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  • Akuma in X-Men: Children of the Atom is egregious for his blockstun infinites (without them he'd be mid-tier at best) and for not having the excuse of being a boss like Juggernaut and Magneto.
  • Marvel Super Heroes: Anita, the game's surprise Guest Fighter makes Thanos look like a pushover. First there's her "Love For You" Infinity Combo, which deals massive damage, even when blocked. Moving beyond that, her small size in general makes it very difficult to hit her, meaning that some standing normals completely miss her. She even has a Touch of Death combo and, against a lot of characters, has an infinite combo that is as easy as just holding up and towards and pressing the buttons in order.
  • In X-Men vs. Street Fighter, Wolverine can spam his jumping MP during a super jump to build meter rapidly, even without hitting anyone.
  • Marvel vs. Capcom: Clash of Super Heroes:
    • The Colossus Assist is totally invulnerable, deals multiple hits for good damage, and gives ample opportunity to do any sort of combo you want it if hits. Psylocke, who has many of these same properties, is also quite popular. And once you learn the trick to get any Assist you want, you'll have no reason to use anything else.
    • Gold War Machine. Standard War Machine is already a top-tier character, but Gold War Machine, like the other recolor characters, adds a few notable tradeoffs. What tradeoffs, you ask? Well, he can't block, but in exchange, he has permanent hyper armor Any attack in the game, with the exception of throws, causes him to just walk through it and continue to beat you up. He also has the highest health in the game, so the inability to block isn't even really that big of a tradeoff. In a game as combo-heavy as Marvel vs. Capcom, being effectively immune to combos is as big of an advantage as it sounds. And for added craziness, you can put him on a team with regular War Machine and double down on War Machine's already strong moveset.
  • Marvel vs. Capcom 2:
    • Storm, Cable, Magneto, and Sentinel are referred to as the "four gods", because they have insane combos, utility and exploits that completely overshadow the rest of the cast.
      • Not only is Sentinel frighteningly fast for how far-reaching he is, but he has the highest defensive rating in the game, a damaging semi-infinite combonote , super armor on the ground, normal attacks that do chip damage, two great assists and, with proper timing, an unblockable crouching heavy punch. Though his massive size is a weakness (almost every character has a Sentinel-only infinite combo), most characters have problems just getting close enough to hit him.
      • Storm is insanely mobile and difficult to catch, and has super high priority moves, making her excel both in terms of offense and defense. Her Hail Storm hyper deals absurd amounts of damage even when blocked and is unpunishable.
      • Although Magneto is hard to play consistently at top level and is not as versatile as Sentinel and Storm, his moveset is very aggressive, making him the fastest and most difficult to defend against rushdown character in the game. His tools include extremely fast normals, a throw he can combo off, and access to 8-way Air-Dashing.
      • Cable lacks the insane mobility of the other three "gods", but is infamous for the air version of his Hyper Viper Beam Hyper Combo. It starts with zero frames post-super flash (meaning that if you are in range and are not blocking at the time it starts, you will get hit by it every time) and its instant start-up means he can loop it until death if the meter is available. He can also do this loop out of a crossover counter if he uses his Scimitar assist and there are a few set-ups to make the whole thing totally unblockable.
    • Iron Man is more or less Magneto Jr. and is infamous for an extremely easy to execute infinite that can reliably kill entire teams if you are touched once by him. He is near-universally regarded as the best character aside from the four gods, and like them, tends to cost five points in ratio formats (meaning you often have to play nearly-useless characters just to use him, a testament to how powerful he is).
    • Some characters are projectile specialists who excel in long-range. Many expert players can rely on a team of Cable, Gambit, and Cyclops, then beat the story mode without ever having to leave the left side of the screen until Abyss. In particular, Iceman is immune to Chipping Damage and deals lots of it himself, making his "keep away" game extremely annoying.
    • There are characters that tend to never show up except as assist characters, but kill the fun for new players just as much: Cyclops, Captain Commando, and Psylocke's dominating assist attacks make up for their mediocrity as point characters.
    • Strider is seen paired with Doctor Doom as an assist to execute a devilish trap which can keep the opponent in perpetual blockstun, rendering them unable to move while they take chip damage. As an added bonus, unlike many characters who have dominating assist attacks, Doom is considered a High Tier character in his own right.
    • Tron Bonne's projectile assist is glitched and does more damage than the programmers intended. Because of this her assist sees some tourney play.
    • While not nearly as broken as other characters listed, Colossus deserves a special mention. His basic air combo (Heavy Kick, Jumping Weak Punch, Jumping Weak Kick, Shoulder Tackle) does a lot of damage, especially if the player can combo into it from a Jumping Heavy Kick (which is not difficult). As an added bonus, Colossus' launcher ignores the Super Armor of characters like Sentinel or Juggernaut. For even more damage in the corner, Colossus can end the combo with a Power Dive, which can hit twice with good timing.
  • Marvel vs. Capcom 3:
    • Phoenix is extremely fast, has an amazing teleport and can shoot fire balls that home in on you. Although she has laughable health, her level 5 Hyper transforms her into Dark Phoenix once she is knocked out, granting her even more power on top of the same extreme mobility of her normal self. This is supposed to be balanced by a constant health drain, but X-Factor circumvents this weakness entirely.
    • Wolverine is extremely fast, very powerful, has one of the most useful pressure moves in the game with his dive kick, can use his Berserker Slash for easy mix-ups and destruction of any zoning attempts, can use his Berserker Charge to make himself even faster, and can even create hyper combo loops with his Tornado Claw to kill characters from 100% life.
    • The DHC Glitch. If you perform a cinematic Hyper Combo, cancel it into your teammate's, and this second hyper combo whiffs, the damage scalingnote  is reset. As a result, should the new team member continue the combo, they will deal more damage than the programmers would have intended. Thankfully, this was fixed in Ultimate Marvel vs. Capcom 3.
    • Vergil's normals have extremely long range, and several of his moves have hitboxes from behind, making most jump-in cross-ups useless against him. By combining his Devil Trigger hyper with X-Factor, his combos dish out absurd amounts of damage, and his level 3 hyper is the strongest attack in the game. Finally, his Dimension Slash is a fullscreen attack that he can combo into extremely easily, making him an incredibly effective anchor with insane comeback potential.
    • Morrigan's Soul Fist, when cancelled through her fly command and combined with the Astral Vision super and Dr. Doom's Hidden Missiles assist, can fill the screen with projectiles and make it extremely difficult to advance towards her.
    • Firebrand's Demon Missile H special, if fully charged, becomes an unblockable combo starter. It can be combined with assists that last a long time to guarantee a hit, leading into a combo that fully depletes an incoming character's health bar. If Firebrand manages to knock out the opponent's first character, the match is essentially over.
    • Zero is fast, highly maneuverable, can combo off almost anything even at a distance, has brutal mix-ups, a powerful fireball, and can 1-touch kill any member of the cast off a single super meter without X-Factor or even assists. Entire teams have been sliced apart by a good Zero player. Here's a demonstration of how nasty a combo from Zero is.
    • One of the most infamous setups in the Heroes & Heralds Mode is Phoenix equipped with Multiple Man, Mephisto and Fou-Lu. The first card allows the player to have a team of three Phoenixes; the second one automatically refills hyper meter; and the third one gives the player two additional X-Factors. In essence, this gives the player access to three copies of X-Factor Dark Phoenix, which is easily the strongest character in the game.
  • In Marvel vs. Capcom: Infinite:
    • The Reality Stone is often called one, particularly for its Infinity Surge that summons a painfully slow Homing Projectile that is good at both offense and defense when it comes to controlling the neutral game, so much so that it's sometimes compared to Doctor Doom's infamous Hidden Missiles from the previous game. Its Infinity Storm is no slouch either, summoning screen-filling attacks that also tracks the opponent's position and good at locking up the opponent.
    • Spider-Man has an infinite shortly after the release of the game, which also ended up involving the Reality Stone. To clarify, he could use the Web Ball so that it would hit immediately after being hit by the stone to avoid letting the opponent escape before its hitstun wore off. To make it worse, he could still confirm into it when a different character is on point. It has since been fixed in that "capture" projectiles (like his Web Ball or Frank's zombie throw) will pop the enemy upward after the third use to prevent this.
    • Frank has an unblockable reset involving his zombie throw and the tripod that gets around the change to capture projectiles by making it so the combo technically ends, but you're automatically forced into an unblockable situation and end up being hit by another combo without being able to do anything about it. It's even a midscreen combo and can be done off practically any confirm, so starting it isn't difficult. The only thing preventing it from being a true touch of death is that it occasionally doesn't work for seemingly no real reason, even with perfect timing.
    • The Soul Stone is pretty comparable to the Reality Stone in this department. Its Surge lets you Life Drain your opponent, and its Storm lets you revive a fallen ally and commence a two-on-one bum rush. Woe be to any opponent who can't keep up with your shenanigans while the storm is active.
    • As top player SonicFox has shown, applying a specific setup using Jedah's multi-hitting projectiles and Rocket Raccoon's traps make it possible to put someone in near-infinite block stun until their defense is opened up with either an overhead or a low attack. The only downside is that getting the opponent into a cornered position can prove difficult but once they're in that position, there's very little they can do except wait until you mess up or they get the resources necessary to break out.
  • The first Capcom vs. SNK had a ratio system that totally broke some characters in the game. Nakoruru in particular is considered to be one of the most formidable characters in any fighting game ever.
  • Capcom vs. SNK 2 contained a glitch somewhat infamous in the tournament scene — by quickly cancelling a roll's opening frames of animation with a special move, the character was rendered invincible for most of the move. America's reaction was to ban it in tournaments, but it was not banned in Japan, leading to a rather sad display in the major international tournament when Japan walked all over America. Now, "roll cancelling" is generally required to play the arcade game competitively, although the glitch was fixed in the Xbox and Gamecube Updated Rereleases.
    • Capcom vs. SNK 2 EO solved the roll cancel glitch, but introduced a Game-Breaker of its own: Easy Operation mode, or EO-ism (GC-ism on the GameCube). This move system was meant to allow novice players to play by assigning a special move to each direction on the right stick. Sounds fine at first, until you realize that this was done in such a way that it makes charge characters massively overwhelming. For example, a player using Blanka with EO-ism can have him continually do his forward roll attack, 6 times per second, without any charge penalties, and with little opportunity for the other player to respond, simply by holding the right stick in position.
  • From Tatsunoko vs. Capcom:
    • Tekkaman's super moves are incredibly easy to accumulate, very powerful, can be done from a distance, and extremely hard to completely dodge, which means that even if they're blocked, the chip damage alone is sufficient.
    • Yatterman-1 has super attacks that automatically put him on this list considering how fast and powerful they are. His Yatterman Charge is so useful and powerful that it can take down the Final Boss Yami, in all three of his forms without even breaking a sweat.
    • By far the most formidable character in the original release of TvC, Cross Generation of Heroes, is Karas. His pressure game combined with his speed created nearly inescapable corner traps. If on defense, you had to do everything you could to get out of the corner when fighting him or it was a doomed game. Thankfully, his speed has been significantly reduced for the update Ultimate All-Stars and thus has been brought down to a more reasonable level.

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