Thing 22.5 seconds - Wolverine, Fault Zone 22 seconds - Elektra 21.5 seconds - Wink, Daredevil 17.5 seconds - Venom 17 seconds - Storm, Magneto 16.5 seconds - Spider-Man 16 seconds - Johnny Ohm 12.5 seconds - Solara, Brigade, Hazmat 12 seconds - Human Torch 11.5 seconds - Paragon, Niles Van Roekel 11 seconds - Iron Man

SUPER BLOCK TIME - Below is how long each character's super block lasts with a full energy meter 6s - Wolverine, Wink, Elektra, Daredevil 4.3s - The Thing, Spider-Man, Solara 3.6s - Johnny Ohm, Storm, Fault Zone, Venom, Human Torch, Magneto, Hazmat, Paragon 2.9s - Brigade, Niles Van Roekel 2.7s - Iron Man

Below is how long each character can sprint/teleport/fly/swing/wall climb with a full super meter

SPRINT TIME (Incl. wall running) Thing - 12s Wolverine - 28s Elektra - 28s Daredevil - 28s Fault Zone - 28s Brigade - 28s Hazmat - 28s

TELEPORT TIME Wink - 19s Paragon - 48s

  • Both characters can use their dodge alternatively to teleport without using any of their super meter

FLYING TIME All flying characters can hover for 1 minute 7 seconds with a full super meter. Ascending quickly can deplete your super in just 7 seconds.

WALL CLIMBING All wall climbing characters can wall climb for 1:35

SWINGING TIME Daredevil - 0:44 Hazmat - 0:48 Spider-Man - 1:20 (Venom can only swing for a few seconds at a time because he loses height with each swing. Spider-Man also loses some height but slower)

If you have other tips that you think are worth noting here or if you have any questions about anything I've included in the guide, then feel free to message me on speedrun.com or on discord

CHARACTER HEALTH/DURABILITY Brigade - 200% Van Roekel - 160% Paragon - 133.33% (+ Manual health regeneration) Iron Man - 133.33% The Thing - 133.33% Fault Zone - 133.33% Spiderman - 115% Solara - 115% Venom - 115% (Vulnerable to fire/explosive damage) Wolverine - 100% (+ Automatic health regeneration) Human Torch - 100% (+ Resistant to fire/explosive damage) Johnny Ohm - 100% (+ Resistant to electricity damage) Hazmat - 100% (+Resistant to acid damage i.e. deflected projectiles, Hazmat v Hazmat) The Wink - 100% Elektra - 100% Daredevil - 100% Storm - 100% Magneto - 100%

ATTACK DAMAGE The link below is a document that should tell you approximate attack damage values for all of the character's super moves in the game https://cdn.discordapp.com/attachments/301131399266697217/812405521859608630/Marvel_Nemesis_-_Attack_damage.txt

CHARACTER WEIGHT Characters that weigh more will be more likely to break, ignite or explode objects when they land on them. Most characters also weighs more while you're holding R (Super button).

While holding R...

  • All characters except Thing & Brigade will ignite a taxi by landing on it 20 times (via jumps/ aerial mobility/aerial attacks etc.) -Thing will ignite a taxi after 2 jumps
  • Brigade will ignite a taxi after 1 jump

Without holding R...

  • Brigade will ignite a taxi after 2 jumps
  • Thing will ignite a taxi after 5 jumps
  • Venom, Van Roekel, Magneto, Paragon, Human Torch, Daredevil, Storm & Solara will ignite a taxi after 20 jumps
  • Hazmat, Spiderman, Elektra & Wink will ignite a taxi after 50 jumps
  • Wolverine, Johnny Ohm & Iron Man will ignite a taxi after 67 jumps
  • Fault Zone will ignite a taxi after 100 jumps

Character weight generally doesn't have much effect on versus matches or throughout the story mode except when playing as/against Brigade or The Thing.

Drop attacks have no weight and will not damage objects unless the attack hits the side of the object. If any character lands on an ignited vehicle, it will explode immediately, regardless of character weight, except if you do a drop attack on the vehicle which doesn't damage the object you land on.

OBJECT HEALTH From experimenting with weight, I also discovered how much health many of the different objects in the game has

Barrels - 14 (Tier 3, Explode - Bridge/NYC Streets/Daily Bugle/Grand Central Station/Power Plant) Roekel Barrel - 25 (Tier 3, Explode - Roekel's HQ) Couch - 40 (Tier 3, Break - Avengers Mansion) Table - 40 (Tier 3, Break - Avengers Mansion) Air Conditioning Unit - 50 (Tier 3, Explode - Daily Bugle) Rock - 60 (Tier 3, Break - Bridge/Grand Central Station) Mailbox - 70 (Tier 3, Break - NYC Streets/Grand Central Station) Wall mailbox - 75 (Tier 3, Break - Grand Central Station) Explosive Box - 75 (Tier 3, Explodes - NYC Streets) Roekel Box - 75 (Tier 3, Explodes - Roekel's HQ)

Locker - 50 (Tier 2, Break - Grand Central Station) Machinery - 50 (Tier 2, Explodes - Power Plant) Taxi - 100 (Tier 2, Ignites - Bridge/NYC Streets) Rock - 100 (Tier 2, Breaks - Grand Central Station) Wardrobe - 106 (Tier 2, Breaks - Avengers Mansion) Pillar Block - 120 (Tier 2, Breaks - Power Plant) Car - 200 (Tier 2, Explodes - Bridge) Box - 200 (Tier 2, Breaks - Bridge, Power Plant)

Roekel Gas Tank - 50 (Tier 1, Explodes - Roekel's HQ) Explosive Container - 80 (Tier 1, Explodes - Power Plant) Gas tank - 115 (Tier 1, Explodes - Daily Bugle) Generator - 200 (Tier 1, Explodes - Power Plant) Truck - 200 (Tier 1, Ignites - NYC Streets) Army Tank - 200 (Tier 1, Ignites - Grand Central Station)

Weaker attacks will be more likely to launch small items without breaking or exploding them

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