Shonen Jump vs. Capcom: Heroes United

Overview
Shonen Jump vs. Capcom: Heroes United is a 2.5D crossover fighting game bringing together Shueisha's classic characters from Weekly Shonen Jump together with classic Capcom characters to face one another. This Vs. game follows the premise more so of Marvel Vs. Capcom and Tatsunoko Vs. Capcom, with each player picking teams of two characters with big over-the-top action, special moves, and Hyper Combos while fighting to win the match!

Story
Villains gather in order to bridge the path between two worlds in order to conquer the two worlds. However, what the villains had not expected was the heroes uniting to oppose them, while darkness arises to bring chaos... let the battle begin!

Gameplay
Shonen Jump vs. Capcom: Heroes United is similar to other games in the Capcom Vs. Series, making use of a game system using Capcom's MT Framework engine and with accessibility akin to Marvel vs. Capcom and Tatsunoko vs. Capcom, with teams of two characters from either company coming together to fight another team of two. However, the control scheme for the game is more like X-Men vs. Street Fighter, Marvel Super Heroes vs. Street Fighter, and Marvel vs. Capcom by making use of a six-button control scheme, but with the fluidity of Marvel vs. Capcom 3, Ultimate Marvel vs. Capcom 3, and Tatsunoko vs. Capcom to create a new experience. Each player has a large health meter as well as the Hyper Meter, which builds up as your character takes damage or inflicts it as well as performing special moves. This is used for Snap Backs, Hyper Combos, Crossover Counters, and Crossover Combinations.

CONTROLS

Light Punch - Square or X

Medium Punch - Triangle or Y

Heavy Punch - L1 or Left Bumper

Light Kick - X or A

Medium Punch - Circle or B

Heavy Kick - R1 or Right Bumper

LEGEND

B = Back

F = Forward

DB = Down-Back

DF = Down-Foeward

UB = Up-Back

UF = Up-Forward

LP = Light Punch

MP = Medium Punch

HP = Heavy Punch

LK = Light Kick

MK = Medium Kick

HK = Heavy Kick

2P = Any 2 Punches

2K = Any 2 Kicks

QCF = Quarter-Circle Forward (Down, Down-Forward, Forward)

DP = Dragon Punch Motion (Forward, Down, Down-Forward)

QCB = Quarter-Circle Back (Down, Down-Back, Back)

RDP = Reverse Dragon Punch Motion (Back, Down, Down-Back)

360° = 360° motion (Forward, Down-Forward, Down, Down-Back, Back, Up-Back, Up, Up-Forward)

HCF = Half-Circle Forward (Back, Down-Back, Down, Down-Forward, Forward)

HCB = Half-Circle Back (Forward, Down-Forward, Down, Down-Back, Back)

B = Hold Back for 2 seconds

D = Hold Down for 2 seconds

U = Hold Up for 2 seconds

P = Hold any Punch for 2 seconds

K = Hold any Kick for 2 seconds

Air OK = Move can also be done in the air

In Air = Move can only be done in the air

Level 3+ = Level 3 or higher Hyper Combo

UNIVERSAL COMMANDS

Walk - B or F

Forward Dash - F, F or 2P/F + 2P

Back Dash - B, B or B + 2P

Throw - B or F + LP + LK

Taunt - Select or Back

High Jump - D, U, UB, or UF

Block - B during an opponent's attack

Crouch Block - DB during an opponent's attack

Air Block - B or DB during an opponent's attack in air

Advancing Guard - 2P while blocking an opponent's attack

Assist - MP + MK

Tag - HP + HK

Snap Back - QCF + MP + MK with 1 level of Hyper Meter

Crossover Counter - F + MP + MK while blocking an opponent's attack with 1 level of Hyper Meter

Crossover Combination - QCF + HP + HK with 2 levels of Hyper Meter

Team Aerial Combo - HP + HK during Air Combo

X-Factor - LP + LK + MP + MK + HP + HK

Mega Crash - LP + MP + HP while being hit outside of block with 1 level of Hyper Meter