Shonen Jump vs. Capcom: Heroes United

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
When Jedah Dohma and Dio Brando form an alliance, two worlds face great peril! The two villains meet when the very fabric of their individual universes weakens, allowing them to seek to conquer both with the aid of allies from both worlds. However, what they did not know is that they had awakened Fortinbras, the Genma God of Light from his slumber.

Now, they and their allies act as Fortinbras's heralds, as he seeks to consume both worlds in darkness. However, what he and his heralds do not know is that they have also gained enemies from the heroes of these two universes.

With both worlds hanging in the balance, heroes from two worlds must unite in order to fight back the forces of evil and to save the Capcom and Jump worlds from the grip of the Genma God of Light!

Gameplay
Shonen Jump vs. Capcom: Heroes United is similar to other games in the Capcom Vs. Series, making use of a game system with accessibility akin to Marvel vs. Capcom and Tatsunoko vs. Capcom, with teams of two characters from either company as well as a support character coming together to fight another team of two and a support. 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, Marvel vs. Capcom Infinite 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 (LP) - Square or X

Heavy Punch (HP) - Triangle or Y

Light Kick (LK) - X or A

Heavy Kick (HK) - Circle or B

Tag (Ta) - L1 or Left Bumper

Support - R1 or Left Bumper

Taunt - Touch Pad button or Menu button

ADVANCED GAMEPLAY

Crossover Combination - QCF + Ta (uses 2 Levels of Hyper Meter)

Delayed Hyper Combo - Input Hyper Combo motion for your 2nd character while your current character is executing a Hyper Combo (uses 1 Level of Hyper Meter)

Advancing Guard - LP + HP while blocking an attack

Crossover Counter - F + Ta while blocking an attack (uses 1/2 Level of Hyper Meter)

Movement -  B or F

Dash - F, F

Back Dash - B, B

Super Jump - D, UB, U or UF

Air Dash - F, F or F + LP + HP or B, B or B + LP + HP In Air

Throw - B or F + HP or HK (Air OK)

Snap Back - QCB + Ta (uses 1 Level of Hyper Meter)

Burst Mode - LP + HP + LK + HK (minimum 1 Level of Hyper Meter. Converts Hyper Meter into a timer that allows you to convert red vitality into extra damage as well as faster inputs for combos as well as allowing you infinite Hyper Combos until the timer runs out, dropping your Hyper Meter to Level 0)

Mega Crash - LP + HP + LK + HK while being attacked by any attack, except a Hyper Combo, and not blocking (uses 1 Level of Hyper Meter)

Roll - LP + HP + LK + HK  while blocking an attack (uses 1 Level of Hyper Meter)

Tech Hit - B or F + HP or HK when thrown

Crossover Air Combo - Ta while performing an Air Combo (uses 1 Level of Hyper Meter)

Game Modes
Story Mode - Go through the story of how two worlds collide and what the heroes must do to stop a dark god from conquering both their worlds.

Arcade Mode - Pick a team of two, go up against 8 teams, then face off with Fortinbras and earn Player Points and a character ending!

Versus Mode - Face off with friends or with the CPU for some fun mayhem!

Training Mode - Go up against a dummy or a standstill opponent and practice tactics, combos and more.

Mission Mode - Take on tutorials and character-specific goals and earn Player Points for finishing them!

Online - Take on the world by going up against opponents online with PlayStation Network or XBOX Live and show what you got.

Gallery - View character art, movies, the sound gallery or more.

Auto's Shop - Purchase downloadable content items via XBOX Live or PlayStation Network to enhance your game!

Options - Adjust your game settings, your controller, and other options to fit your style.

Characters: Capcom Side
Ryu

Debut: Street Fighter (1987)

A wandering martial artist, Ryu had gained recognition from his defeat of Sagat, the King of Muay Thai, but chose to wander the globe, hoping to find the answer to becoming a true warrior. Trained in the art of Ansatsuken by his adoptive father Gouken, Ryu had struggled with the Satsui no Hado, a dark force many in Ansatsuken can tap into, but now he has learned to control Mu no Ken, the Power of Nothingness. As he journeys, Ryu engages in battles with fighters he meets along the way, earning their camaraderie and respect.

Command Moves

Collarbone Breaker - F + LP

Solar Plexus Strike - F + HP

Axe Kick - B + HK

Roundhouse Kick - F + HK

Special Moves

Hadoken - QCF + P (Air OK)

Sen Hadoken - QCF + P, Hold P to charge during Hado Kakusei (Air OK)

Shoryuken - DP + P

Hado Shoryuken - DP + P during Hado Kakusei

Tatsumaki Senpukyaku - QCB + K (Air OK)

Tatsumaki Arashikyaku - QCB + K during Hado Kakusei (Air OK)

Shakunetsu Hadoken - QCB + P (Air OK)

Baku Hadoken - QCB + P, Hold P to charge during Hado Kakusei (Air OK)

Jodan Sokuto Geri - QCF + K

Jodan Raijin Geri - QCF + K during Hado Kakusei

Hyper Combos

Shinku Hadoken - QCF + LP + HP, U to move beam or hold U to aim up (Air OK, hold D during air Shinku Hadoken to aim down, B or F to move beam while aiming down or up, Crossover Combination)

Shin Hadoken - QCF + LP + HP during Hado Kakusei (Air OK, Crossover Combination)

Shinku Tatsumaki Senpukyaku - QCB + LK + HK (Air OK)

Shin Tatsumaki Senpukyaku - QCB + LK + HK during Hado Kakusei (Air OK)

Hado Kakusei - D, D + LP + HP

Shin Shoryuken [Level 3 Hyper Combo] - DP + LP + HP

Chun-Li

Debut: Street Fighter II (1991)

A top Interpol agent, Chun-Li joined Interpol to find out what happened to her father, Dorai, when he was believed to have been killed by Shadaloo, wishing to take them down and bring their leader, M. Bison, to justice. Seeking to bring those who oppress others to justice, Chun-Li fights with amazing kicks and speed as well as manipulating her chi. Even with her strong sense of duty, Chun-Li still longs for the life of an ordinary woman.

Command Moves

Double Jump - UB, U, or UF in air

Triple Jump - UB, U, or UF during Double Jump

Yosokyaku - D + LK while jumping, up to 3 times

Kakukyakuraku - DF + HK

Hakkei - B + HP

Yokusenkyaku - F + HK

Senjoshu - F + LK

Wall Jump - UB or UF while jumping near wall

Senenshu - DF + LK

Special Moves

Hyakuretsukyaku - QCF + K (Air OK)

Sotengeki - QCF + K, HK

Rechishu - QCF + K in air, HK

Spinning Bird Kick - Hold D, U + K

Hajinkyaku - Hold D, U + K, HK

Kikoken - Hold B, F + P

Tenshokyaku - DP + K (Air OK)

Hazanshu - QCB + K (Air OK)

Hyper Combos

Kikosho - QCF + LP + HP (Crossover Combination)

Hoyokusen - QCF + LK + HK

Tensei Ranka - QCB + LK + HK (Air OK)

Shichisei Gekko Senkukyaku [Level 3 Hyper Combo] - QCF + LK + HK in air

Mike Haggar

Debut: Final Fight (1989)

A former street fighter, Mike Haggar rose to fame in the wrestling ring, eventually going into politics, where he would become the mayor of Metro City. However, the Mad Gear Gang had tried to blackmail him by kidnapping his daughter, which led him to fight them with allies and to bring justice to Metro City.

Command Moves

Body Blow - F + LP

Steel Pipe - F + HP (Air OK)

Headbutt - D + HP in air

Flying Body Press - D + LP in air

Flying Knee Drop - D + LK in air

Leg Drop - D + HK in air

Special Moves

Double Lariat - LP + HP, B or F to move

Spinning Piledriver - HCB + P

Violent Axe - QCF + P

Angry Hammer - DP + P

Hoodlum Launcher - QCF + K

Skyhigh Backdrop - HCB + P in air

Wild Swing - QCF + K in air

Drop Kick - DP + K, hold K to charge

Cleanin' Up the City - QCB + K, B or F to move, P to drop barrel, K to throw barrel (Air OK)

Hyper Combos

Rapid Fire Fist - QCF + LP + HP, P rapidly

Flying Haggar Press - QCF + LK + HK (Air OK, Crossover Combination)

Final Hammer [Level 3 Hyper Combo] - HCB + LP + HP

Felicia

Debut: Darkstalkers: The Night Warriors (1994)

Raised by a Catholic nun named Rose, Felicia is a catgirl Darkstalker who is seeking to bridge the gap of hate between Darkstalkers and humans. She loves to sing and dance, wanting to use it as well as her orphanage, Felicity House, to be able to spread happiness to others.

Command Moves

EX Charge - D, D + LK + HK, Hold LK + HK to charge Hyper Meter

Cat & Mouse - D, D + LP + HP

Toy Touch - DF + LP

Kitty Slash - B + HK

Wall Cling - UB while jumping near wall

Special Moves

Rolling Buckler - QCF + P

Neko Punch - QCF + P > LP

Rolling Uppercut - QCF + P > HP

Rolling Slide - QCF + P > K

Sand Splash - QCF + K

Cat Spike - DP + P

Hell Cat - HCB + K

Delta Kick - DP + K (Air OK)

Rolling Slash - QCB + P (Air OK)

Hyper Combos

Hyper Sand Splash - QCF + LK + HK (Crossover Combination)

Dancing Flash - QCF + LP + HP

Kitty's Helper - QCB + LP + HP

Please Help Me! [Level 3 Hyper Combo] - QCB + LK + HK

Viewtiful Joe

Debut: Viewtiful Joe (2003)

Originally a big fan of the Captain Blue movies, Joe found himself actually living out his dream to be a hero like his own hero when he was drawn into Movie Land after his girlfriend Silvia was kidnapped by the forces of Jadow. Now with the VFX Watch and Silvia having her own, Joe fights evil in a unique way as Viewtiful Joe!

Note: Viewtiful Joe is joined by Sexy Silvia during Desperado.

Command Moves

Excellent Knuckle Punch - F + LP

Air Joe - P or K rapidly in air

V-Dodge - D, D + P or K, hold P or K

Crescent Burn - D + HK in air

Burning Uppercut - B + HP

Flame Smash - D + HP in air

Double Jump - UB, U, or UF while jumping

Triple Jump - UB, U, or UF during Double Jump

Special Moves

Voomerang - QCF + P, hold P to charge (Air OK)

Shocking Pink - QCB + P, hold P to charge

Red Hot Kick - QCF + K (Air OK)

Groovy Uppercut - DP + P

Roundhouse Blaze - QCB + K (Air OK)

Blaze Hurricane - DP + K (Air OK)

Hyper Combos

Desperado - QCF + LP + HP (Air OK, Crossover Combination)

Mach Speed - QCF + LK + HK

Viewtiful God Hand - QCB + LP + HP

Slow & Zoom [Level 3 Hyper Combo] - QCB + LK + HK

Mega Man (Rockman)

Debut: Mega Man (1987)

Originally a helper robot named Rock, when Dr. Thomas Light's old friend/rival Dr. Albert Wily took six experimental robots of his, Rock volunteered to go through upgrades to fight and save his friends. Now, as Mega Man, Rock fights for everlasting peace between humans and robots.

Command Moves

Charge Kick - DF + HK

Rush Coil - Super Jump

Rush Jet - Air Dash

Tango Saw - B + HK

Beat Tackle - B + HP

Special Moves

Mega Buster - QCF + P, hold P to charge (Air OK)

Mega Upper - DP + P

Rolling Cutter - QCB + LP (Air OK)

Leaf Shield - QCF + LK, QCF + LK (Air OK)

Top Spin - QCF + HK (Air OK)

Pharaoh Shot - QCB + HP, hold HP to charge (Air OK)

Charge Kick - D, D + LK

Flame Blast - D, D + HP

Thunder Bolt - QCB + LK (Air OK)

Hyper Combos

Double Mega Buster - QCF + LP + HP (Air OK, Crossover Combination)

Characters: Shonen Jump Side
Goku aka Kakarot

Debut: Dragon Ball (1984)

Sent to Earth to eradicate it, Kakarot ended up bumping his head as a child and lost his wild instincts, and instead grew up to be Goku. Over the years, Goku has faced many challenges, but he has stood against evil for the sake of his friends and the planet. A skilled martial artist, Goku has grown from battle to battle, even awakening the powers of a Super Saiyan, but all he wishes to do is become stronger so he can protect his family and friends as well as facing new challenges.

Command Moves

Dive Kick - D + HK in air

Ki Blast - F + LP, LP rapidly

Special Moves

Kamehameha - QCF + P (Air OK)

Jet Uppercut - DP + P

Flurry Kick - QCB + K (Air OK)

Dragon Flash Fist - QCB + P

Dragon Rush - QCF + K (Air OK)

Instant Transmission - DP or RDP + K (Air OK)

Flight - D, D + LK + HK (Air OK)

Hyper Combos

Super Kamehameha - QCF + LP + HP (Air OK, Crossover Combination)

Spirit Bomb - QCB + LP + HP

Meteor Rush - QCF + LK + HK (Air OK)

Super Saiyan - D, D + LP

Super Saiyan 2 - D, D + HP

Super Saiyan 3 - D, D + LP + HP

Super Saiyan Blue Meteor Rush [Level 3 Hyper Combo] - QCB + LK + HK (Air OK)

Lenalee Lee

Series Debut: D.Gray-man (2004)

A member of the Order, a group of exorcists that battle the Millennium Earl and his army of Akuma, Lenalee had despised them at first because they took her from her brother Komui. But when Komui joined the Order, Lenalee began to see it as home. She has fought well besides Allen Walker, with her Innocence, Dark Boots, forming boots around her legs to give her powerful kicks. Even if she can come off as a normal girl, Lenalee has a fierce spirit, and won't hesitate to put someone in their place.

Note: Lenalee is backed up by Allen Walker in some of her special moves and Hyper Combos.

Command Moves

Double Jump - UB, U, or UF while jumping

Double Air Dash - F, F or B, B while air dashing

Wall Jump - UB or UF while jumping near a wall

Knee Drop - D + HK in air

Lenalee Punch - F + HP

Special Moves

Waltz: Dark Wind - QCF + K (Air OK)

Burden, Acoustic Technique: Sound Shackles - D, D + P or K (Air OK)

Falling Technique, Iron Shackles: QCB + K (Air OK)

Crown Edge - QCF + P

Edge End - QCB + P

Crescent Moon Slice - DP + K

Hyper Combos

Waltz: Dark Storm - QCF + LK + HK (Air OK, Crossover Combination)

Cross Grave - QCF + LP + HP

Burden, Symphony Technique: Sonic Shackles - DP + LP + HP or RDP + LP + HP

Last Dance [Level 3 Hyper Combo] - QCB + LK + HK

Kinnikuman (Suguru Kinniku)

Debut: Kinnikuman (1979)

A warrior from Planet Kinniku, Suguru uses the power of Ultimate Muscle, also known as the Fire, to be able to combat evil monsters and wrestlers as he comes to the defense of Earth. Although lazy and a bit of a child at times, Suguru has the spirit of a real hero inside and shines at his most for justice.

Special Moves

Kinniku Buster - HCB + P (Air OK)

Space Trip - QCF + P, Hold P to charge

Flying Punch - QCF + P in air

Niku Curtain - D, D + P, Hold P

Kinniku Driver - HCB + K (Air OK)

Muscle Lariat - QCF + K

Hyper Combos 

Kinniku Flash - QCF + LP + HP (Crossover Combination)

Fuh-Rin-Ka-Zan - QCF + LK + HK

Muscle Spark [Level 3 Hyper Combo] - HCB + LP + HP

Lala Satalin Deviluke

Debut: To Love-Ru (2006)

The first princess of the Deviluke family, who rules the galaxy, Lala's beauty is well known, as is her status, leading suitors to want her hand in marriage. However, Lala left for Earth, not wishing to be married to any of her suitors, where she met Rito Yuki, whom she eventually fell in love with. Though naive, Lala tries her best to fit into Earth and its customs, using crazy inventions of hers to make life very "interesting".

Command Moves

Spinny-Spunny Rope - F + HP

Wind-Wind Rope - B + HP

Double Jump - UB, U, or UF while jumping

Special Moves

Sticky-Gooey Launcher - QCF + P (Air OK)

Almighty Tool Sword - DP + P (Air OK)

Grabby-Grabby Hand - QCF + K

Slosh-Slosh Warp - D, D + P or K

Hyper Combos

Splish-Splash Wave - QCF + LK + HK (Crossover Combination)

Chomp-Munchy Eater - QCF + LP + HP, P rapidly

Slapping Fireworks [Level 3 Hyper Combo] - QCB + LP + HP or QCB + LK + HK

Izuku Midoriya (Deku)

Debut: My Hero Academia (2014)

Born without special powers or a Quirk, Izuku Midoriya had it rough, but he still was driven to become a hero like his idol, All Might. A fateful encounter allowed Izuku to show his courage and be chosen to gain the Quirk, One For All. With it, and All Might's training, Izuku enters U.A. Academy, learning to become a hero as he lives up to the legacy he's taken on.

Special Moves

Delaware Smash - QCF + P (Air OK)

Detroit Smash - DP + P

Manchester Smash - QCF + K (Air OK)

5% Detroit Smash - QCB + P in air

St. Louis Smash - QCB + K

Oklahoma Smash - DP + K

Hyper Combos

New York Smash - QCB + LP + HP (Crossover Combination)

One For All: Full Cowl - D, D + LK + HK

Washington Smash - QCF + LK + HK (Air OK)

1,000,000% Delaware Detroit Smash [Level 3 Hyper Combo] - QCF + LP + HP

Support Characters
With the Support button, you can call on a character to offer assistance to your team in different ways, similar to Marvel vs. Capcom and Dengeki Bunko Fighting Climax with assist characters. However, each Support character has a cooldown timer once you trigger them, but it's about using them in conjunction with your point characters and Active Switches to make the most of combos you can.

[Capcom]

[Shonen Jump]

Final Boss
Fortinbras

Series Debut: Onimusha: Warlords (2001)

Tactics

After beating 8 teams of 2 in Arcade Mode, you will face Fortinbras. The battle takes place in three stages, each representing his varied forms from the Onimusha games he has been in. His first form will be his form that Samanosuke faced in the end of Onimusha: Warlords. In this form, Fortinbras strikes with his claws, his tail, flame breath, anddark lightning, though he will not move much. When you defeat him, the battle isn't over by a long shot...

In Phase 2, Fortinbras absorbs the power of the Omen Star in his background and becomes his first form from Onimusha: Dawn of Dreams. In this form, he fights as he had before, but is more mobile and can move around the background too, shooting laser blasts of dark energy at you. Though in this state, he is very suspectible to Air Combos as well as the right use of Crossover Combinations and Crossover Air Combos. Once defeated here, the final battle begins...

In the Final Phase, Fortinbras becomes the Man in White, his true and ultimate form as the Genma God of Light. Just because he is about the same size as most of the cast now doesn't take away from the fact he is still as powerful as he was in Phase 1 and 2, if not more so. In this form, Fortinbras levitates around the stage as well as walking on air, usually his arms behind his back before he makes an attack. When he attacks, he will summon various Genma to his aid as well as shooting fireballs and using the power of his pressure itself to immobilize your characters in addition to creating geysers of fire in addition to using his dark energies as he had before. In this state, Fortinbras does not stagger as he takes hits, so you need to be able to hit him hard and fast to take him down. Once beaten, you've cleared Arcade Mode and unlocked the ending for the character that defeated Fortinbras!