Ok, might as well try my hand at the rest of the Sinister Six (I'm going with the Spectacular Spider-Man animated series roster, because that's what I grew up with). I'll add Lizard there, and a couple of refinements to the rest of my guys. Here goes.
Doctor Octopus->Tech
Tentacles: ->Any critical hits have a 25% chance to apply an Armor Break, removing an Armor Up in the process.
Doctor Octopus->Tech/Science (half of the effects from each class are received)
Tentacles: -> Any critical hits have a 25% chance to apply an Armor Break, removing an Armor Up in the process.
-> Any hits have a 5% chance to Bleed the opponent.
-> They extend to catch evading opponents.
-> Increased Block Proficiency. Well-time blocks result in a counter-attack from Ock (heavy-like)
Specials: -> Shocks, Bleeds and Armor Breaks galore on these. Maybe some Heal Blocks somewhere?
Signature Ability: Superiority
-> Each hit from Ock reduces the opponent's ability accuracy by X%, while also increasing his Counter damage by Y%. This caps out at Z hits. (Z is a pretty small number)
-> Dashing back and holding block for 1.5 seconds allows Ock to inject a serum in himself which drastically reduces any Poison's duration and effectiveness. This only applies to current Poisons and any new ones for 2 seconds after. (10 second cooldown)
How about another good ol' bruiser like Hulk? Two words! The Thing! I love using Hulk, Rhino, Jugs, and A-Bomb! Straight up pounders! I know some of you hate Rhino but I love that thick skin ****! If you don't like him you don't know how to use him or you don't have the right synergy build! He kicks butt!
I'd do Vulture, but if one would appear, it would be the movie version, which we don't know enough about. Moving on;
Kraven the Hunter-> Skill
-> Increased base critical hit chance.
-> Weapon Master: Kraven enters the fight in Melee stance. He can dash back and hold block to switch his weapons. It goes like this: Melee, Spear, Knives. These would change his basic animations and non-special on-hit effects.
Melee: Quick and powerful strikes. 10% chance for a Precision buff, 15% chance for crits to Armor Break.
Spear: All attacks have a chance to Shock the opponent. Increased critical hit chance.
Knives: All attacks have a chance to Bleed, which increases on critical hits.
Heavy: While charging, Kraven rolls backwards, dodging any attacks. When he attacks, he jumps back to his original location (or the opponent, whichever is first).
Specials: Sp1 has Poison (blow-darts), Sp2 Shocks and Snares (paralyze+the opponent can't move or be moved for the duration) (electric net) , Sp3 Bleeds and Paralyzes the opponent (gas/blow-dart venom+lion attack)
Signature Ability: Master Hunter
-> When Kraven charges a heavy, he now leaves a Trap behind. Traps can Stun, Shock, Paralyze, Snare, Poison or Bleed at random. Only two effects/Trap.
-> While Kraven is charging his heavy, attacks have a 50% chance to Miss him (95% for ranged).
-> Reduces enemy evasion chance by 5% from their current number.
-> Kraven starts the fight with a full Medicine Pouch. After holding block for 1 second, he starts using it. While under it's effect, he regenerates 2.5% of his health a second and reduces any debuff's effectiveness and duration. The Pouch lasts for X seconds (10->20-25 seconds, depending on level). It refills at the start of each fight, but cannot be refilled otherwise.
Body Conversion-Sand:
-> Increased Critical Hit Resistance and Physical Resistance (highest) , Armor (medium), Block Proficiency (medium), Energy Resistance and Perfect Block Chance (lowest).
->Any physical-contact attacks against him have a 10% chance to be Absorbed, dealing no damage and Snaring the opponent until Sandman hits them. Physical-ranged attacks have a chance to be Absorbed as well, but no Snare.
-> While, charging his heavy, Sandman gains a fury buff with increased potency based on how long he charged. It lasts for 7 seconds after he lets go.
-> Holding block increases his attack by an amount (small cap) indefinitely. Taking damage reduces this.
-> Immunity to Bleed, Poison, Degeneration and all non-damaging debuffs have reduced duration.
->While Stunned or Shocked, his Absorption cannot trigger, and his extra defenses are removed. When he is Incinerated, he takes the Incinerate damage instantly and becomes Glassed. While Glassed, his protections are removed, he cannot Absorb, he is Snared and the next hit against him applies an Armor Break, is a guaranteed critical hit, does extra %health damage and applies a Shattered debuff, which makes his protections and Absorption go back up over the course of seven seconds.
Specials: Armor Breaks and some Bleeds. Sp3 grants a long lasting, but not very potent Fury. (Sp1 is him swinging his hammer-hands two times in a circular motion, followed by an extended hammer-A.B.; Sp2 is him going overhead with two maces, then shooting sand at you quickly-Bleeds, then A.B.'s; Sp3 is him growing giant and get creative for the rest :P)
Signature Ability: Sand Mastery:
-> Increase Absorption chance by X%. (0.5%->5%)
-> Holding block now also grants Sandman regeneration (Y%; Y=0.2%->1%) per second. His Sp2 deals extra damage on the sand barrage now, but costs some health.
Alright, refinement time! First up, Carnage!
-> Make him a Cosmic/Skill hybrid
-> Reduce the effectiveness of CHAOS!!! and add it to his base kit.
-> Give him an extra 500 Armor passively, which turns into the opposite when affected by an Incinerate.
-> His new sig is MAXIMUM CARNAGE!!!!!:
-> Every buff from CHAOS!!! now doubles the current power of the buffs. If 5 or more buffs from CHAOS!!! are active, Carnage now only removes one instance of them and does not gain a debuff if he disrespects CHAOS!!!.
(And to clarify myself, he gains Precision and not Cruelty because, while not precise, he'd hit everywhere. A lot. Really hard. And he hits harder when he's frenzied. And he really, really doesn't care about armor. And he needs precision more, so sue me! We're getting him next month either way!)
And now, Anti-Venom!
-> Just make him Universal like Maestro, cause I can't figure out where to put him.
The Anti-Venom "Symbiote":
->Whenever a Poison is applied, it is instead replaced by a Weakness for 4 seconds. This duration cannot be reduced.
-> Bleeds have 50% reduced duration and 90% reduced effectiveness.
-> All non-damaging debuffs have 90% reduced duration.
-> Incinerates deal 75% reduced damage. Cannot be reduced below 25%.
-> Increased Armor by 1000, Physical and Critical Resistance by 250 each.
-> All attacks have a 25% chance to remove a buff or debuff from the opponent, prioritizing debuffs, and dealing damage based on Anti-Venom's attack. Does not work on Bleeds, Incinerates, Heal Blocks.
-> All of the above are reduced in effectiveness/active debuff.
-> If Anti-Venom has 10 debuffs or more at a time on him, he removes them all, but also removes the suit's abilities for 6 seconds. While in this state, he has Fatigue, Weakness and Exhaustion on him, all strong. Any new debuffs increase the duration of this state by 1second, and the first one is removed 90% faster. Once this state ends, Anti-Venom cleanses all debuffs from him.
-> Against symbiote opponents, Anti-Venom deals 2% of the opponent's health as extra damage/hit.
-> Any attacks have a 10% chance to cause Fury and 5% chance to apply Bleed. Critical hits have a 15% chance to apply Bleeds instead.
Specials:
->Apply a 15 second Heal Block if a debuff was removed. (Cauterize)
-> Sp3 places a Depowerment passive on the opponent, which temporarily reduces attack and permanently reduces ability accuracy by 33% . (Max of 3)
-> Any special Cleanses debuffs. (sp1->5; sp2->7; sp3->all+immunity for 2 seconds)
Signature Ability: I AM THE CURE!!!
-> Anti-Venom's mere presence reduces the ISO-8 empowerment of champions, reducing up to X% of the opponent's non-health stats per second. Contact double the ammount. Maximum stat reduction: X*10% (X=1->2.5); When the stat reduction reaches it's limit, the opponent gets a Corruption debuff on them. This debuff does nothing and, if removed, it will reappear 1 second later.
-> Increases the chance to remove debuffs to 100% and increases damage.
-> All the debuffs removed by his specials turn into Fury buffs.
-> Anti-Venom gains a permanent regeneration for X% of his health/second. This regeneration decreases for each debuff on Anti-Venom.
Who's the one guy who doesn't have any hands and instead has knife prosthetics for both hands? He's a little obscure, but would be cool nonetheless. I think his name is Razor Fist
I'll do Scorpion and Lizard now, then talk about synergies and animations. Lizard's first, cause he's simple.
Lizard->Science
-> Lizard's scales grant him increased Physical Resistance and Critical Resistance and they reduce the chance for any Bleeds to occur (50% for any non-critical, 25% for crits and any ranged-physical gets and extra 25%). If they do occur, they have 50% reduced duration via Lizard's healing factor.
-> Lizard's healing factor grant him a constant, weak regeneration (0.2% of his health a second). Survival instincts make him increase that to 5%/second for 3.5 seconds when he is brought under 15% HP.
-> All claw attacks have a 25% chance to cause Bleeds on crits, and all bite attacks have 100% chance to cause a Bleed and a 10% chance to leave an Infectious Wound. This lasts indefinitely, is a passive and reduces healing by 5%, which grows by 10% every 5 seconds. Any attacks against a wounded target have a 5%*number of wounds to Bleed the opponent.
Signature Ability: "Primal" Serum
-> Lizard gains a periodic Fury (X%;medium->strong) which lasts for 3 seconds+1 second/bleed on the opponent
-> Increase healing factor effectiveness by 50%.
-> Reduce Poison duration and effectiveness by Y%.
Scorpion-> Tech/Science mix (Not the classic look, btw. The most recent suit is what he should have. It's latest appearance was in the new Venom series)
-> Due to his unstable scorpion mutation, all non-damaging debuffs and poisons have a 10% decreased duration.
Scorpion Suit:
-> 500 increased Armor and increased Critical Resistance. 75% reduced damage from physical-ranged attacks.
-> Critical hits have a 25% chance to Armor Break.
-> Tail hits have a 5% (15% for crits) chance to cause Bleed.
-> Heavy attacks have a 100% chance to apply a Tail Venom from the tail's stinger.
-> Tail Venom: Poison, Paralyze. Cycles each time one's used. Cannot cycle during a special. Dash back and hold block to manually change Tail Venom types. Hold for an extra second to lock the Tail Venom in.
Specials: All can Bleed, Armor Break or Tail Venom on at least a hit. Sp3 Shocks.
Signature Ability: Scorpion Tail 2.0
-> All tail hits now have a 25% chance to apply a Tail Venom.
-> New Tail Venom options: Shock, Incinerate, Neurotoxin, Corrosion (like Poison, but reduces armor instead of healing), Ability Accuracy Reduction Poison.
Carnage:
-> Enemies with Spider-Man and Venom
-> Family with all Venom, Agent Venom, Black Suit Spidey and Venompool
-> Enemies with Deadpool and Deadpool X-Force
-> AXIS special with Superior Iron Man, Iron Man and Deadpool, which reverses all of the involved character's synergies and doubles them.
Anti-Venom:
-> Almost-Friends with Spider-Man (the normal Friends synergy, but also reduces Spidey's attack)
-> Enemies with Iron Patriot
-> Nemesis with any symbiote type character
-> "You're a poison, I'M THE CURE!" with Venom, Agent Venom, Black Suit Spidey and Venompool (increases all of Anti-Venom's stats by a bit and decreases the stats of everyone else involved)
Mysterio:
-> Teammates with any Sinister Six member
-> Enemies with Spider-Man
->"What is real?" with himself (This would give him a 75% chance to revive at full health when receiving a fatal blow, but he gets substantially weaker every time.)
Doc Ock:
-> Teammates with Sinister Six members
-> Nemesis with Spidey
-> Enemies with Punisher
Kraven:
-> Teammates with Sinister Six members
-> Nemesis with Spidey
-> Enemies with Agent Venom
Sandman:
-> Teammates with Sinister Six members
-> Enemies with Spidey
-> Friends with Spidey
Lizard:
-> Friends with Spidey
Scorpion:
-> Enemies with Spidey
-> Enemies with Venom
-> Enemies with Ms. Marvel and Captain America
And lastly (for now), animations and models!
(Symbiote burst= tentacle+extra visual effects. Venom does them all the time in Marvel Future Fight)
Carnage:
-> He'd be Spidey-sized, and we all know how he'd look.
-> I see Carnage using a jump and double slice for his first medium, and the rest of the base are like Beast's. His heavy could be him jumping forward and symbiotic spikes come out from his back for 9-14 hits and a back-flip or a swipe to end it. Special 1 would be a right claw swipe, left overhead axe, right axe swipe and a double axe swipe (extended). Sp2 would be symbiote burst, sword hand stab forward, multiple tentacles stab, enlarged left swipe for knock-back. Sp3 is him slicing the poor opponent up, turning into a pool, going under the opponnent, bursting as a giant head/blob and knocking them up, eating the opponent, and when they land he impales them before throwing them at the wall and laughing crazily.
Anti-Venom:
-> He'd be as tall as Venom, only less bulky and hunched over. Everything else is easy (appearance-wise).
-> Venom animations for base, except for enders and heavy. Light ender would be a small symbiote burst, similar to Civil Warrior's blaster. Medium ender would be a symbiotic sword slice, followed by a symbiote burst. Heavy would be him wrapping them up with tentacles, burning them with his touch a little, and then throwing them back. Sp1 would be him leaping with a left claw attack, followed by a right claw swipe, a roar in the face (dealing low energy damage) and an enlarged fist uppercut. Sp2 starts with a small charge (electro sp2 waiting levels at worst), a big symbiotic explosion with HUGE knock-back then a slam which sends a wave of rocks and white goo towards the opponent, followed by a run up and a short right claw leap attack. Sp3 is him simply wrapping tentacles around the opponent, burning their powers away, drops them, hits them with a huge fist, the recoil sends them right into his sharp claws (impale), then discards them.
Mysterio:
UPDATE: His specials should place a guaranteed Warped Reality debuff, and his sp2 should have some ublockable parts.
-> The normal, green and purple costume. He'd be floating with thick purple gas at his feet though. The arena would alter more and more based on the number of Warped Reality debuffs that are on the opponent (more green and purple gas with lots of shadows in the background), and his illusions become better as well.
-> Base attacks would be like Doctor Strange's, only with gas. Heavy would send a glass clone/illusion at them, which shatters for damage. Sp1 is him hitting them with an extra dose of gas, then unleashing a barrage of small illusions (a flock of birds/bats) (these won't hurt if the opponent blocks without any warped reality debuffs on them and if they didn't get hit by the gas before) and a Jack in the box that goes boom after it appears (not enough time to recover). Sp2 is a gas bomb exploding, followed by Mysterio going invisible and a animatronic T-Rex appears stomping until the end of the screen (unblockable) and an illusion dragon swoops in from above, pouring fire below. Sp3 starts with the opponent trying to hit Mysterio, only for him to vanish and a giant snake envelops around the opponent, dissapearing right before it bites, only for a giant Mysterio to appear in the background (now Mysterio-land), lift up the opponent, crush them and throw them back down, reverting the battleground to a less shattered piece of ground.
Dock Ock:
UPDATE: Sp1 starts with an unblockable part and has shocks and bleeds. Sp2 has a concussion and armor breaks.
-> Not the comic look please. The Spectacular Spider-Man animated series provides a way better look for Ock. Try and merge it with that. He'd walk on two tentacles and stand on his own feet when attacking and when blocking.
-> Base attacks would be kind of like Yellowjacket's, only his tentacles would have their heads spin like drills for mediums and he'd use them all the time. Heavy is a impaling motion from all 4 tentacles, followed by all of them swinging for knock-back. Sp1 would be him grabbing the opponent with the upper two tentacles, lifts them up, shocks them, impales with the lower two and throws back the opponent. Sp2 is him slamming down his upper two tentacles (fast, poin-blank range) and then using his lower two to hit the sides of the opponents head in quick succesion, and while the opponent recovers, he twists his tentacles together and unleashes them on the opponent, knocking back by quite a bit. Sp3 is him running past the opponent on his tentacles, grabbing them in the process, slamming them against the wall, pinning them there with his lower tentacles and administering shocks on the side of their heads.
Kraven:
-> The usual look here.
-> Get creative with the melee mode. The knife mode is Electro with different mediums (lateral slice from the right; bottom to top for dash and double slice for ender) and different light ender (front impale). Spear would be forward impale motion with a leap for a dash, two forward stabs, slice from the bottom tip and an overhead spin to a slice from top to bottom, from right to left for a medium ender; light ender would we a stab with the bottom tip. All heavy attacks would be pounces, with small differences thanks to weapons. Sp1 is a knife slice (like the first medium), a kick and 3 blow-darts. Sp2 is a hit to the ribs (melee), a headbutt and an electric net throw. Sp3 is him dodging the opponent for a bit, then he blows some dust in their faces, and then he calls for his pet lion to maul the defenseless opponent.
Lizard:
-> His most recent appearance in The Clone Conspiracy is my go-to. He'd be on three of his four limbs, two while blocking and all four while walking.
-> His dash would be like Kraven's knife medium, only with a claw, followed by a left swipe, a right swipe, a left swipe that goes up, not laterally, which can be followed by a puncture from the right claw, which he immediately retreats in a ripping motion (light ender) or a double swipe and a bite. Heavy would be a bite, followed by a tail swipe. Sp1 would be a tail whip to knock them back and a lunge (bite, closely followed by two slices). Sp2 would be just a frenzy of bites, claws and tail swipes. Sp3 would be him slicing the opponent (ambush stile) from two sides, then dragging them into the shadows to *bleeeeeeeeeeeeeep*.
Sandman:
-> His simple, green shirt with strips and jeans look is all I'd need (maybe swap the legs with a sand pillar?)
-> First medium would be a mace swipe upwards from right to left, followed by a left punch and a right punch (both increased in size and sandy) to the face, an uppercut with the left, and then either a hammer slam overhead with his right arm or a double whammy from both his enlarged fists (crossed together). Heavy is him holding back and increasing the size of his fist, ready to launch it forward. When he Absorbs a heat in melee range, he envelops the opponent with sand to keep him still while he prepares to attack (it'll always be a heavy). Sp1 is him swinging his hammer-hands two times in a circular motion, followed by an extended hammer. Sp2 is him going overhead with two maces, then shooting sand at you quickly. Sp3 is him growing giant and get creative for the rest :P
Scorpion:
-> Not the classic look. The most recent suit is what he should have. It's latest appearance was in the new Venom series.
-> His dash is a tail swipe, followed by a right pincer poke, tail sting, a left pincer to the face and either a right pincer uppercut or a right pincer crush. Heavy would be him grabbing the opponent with his claws, crushing them, stinging them, and then throwing them away. Sp1 would be a backhand right claw/pincer, followed by a tail sting and then a left pincer uppercut. Sp2 would be a instantaneous headbutt, a kick and a laser from his tail which applies Tail Venom for 3 ticks. Sp3 would be him injecting a paralyzing venom, enveloping them with the tail to shock them, then throw them away, and then he rushes to them, grabs them, and slams them in the wall, crushing them in the run-up, and while he turns around to walk away he accidentally slices the opponent with his tail.
YO KABAM WHERE THE CHARACTERS OF COLOR BRO! ONLY 9 BLACK CHAMPIONS! SERIOUSLY!
NO ASIAN CHARCTERS SERIOUSLY!
ONLY 1 MIDDLE EASTERN CHARACTER SERIOUSLY!
NO HISPANICS CHARACTERS HUH?!
THIS GAME IS LOOKING BIT MORE WHITE WASHED EVERY NEW CHARACTER RELEASE SMH..
I THOUGHT IT WAS 2017 NOT 19WHATEVER!
ADD MORE RACIAL CHAMPIONS AND VILLIANS !
PLEASE DONT TELL ME YOU ONLY WAITING FOR THE BLACK PANTHER MOVIE TO ADD CHAMPIONS OF COLOR CUS THAT LOW!
YO KABAM WHERE THE CHARACTERS OF COLOR BRO! ONLY 9 BLACK CHAMPIONS! SERIOUSLY!
NO ASIAN CHARCTERS SERIOUSLY!
ONLY 1 MIDDLE EASTERN CHARACTER SERIOUSLY!
NO HISPANICS CHARACTERS HUH?!
THIS GAME IS LOOK BIT MORE WHITE WASHED EVERY NEW CHARACTER SMH I THOUGHT IT WAS 2017 NOT 19WHATEVER!
Not many Marvel characters that are well known are of color. That's not due to racism, it just happened. Marvel is based in America, which is a majority of white, especially back when Marvel began. Characters like Miles Morales are being created to appeal to people like you who get upset over miniscule things like this. Characters of color do not deserve a spot in the game any more than white characters do. It's racist to think that. Many more characters are white than of color, so they are requested more often than characters like Miles. That is why they are in the game more.
MINISCULE SERIOUSLY! THAT'S LOW.. LAST TIME I REMEMBER THIS GAME WAS CREATED IN WHAT 2014-2015 NOT THE 90's.. AND MARVEL AMERICA IS MAJORITY WHITE .. THAT'S THE PROBLEM ! AND THEY DO DESERVE A SPOT ON THIS GAME ANY MORE THEN AN AVERAGE WHITE CHARACTER DOES.. I AS SOMEONE FROM SPAIN WOULD LIKE TO SEE THIS CHANGE
YO KABAM WHERE THE CHARACTERS OF COLOR BRO! ONLY 9 BLACK CHAMPIONS! SERIOUSLY!
NO ASIAN CHARCTERS SERIOUSLY!
ONLY 1 MIDDLE EASTERN CHARACTER SERIOUSLY!
NO HISPANICS CHARACTERS HUH?!
THIS GAME IS LOOKING BIT MORE WHITE WASHED EVERY NEW CHARACTER RELEASE SMH..
I THOUGHT IT WAS 2017 NOT 19WHATEVER!
ADD MORE RACIAL CHAMPIONS AND VILLIANS !
PLEASE DONT TELL ME YOU ONLY WAITING FOR THE BLACK PANTHER MOVIE TO ADD CHAMPIONS OF COLOR CUS THAT LOW!
More characters in Marvel are white than of color. That is because Marvel is American based, and America is a white majority, especially back when Marvel was created. Marvel and Kabam aren't racist because more characters are white, it's just how it is. Characters like Miles Morales are being created by Marvel to appeal to people like you who assume racism every time there isn't an exactly equal number of whites and blacks and Asians etc etc. Proposing that colored characters deserve a spot more than white characters just because of "racial diversity" is just as racist as thinking white people are superior to people of color. Requested characters get a spot before not requested characters, no matter what the skin color is. Marvel and Kabam aren't racist just because there isn't equal diversity. Stop shouting racism.
MINISCULE SERIOUSLY! THAT'S LOW.. LAST TIME I REMEMBER THIS GAME WAS CREATED IN WHAT 2014-2015 NOT THE 90's.. AND MARVEL AMERICA IS MAJORITY WHITE .. THAT'S THE PROBLEM ! AND THEY DO DESERVE A SPOT ON THIS GAME ANY MORE THEN AN AVERAGE WHITE CHARACTER DOES.. I AS SOMEONE FROM SPAIN WOULD LIKE TO SEE THIS CHANGE
Wait, just because someone is Black or Hispanic, they deserve a spot over White people? Now who's the racist?
This is a place to request characters. Requesting a certain race is racist. Stop doing it. If you want a Hispanic, Asian, or Black character, then request them, but don't just request their race. If I said "put white characters in the game", people would call me racist, and they would be right. The same is true when requesting any other race. It's racist. Don't do it.
One of my favorite Marvel characters that may not be super popular but very important to Spider-Man story is Spot: https://en.wikipedia.org/wiki/Spot_(comics)
Would you think it would be cool to have him in hame?
I've been dying to have Red Skull released.
Also, I think we need another female Spider-Man Champ. Perhaps Silk or Mayhem.
Please no nazis: no MODOK and no Red Skull
Villains are bad people. Nazis are bad people. Just because a bad person is a bad person doesn't mean they shouldn't be in the game. All villains are bad, that's why they are villains. If you want a game with no bad guys, be my guest, but villains shouldn't be banned for... being villains.
Comments
Venom X-23
Doctor Octopus->Tech
Tentacles: ->Any critical hits have a 25% chance to apply an Armor Break, removing an Armor Up in the process.
Doctor Octopus->Tech/Science (half of the effects from each class are received)
Tentacles: -> Any critical hits have a 25% chance to apply an Armor Break, removing an Armor Up in the process.
-> Any hits have a 5% chance to Bleed the opponent.
-> They extend to catch evading opponents.
-> Increased Block Proficiency. Well-time blocks result in a counter-attack from Ock (heavy-like)
Specials: -> Shocks, Bleeds and Armor Breaks galore on these. Maybe some Heal Blocks somewhere?
Signature Ability: Superiority
-> Each hit from Ock reduces the opponent's ability accuracy by X%, while also increasing his Counter damage by Y%. This caps out at Z hits. (Z is a pretty small number)
-> Dashing back and holding block for 1.5 seconds allows Ock to inject a serum in himself which drastically reduces any Poison's duration and effectiveness. This only applies to current Poisons and any new ones for 2 seconds after. (10 second cooldown)
Kraven the Hunter-> Skill
-> Increased base critical hit chance.
-> Weapon Master: Kraven enters the fight in Melee stance. He can dash back and hold block to switch his weapons. It goes like this: Melee, Spear, Knives. These would change his basic animations and non-special on-hit effects.
Melee: Quick and powerful strikes. 10% chance for a Precision buff, 15% chance for crits to Armor Break.
Spear: All attacks have a chance to Shock the opponent. Increased critical hit chance.
Knives: All attacks have a chance to Bleed, which increases on critical hits.
Heavy: While charging, Kraven rolls backwards, dodging any attacks. When he attacks, he jumps back to his original location (or the opponent, whichever is first).
Specials: Sp1 has Poison (blow-darts), Sp2 Shocks and Snares (paralyze+the opponent can't move or be moved for the duration) (electric net) , Sp3 Bleeds and Paralyzes the opponent (gas/blow-dart venom+lion attack)
Signature Ability: Master Hunter
-> When Kraven charges a heavy, he now leaves a Trap behind. Traps can Stun, Shock, Paralyze, Snare, Poison or Bleed at random. Only two effects/Trap.
-> While Kraven is charging his heavy, attacks have a 50% chance to Miss him (95% for ranged).
-> Reduces enemy evasion chance by 5% from their current number.
-> Kraven starts the fight with a full Medicine Pouch. After holding block for 1 second, he starts using it. While under it's effect, he regenerates 2.5% of his health a second and reduces any debuff's effectiveness and duration. The Pouch lasts for X seconds (10->20-25 seconds, depending on level). It refills at the start of each fight, but cannot be refilled otherwise.
Body Conversion-Sand:
-> Increased Critical Hit Resistance and Physical Resistance (highest) , Armor (medium), Block Proficiency (medium), Energy Resistance and Perfect Block Chance (lowest).
->Any physical-contact attacks against him have a 10% chance to be Absorbed, dealing no damage and Snaring the opponent until Sandman hits them. Physical-ranged attacks have a chance to be Absorbed as well, but no Snare.
-> While, charging his heavy, Sandman gains a fury buff with increased potency based on how long he charged. It lasts for 7 seconds after he lets go.
-> Holding block increases his attack by an amount (small cap) indefinitely. Taking damage reduces this.
-> Immunity to Bleed, Poison, Degeneration and all non-damaging debuffs have reduced duration.
->While Stunned or Shocked, his Absorption cannot trigger, and his extra defenses are removed. When he is Incinerated, he takes the Incinerate damage instantly and becomes Glassed. While Glassed, his protections are removed, he cannot Absorb, he is Snared and the next hit against him applies an Armor Break, is a guaranteed critical hit, does extra %health damage and applies a Shattered debuff, which makes his protections and Absorption go back up over the course of seven seconds.
Specials: Armor Breaks and some Bleeds. Sp3 grants a long lasting, but not very potent Fury. (Sp1 is him swinging his hammer-hands two times in a circular motion, followed by an extended hammer-A.B.; Sp2 is him going overhead with two maces, then shooting sand at you quickly-Bleeds, then A.B.'s; Sp3 is him growing giant and get creative for the rest :P)
Signature Ability: Sand Mastery:
-> Increase Absorption chance by X%. (0.5%->5%)
-> Holding block now also grants Sandman regeneration (Y%; Y=0.2%->1%) per second. His Sp2 deals extra damage on the sand barrage now, but costs some health.
-> Make him a Cosmic/Skill hybrid
-> Reduce the effectiveness of CHAOS!!! and add it to his base kit.
-> Give him an extra 500 Armor passively, which turns into the opposite when affected by an Incinerate.
-> His new sig is MAXIMUM CARNAGE!!!!!:
-> Every buff from CHAOS!!! now doubles the current power of the buffs. If 5 or more buffs from CHAOS!!! are active, Carnage now only removes one instance of them and does not gain a debuff if he disrespects CHAOS!!!.
(And to clarify myself, he gains Precision and not Cruelty because, while not precise, he'd hit everywhere. A lot. Really hard. And he hits harder when he's frenzied. And he really, really doesn't care about armor. And he needs precision more, so sue me! We're getting him next month either way!)
And now, Anti-Venom!
-> Just make him Universal like Maestro, cause I can't figure out where to put him.
The Anti-Venom "Symbiote":
->Whenever a Poison is applied, it is instead replaced by a Weakness for 4 seconds. This duration cannot be reduced.
-> Bleeds have 50% reduced duration and 90% reduced effectiveness.
-> All non-damaging debuffs have 90% reduced duration.
-> Incinerates deal 75% reduced damage. Cannot be reduced below 25%.
-> Increased Armor by 1000, Physical and Critical Resistance by 250 each.
-> All attacks have a 25% chance to remove a buff or debuff from the opponent, prioritizing debuffs, and dealing damage based on Anti-Venom's attack. Does not work on Bleeds, Incinerates, Heal Blocks.
-> All of the above are reduced in effectiveness/active debuff.
-> If Anti-Venom has 10 debuffs or more at a time on him, he removes them all, but also removes the suit's abilities for 6 seconds. While in this state, he has Fatigue, Weakness and Exhaustion on him, all strong. Any new debuffs increase the duration of this state by 1second, and the first one is removed 90% faster. Once this state ends, Anti-Venom cleanses all debuffs from him.
-> Against symbiote opponents, Anti-Venom deals 2% of the opponent's health as extra damage/hit.
-> Any attacks have a 10% chance to cause Fury and 5% chance to apply Bleed. Critical hits have a 15% chance to apply Bleeds instead.
Specials:
->Apply a 15 second Heal Block if a debuff was removed. (Cauterize)
-> Sp3 places a Depowerment passive on the opponent, which temporarily reduces attack and permanently reduces ability accuracy by 33% . (Max of 3)
-> Any special Cleanses debuffs. (sp1->5; sp2->7; sp3->all+immunity for 2 seconds)
Signature Ability: I AM THE CURE!!!
-> Anti-Venom's mere presence reduces the ISO-8 empowerment of champions, reducing up to X% of the opponent's non-health stats per second. Contact double the ammount. Maximum stat reduction: X*10% (X=1->2.5); When the stat reduction reaches it's limit, the opponent gets a Corruption debuff on them. This debuff does nothing and, if removed, it will reappear 1 second later.
-> Increases the chance to remove debuffs to 100% and increases damage.
-> All the debuffs removed by his specials turn into Fury buffs.
-> Anti-Venom gains a permanent regeneration for X% of his health/second. This regeneration decreases for each debuff on Anti-Venom.
Lizard->Science
-> Lizard's scales grant him increased Physical Resistance and Critical Resistance and they reduce the chance for any Bleeds to occur (50% for any non-critical, 25% for crits and any ranged-physical gets and extra 25%). If they do occur, they have 50% reduced duration via Lizard's healing factor.
-> Lizard's healing factor grant him a constant, weak regeneration (0.2% of his health a second). Survival instincts make him increase that to 5%/second for 3.5 seconds when he is brought under 15% HP.
-> All claw attacks have a 25% chance to cause Bleeds on crits, and all bite attacks have 100% chance to cause a Bleed and a 10% chance to leave an Infectious Wound. This lasts indefinitely, is a passive and reduces healing by 5%, which grows by 10% every 5 seconds. Any attacks against a wounded target have a 5%*number of wounds to Bleed the opponent.
Signature Ability: "Primal" Serum
-> Lizard gains a periodic Fury (X%;medium->strong) which lasts for 3 seconds+1 second/bleed on the opponent
-> Increase healing factor effectiveness by 50%.
-> Reduce Poison duration and effectiveness by Y%.
Scorpion-> Tech/Science mix (Not the classic look, btw. The most recent suit is what he should have. It's latest appearance was in the new Venom series)
-> Due to his unstable scorpion mutation, all non-damaging debuffs and poisons have a 10% decreased duration.
Scorpion Suit:
-> 500 increased Armor and increased Critical Resistance. 75% reduced damage from physical-ranged attacks.
-> Critical hits have a 25% chance to Armor Break.
-> Tail hits have a 5% (15% for crits) chance to cause Bleed.
-> Heavy attacks have a 100% chance to apply a Tail Venom from the tail's stinger.
-> Tail Venom: Poison, Paralyze. Cycles each time one's used. Cannot cycle during a special. Dash back and hold block to manually change Tail Venom types. Hold for an extra second to lock the Tail Venom in.
Specials: All can Bleed, Armor Break or Tail Venom on at least a hit. Sp3 Shocks.
Signature Ability: Scorpion Tail 2.0
-> All tail hits now have a 25% chance to apply a Tail Venom.
-> New Tail Venom options: Shock, Incinerate, Neurotoxin, Corrosion (like Poison, but reduces armor instead of healing), Ability Accuracy Reduction Poison.
Carnage:
-> Enemies with Spider-Man and Venom
-> Family with all Venom, Agent Venom, Black Suit Spidey and Venompool
-> Enemies with Deadpool and Deadpool X-Force
-> AXIS special with Superior Iron Man, Iron Man and Deadpool, which reverses all of the involved character's synergies and doubles them.
Anti-Venom:
-> Almost-Friends with Spider-Man (the normal Friends synergy, but also reduces Spidey's attack)
-> Enemies with Iron Patriot
-> Nemesis with any symbiote type character
-> "You're a poison, I'M THE CURE!" with Venom, Agent Venom, Black Suit Spidey and Venompool (increases all of Anti-Venom's stats by a bit and decreases the stats of everyone else involved)
Mysterio:
-> Teammates with any Sinister Six member
-> Enemies with Spider-Man
->"What is real?" with himself (This would give him a 75% chance to revive at full health when receiving a fatal blow, but he gets substantially weaker every time.)
Doc Ock:
-> Teammates with Sinister Six members
-> Nemesis with Spidey
-> Enemies with Punisher
Kraven:
-> Teammates with Sinister Six members
-> Nemesis with Spidey
-> Enemies with Agent Venom
Sandman:
-> Teammates with Sinister Six members
-> Enemies with Spidey
-> Friends with Spidey
Lizard:
-> Friends with Spidey
Scorpion:
-> Enemies with Spidey
-> Enemies with Venom
-> Enemies with Ms. Marvel and Captain America
Jubile (Mutant)
Vulture (Tech)
Shocker (Tech)
Apocalypse (Mutant)
Blade ( Skill)
Adam Warlock ( Cosmic)
Starhawk ( Cosmic)
Dr Octopus ( Science)
Black Cat ( Skill)
Kraven (
Lizard ( Science)
Lady Deathstrike ( Mutant)
Omega Red ( Mutant)
Ema Frost ( Mutant)
Mr Fantastic ( Cosmic)
Sue Storm ( Cosmic)
Johnny Storm ( Cosmic)
The Thing ( Cosmic)
Dr Doom ( Tech)
Dark Phoenix ( Cosmic)
Vulcan ( Mutant)
Skarr ( Science)
Draken ( Mutant)
Mr Sinster ( Mutant)
Havok ( Mutant)
Bishop ( Mutant)
Dominio ( Skill)
Mephistio ( Mystic)
Destroyer ( Cosmic tech)
Legion ( Mutant)
Sentry ( Cosmic)
Sabretooth ( Mutant)
Silver Surfer ( Cosmic)
Tyrant ( Cosmic)
Gladiator
Onslaught ( Mutant)
Cyytroak ( Cosmic)
Silk ( Science)
Spider Woman ( Science)
Iron Spider ( Tech)
Kitty pride ( Mutant)
Hope Summers ( Mutant)
Hercules
There's more but later list
(Symbiote burst= tentacle+extra visual effects. Venom does them all the time in Marvel Future Fight)
Carnage:
-> He'd be Spidey-sized, and we all know how he'd look.
-> I see Carnage using a jump and double slice for his first medium, and the rest of the base are like Beast's. His heavy could be him jumping forward and symbiotic spikes come out from his back for 9-14 hits and a back-flip or a swipe to end it. Special 1 would be a right claw swipe, left overhead axe, right axe swipe and a double axe swipe (extended). Sp2 would be symbiote burst, sword hand stab forward, multiple tentacles stab, enlarged left swipe for knock-back. Sp3 is him slicing the poor opponent up, turning into a pool, going under the opponnent, bursting as a giant head/blob and knocking them up, eating the opponent, and when they land he impales them before throwing them at the wall and laughing crazily.
Anti-Venom:
-> He'd be as tall as Venom, only less bulky and hunched over. Everything else is easy (appearance-wise).
-> Venom animations for base, except for enders and heavy. Light ender would be a small symbiote burst, similar to Civil Warrior's blaster. Medium ender would be a symbiotic sword slice, followed by a symbiote burst. Heavy would be him wrapping them up with tentacles, burning them with his touch a little, and then throwing them back. Sp1 would be him leaping with a left claw attack, followed by a right claw swipe, a roar in the face (dealing low energy damage) and an enlarged fist uppercut. Sp2 starts with a small charge (electro sp2 waiting levels at worst), a big symbiotic explosion with HUGE knock-back then a slam which sends a wave of rocks and white goo towards the opponent, followed by a run up and a short right claw leap attack. Sp3 is him simply wrapping tentacles around the opponent, burning their powers away, drops them, hits them with a huge fist, the recoil sends them right into his sharp claws (impale), then discards them.
Mysterio:
UPDATE: His specials should place a guaranteed Warped Reality debuff, and his sp2 should have some ublockable parts.
-> The normal, green and purple costume. He'd be floating with thick purple gas at his feet though. The arena would alter more and more based on the number of Warped Reality debuffs that are on the opponent (more green and purple gas with lots of shadows in the background), and his illusions become better as well.
-> Base attacks would be like Doctor Strange's, only with gas. Heavy would send a glass clone/illusion at them, which shatters for damage. Sp1 is him hitting them with an extra dose of gas, then unleashing a barrage of small illusions (a flock of birds/bats) (these won't hurt if the opponent blocks without any warped reality debuffs on them and if they didn't get hit by the gas before) and a Jack in the box that goes boom after it appears (not enough time to recover). Sp2 is a gas bomb exploding, followed by Mysterio going invisible and a animatronic T-Rex appears stomping until the end of the screen (unblockable) and an illusion dragon swoops in from above, pouring fire below. Sp3 starts with the opponent trying to hit Mysterio, only for him to vanish and a giant snake envelops around the opponent, dissapearing right before it bites, only for a giant Mysterio to appear in the background (now Mysterio-land), lift up the opponent, crush them and throw them back down, reverting the battleground to a less shattered piece of ground.
Dock Ock:
UPDATE: Sp1 starts with an unblockable part and has shocks and bleeds. Sp2 has a concussion and armor breaks.
-> Not the comic look please. The Spectacular Spider-Man animated series provides a way better look for Ock. Try and merge it with that. He'd walk on two tentacles and stand on his own feet when attacking and when blocking.
-> Base attacks would be kind of like Yellowjacket's, only his tentacles would have their heads spin like drills for mediums and he'd use them all the time. Heavy is a impaling motion from all 4 tentacles, followed by all of them swinging for knock-back. Sp1 would be him grabbing the opponent with the upper two tentacles, lifts them up, shocks them, impales with the lower two and throws back the opponent. Sp2 is him slamming down his upper two tentacles (fast, poin-blank range) and then using his lower two to hit the sides of the opponents head in quick succesion, and while the opponent recovers, he twists his tentacles together and unleashes them on the opponent, knocking back by quite a bit. Sp3 is him running past the opponent on his tentacles, grabbing them in the process, slamming them against the wall, pinning them there with his lower tentacles and administering shocks on the side of their heads.
Kraven:
-> The usual look here.
-> Get creative with the melee mode. The knife mode is Electro with different mediums (lateral slice from the right; bottom to top for dash and double slice for ender) and different light ender (front impale). Spear would be forward impale motion with a leap for a dash, two forward stabs, slice from the bottom tip and an overhead spin to a slice from top to bottom, from right to left for a medium ender; light ender would we a stab with the bottom tip. All heavy attacks would be pounces, with small differences thanks to weapons. Sp1 is a knife slice (like the first medium), a kick and 3 blow-darts. Sp2 is a hit to the ribs (melee), a headbutt and an electric net throw. Sp3 is him dodging the opponent for a bit, then he blows some dust in their faces, and then he calls for his pet lion to maul the defenseless opponent.
-> His most recent appearance in The Clone Conspiracy is my go-to. He'd be on three of his four limbs, two while blocking and all four while walking.
-> His dash would be like Kraven's knife medium, only with a claw, followed by a left swipe, a right swipe, a left swipe that goes up, not laterally, which can be followed by a puncture from the right claw, which he immediately retreats in a ripping motion (light ender) or a double swipe and a bite. Heavy would be a bite, followed by a tail swipe. Sp1 would be a tail whip to knock them back and a lunge (bite, closely followed by two slices). Sp2 would be just a frenzy of bites, claws and tail swipes. Sp3 would be him slicing the opponent (ambush stile) from two sides, then dragging them into the shadows to *bleeeeeeeeeeeeeep*.
Sandman:
-> His simple, green shirt with strips and jeans look is all I'd need (maybe swap the legs with a sand pillar?)
-> First medium would be a mace swipe upwards from right to left, followed by a left punch and a right punch (both increased in size and sandy) to the face, an uppercut with the left, and then either a hammer slam overhead with his right arm or a double whammy from both his enlarged fists (crossed together). Heavy is him holding back and increasing the size of his fist, ready to launch it forward. When he Absorbs a heat in melee range, he envelops the opponent with sand to keep him still while he prepares to attack (it'll always be a heavy). Sp1 is him swinging his hammer-hands two times in a circular motion, followed by an extended hammer. Sp2 is him going overhead with two maces, then shooting sand at you quickly. Sp3 is him growing giant and get creative for the rest :P
Scorpion:
-> Not the classic look. The most recent suit is what he should have. It's latest appearance was in the new Venom series.
-> His dash is a tail swipe, followed by a right pincer poke, tail sting, a left pincer to the face and either a right pincer uppercut or a right pincer crush. Heavy would be him grabbing the opponent with his claws, crushing them, stinging them, and then throwing them away. Sp1 would be a backhand right claw/pincer, followed by a tail sting and then a left pincer uppercut. Sp2 would be a instantaneous headbutt, a kick and a laser from his tail which applies Tail Venom for 3 ticks. Sp3 would be him injecting a paralyzing venom, enveloping them with the tail to shock them, then throw them away, and then he rushes to them, grabs them, and slams them in the wall, crushing them in the run-up, and while he turns around to walk away he accidentally slices the opponent with his tail.
NO ASIAN CHARCTERS SERIOUSLY!
ONLY 1 MIDDLE EASTERN CHARACTER SERIOUSLY!
NO HISPANICS CHARACTERS HUH?!
THIS GAME IS LOOKING BIT MORE WHITE WASHED EVERY NEW CHARACTER RELEASE SMH..
I THOUGHT IT WAS 2017 NOT 19WHATEVER!
ADD MORE RACIAL CHAMPIONS AND VILLIANS !
PLEASE DONT TELL ME YOU ONLY WAITING FOR THE BLACK PANTHER MOVIE TO ADD CHAMPIONS OF COLOR CUS THAT LOW!
Not many Marvel characters that are well known are of color. That's not due to racism, it just happened. Marvel is based in America, which is a majority of white, especially back when Marvel began. Characters like Miles Morales are being created to appeal to people like you who get upset over miniscule things like this. Characters of color do not deserve a spot in the game any more than white characters do. It's racist to think that. Many more characters are white than of color, so they are requested more often than characters like Miles. That is why they are in the game more.
Also, I think we need another female Spider-Man Champ. Perhaps Silk or Mayhem.
More characters in Marvel are white than of color. That is because Marvel is American based, and America is a white majority, especially back when Marvel was created. Marvel and Kabam aren't racist because more characters are white, it's just how it is. Characters like Miles Morales are being created by Marvel to appeal to people like you who assume racism every time there isn't an exactly equal number of whites and blacks and Asians etc etc. Proposing that colored characters deserve a spot more than white characters just because of "racial diversity" is just as racist as thinking white people are superior to people of color. Requested characters get a spot before not requested characters, no matter what the skin color is. Marvel and Kabam aren't racist just because there isn't equal diversity. Stop shouting racism.
Wait, just because someone is Black or Hispanic, they deserve a spot over White people? Now who's the racist?
Would you think it would be cool to have him in hame?
Please no nazis: no MODOK and no Red Skull
Villains are bad people. Nazis are bad people. Just because a bad person is a bad person doesn't mean they shouldn't be in the game. All villains are bad, that's why they are villains. If you want a game with no bad guys, be my guest, but villains shouldn't be banned for... being villains.