What do you need help on? Cancel X. Would you recommend this Guide? Yes No Hide. Send Skip Hide. Message Sent. This information is provided free of charge. You may NOT sell the contents of this document for profit. Minor corrections to the Super Move section. Revision 1. Minor changes to the format of the FAQ. Tested all moves that are listed. The move names are from the Academy mode so don't complain to me about them.
Codes and Secrets thanks to IGN. Birth of the X-Men Move Key The Basics Message Sent. Move List and Guide by Hermitt Version: 6. The Basics The X-Men The Brotherhood The Walkthough August 4, - Updated the FAQ. December 05, - Updated the FAQ. December 21, - Updated the FAQ. January 1, - Updated the FAQ. February 8, - Updated the FAQ. Stringed - You can use this special and press buttons to make it longer. X-Treme - You can use this by tapping X until the bar flashes with X.
The injury damaged part of his brain that would have enabled him to control his optic blasts. His skeleton was bonded to the adamantium, and he was indoctrinated into the Weapon X Program.
That's all I can say. I love using Beast, but against foes like Cyclops, Havok and Mystique he'll have a hard time getting close enough to start combo-ing.
However, once Beast is close to his 'victim' then he can really rain on their parade. His Handspring Kick1 is a valuable to his combo ability once you realise that you can juggle off of it in the corner.
And all three of his Supers are combo-able from chain combos. Eye color: Green Hair color: Red Powers: A telepath, Jean Grey can read minds, project thoughts and illusions into others' heads, and discharge mind-numbing mental bolts. Her telekinetic abilities allow her to levitate herself, other living beings and inanimate objects. Use her to poke the opponent to death with small combos before you run away.
This will annoy the enemy to the point that they'll make mistakes in which you'll be able to insert a super of your choice. The Metaphysical Confusion super doesn't work against computer opponents Making that super useless in the Arcade Mode.. He has been observed reaching an altitude of 24 feet and covering a distance on the ground of 36 feet in a single leap.
The Toad's adaptive metabolism allows him to excrete slime from his pores that paralyzes his victims. Also, he is able to manipulate his tongue as would a real toad, most often using it like a whip.
Mortimer's unusually flexible spine enables him to crouch continually without damage, but he can stand erect if he wishes.
His standard attacks take a little time to get used to, but once you have you'll be able to confuse the opponent with them easily. Abuse the Fly Trap move as it's fast, furious and downright nasty. When it comes to his Supers, you'll only be able to combo the Crazy Legs so save the other two punish any mistakes that leave them wide open. Base of operations: Secret First appearance: Ms. Marvel 16 as Raven Darkholme, , Ms.
Marvel 18 as Mystique, Height: 5''10" Weight: lbs. Eye color: Yellow, with no apparent pupils in her true form Hair color: Red; black as Raven Darkholme Powers: A mutant metamorph, Mystique can psionically shift the atoms and molecules of her body and clothing so as to mimic the appearance of any human, humanoid or semi-humanoid being of either sex. Her control is so precise she can exactly replicate another person's retina, finger, palm and skin-pore patterns; even vocal cords are not beyond her ability to duplicate.
Mystique is limited by her inability to diminish or increase her mass, and she cannot duplicate the powers of other mutants. As yet, she has not demonstrated an ability to imitate non-humanoid beings, animals, plants or inanimate objects. Doing so likely would interfere with the proper functioning of her internal organs and possibly result in her death.
Weapons: Mystique wields various-caliber handguns. Also, her influence as Raven Darkholme has afforded her access to advanced weaponry, military secrets and other assets she has exploited for her own subversive purposes.
Keep your distance and pick off your foe with her Gun based special attacks. After a while, move in to deliver the final combo that will secure your victory. All three of her Supers are good but beware that the Gut Shot is a close range super.
Abuse the Revolver Rush at every possible opportunity. Eye color: Amber Hair color: Blond Powers: Sabretooth can regenerate damaged or destroyed cells at an accelerated rate, and his healing factor renders him virtually immune to poisons and most drugs.
Sabretooth's superhumanly acute senses are comparable to those of certain animals; he can track a person or object by smell in a manner similar to that of a dog or wolf. Also, his claws and teeth are strong enough to rend substances as durable as bone.
Don't give your opponent a chance to breathe. Combo the Ill Treatment as much as you can to ensure a quick victory. Abuse the Meat Grinder whenever you get close as you jump-in. In all truth, the only super attacks you'll need are the Claw Hammer and the Ground Pound.
Eyes: Bluish-gray Hair: Silver Powers: Magneto is a mutant with the ability to shape and manipulate magnetic fields, both natural and artificial. Using his powers to augment his strength, he can lift up to tons. Magneto also possesses minor psychic skills, such as the ability to create a mental barrier against psionic attack and read minds on a basic level.
All three of his supers are worth using but learn what can be combo'd and from what attacks. Eyes: Brown Hair: Black Other features: Forge has a bionic right leg Powers: Forge is a mutant with a superhuman talent for inventing mechanical devices.
Forge's mutant ability functions in a similar fashion to Cypher's mutant ability to understand languages. Forge's superhuman talent for invention does not mean that he is a greater inventor than geniuses such as Reed Richards, Victor von Doom, or Anthony Stark, none of whom owe their talent for invention to mutation.
But even a genius at invention must for the most part consciously work out the theoretical principles behind the invention and then the design of the invention itself through a series of logical steps. In Forge's case, however, many of these logical steps would be worked out by his subconscious mind. Hence, Forge himself might not be entirely aware of exactly how he figured out how to create an invention of his. Forge also possesses various mystical abilities, including spell casting, which have yet to be revealed.
For the most part he has not used these abilities in years, and hence is out of practice in wielding them. Weapons: Forge sometimes employs devices of his own invention. Most notable among these was his neutralizer gun that could suppress superhuman mutant abilities.
Forge uses a gun, but that's the only thing that Mystique and he have in common In the game that is. His Shell Discharge moves are worth using, but the real fun starts when you learn his Missile Launch moves. Experimentation is the key to using Forge, as he can be played in any style. Eye color: Shining yellow, with no visible pupils Hair color: Indigo Powers: Nightcrawler can teleport himself, his clothing and a certain amount of additional mass from one point to another almost instantaneously.
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