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
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 (LP) - Square or X

Medium Punch (MP) - Triangle or Y

Heavy Punch (HP) - L1 or Left Bumper

Light Kick (LK) - X or A

Medium Kick (MK) - Circle or B

Heavy Kick (HK) - R1 or Right Bumper

ADVANCED GAMEPLAY

Crossover Assist - LP + LK (except for Mazinger Z and PTX-40A)

Crossover Attack - MP + MK (except for Mazinger Z and PTX-40A)

Crossover Combination - QCF + MP + MK (except for Mazinger Z and PTX-40A)

Delayed Hyper Combo - MP + MK while your current character is executing a Hyper Combo (uses 1 Level of Hyper Meter, except for Mazinger Z and PTX-40A)

Advancing Guard - 3P while blocking an attack

Crossover Counter - F + LP + LK while blocking an attack

Crossover Air Raid - MP + MK during an Air Combo

Movement -  B or F

Dash - F, F

Back Dash - B, B

Super Jump - D, UB, U or UF

Air Dash - F, F or B, B In Air

Throw - B or F + 2P or 2K Air OK

Snap Back - QCF + MP + MK

Mega Crash - 3P while being attacked by any attack, except a Hyper Combo, and not blocking

Taunt - HP + HK

Characters: Capcom Side
Ryu

Debut: Street Fighter, 1987

Voices: Hiroki Takahashi (Japanese), Kyle Hebert (English)

A wandering martial artist seeking the answer to why he fights. He has faced many opponents, and also has the lingering power of the Satsui no Hado within him, which he contains by focusing his strength.

Command Moves

Collarbone Breaker - F + MP

Solar Plexus Strike - F + HP

Special Moves

Hadoken - QCF + P [Air OK]

Shoryuken - DP + P

Tatsumaki Senpu Kyaku - QCB + K [Air OK]

Jodan Sokuto Geri - HCF + K

Shakunetsu Hadoken - HCB + P [Air OK]

Hyper Combos

Shinku Hadoken - QCF + 2P [Air OK]

Shinku Tatsumaki Senpu Kyaku - QCB + 2K

Denjin Hadoken - QCB + 2P

Shin Shoryuken - DP + 2P [Level 3+]

Characters: Shonen Jump Side
Goku

Series Debut: Dragon Ball (1984)

Voices: Masako Nozawa (Japanese), Sean Schemmel (English)

Earth's mightiest protector, and one of the last surviving members of the Saiyans. Facing battle with a smile on his face as well as a hearty attitude, he is always ready for a challenge!

Special Moves

Kamehameha Wave - QCF + P [Air OK]

Explosive Upper - DP + P

Whirlwind Kick - QCB + K

Instant Transmission - DP + K [Air OK]

Arrow Knee - QCF + K

Dragon Dive Kick - QCF + K In Air

Meteor Rush - RDP + P, P or K rapidly

Hyper Combos

Super Kamehameha Wave - QCF + 2P [Air OK]

Spirit Bomb - QCB + 2P, hold P to charge

Super Saiyan 1 - D, D + LP

Super Saiyan 2 - D, D + MP

Super Saiyan 3 - D, D + HP

Super Dragon Fist - DP + 2P

Final Boss
Fortinbras

Series Debut: Onimusha: Warlords (2001)

Voices: Yasunori Masutani (Japanese), J. Grant Albrecht (English)

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, and dark 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!