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Marvel video game’s general discussion

4v4 marvel fighting game developed by arcsys

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Replaying the Insomniac Spider-Man games has made me notice that a Hammerhead profile would probably need like three keys with how much he upgrades over the course of the DLC campaign (granted, base Hammerhead is rather limited in terms of feats)
 
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Replaying the Insomniac Spider-Man games has made me notice that with how much he upgrades over the course of the DLC campaign, a Hammerhead profile would probably need like three keys (granted, base Hammerhead is rather limited in terms of feats)
What? We don't accept Peter as increasing in power unless using the Anti-Ock or Symbiote Suits.
 
So it looks like the small handful of feats that base Insomniac Hammerhead has (before enhancing himself with tech) includes the following:
I'm not really sure if base Hammerhead actually scales to Spider-Man in AP or durability besides his skull, considering he only seemed to be able to fend off Spider-Man by headbutting him, and Hammerhead only really took direct strikes to the head. This becomes a much different story once the tech upgrades come into play...
 
So going by what we know of base Hammerhead as mentioned above, his abilities in that state should include:
  • Superhuman Physical Characteristics
  • Martial Arts
  • Weapon Mastery
His exosuit used at the end of Turf Wars should have the same abilites as his base form, plus:
His cyborg form in Silver Lining should have all the abilities of his previous two forms, plus:
  • Cyborgization (pretty self-explanatory, most of his body is mechanical, with only his head appearing unchanged)
  • Forcefield Creation via energy shields
  • Explosion Manipulation via missiles
  • Large Size (Type 0, described as being 12 feet tall in The Black Cat Strikes comic)
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Insomniac Tinkerer, another character without a profile, should have the following abilities (conveniently, she happens to have a detailed respect thread):
 
Insomniac Prowler, yet another character with no profile, should probably have the following abilities:
 
Abilities for Insomniac Wraith:
 
Her minions should probably be part of her profile too since she doesn't fight directly.
 
I feel like a decent number of factions in the games probably have enough abilities to warrant their own profiles, as a lot of them have a solid variety of equipment and enemy types between them. Screwball is a weird case where she uses a mix of enemies from existing factions (though the Raft inmates seem to be the most common overall)
 
I feel like a decent number of factions in the games probably have enough abilities to warrant their own profiles, as a lot of them have a solid variety of equipment and enemy types between them. Screwball is a weird case where she uses a mix of enemies from existing factions (though the Raft inmates seem to be the most common overall)
Kraven's Hunters and Venom's Symbiotes most definitely need an army profile. Hell, if we ever fix Web of Shadows then that Venom/Spidey's Symbiote Army requires an army profile.
 
If someone makes her page them I will make as many spite matches with her as I can get away with just because I resent her so much
 
Roxon and Silver Sable's mercenary army would make good army profiles too, especially since Roxon gets Rhino with his Anti-Venom Blasts armor plating.
 
I wanted to make one for Sandman or Harry a while ago, maybe I should do that
I'm honestly surprised in the year since SM2 dropped we haven't got a Sandman or Harry profile yet considering its where all of Peter and Miles' current scaling comes from.
 
Definitely needs to be made, although Harry would probably be a lot of work
True, though some of the work is already done since he has some of the same abilities as Spidey, so just port those over with minor edits and a lot of the work is already done. He of course has his own unique abilities but still. Also he's like the only version of Venom in existence that actually has his own Spider-Sense and it acts like Spidey's too, including telling him what attacks can be dodged or parried like Peter's does.
 
Some abilities for the very first enemy faction encountered in the Insomniac Spider-Man games, the Fisk Thugs:
  • Weapon Mastery (Capable of competently using the various weapons in Fisk's armories, which includes firearms, rocket launchers, shock batons, riot shields, smoke grenades and flashbangs)
  • Explosion Manipulation (with rocket launchers)
  • Electricity Manipulation (with shock batons)
  • Smoke Manipulation (with smoke grenades)
  • Light Manipulation and Status Effect Inducement (with flashbangs)
Are confirmed by the artbook to be superior to regular thugs:
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As these thugs are never really portrayed as an actual threat to Spider-Man during the first game's story, I assume they would probably just be around 10-A physically, with 9-C to 9-B weaponry. Their durability might potentially be somewhere in tier 9 if you account for the random objects they can withstand getting thrown at them by Spider-Man, sometimes with enough force to shatter said object. I think they can also withstand accidently getting shot by other thugs during gameplay. Also, by the time of the Miles Morales game, stronger Brute enemies have been added to the ranks of this faction. (While Brute enemies are tricky to defeat in gameplay, I'm not sure if it's meant to extend beyond gameplay mechanics, barring the ones that get decent showings in cutscenes)
 
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They don't have much presence outside of a few side missions, but here's abilities for Tombstone's Bikers:
Are confirmed by the artbook to be superior to regular thugs:
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Would Prowler be part of Fisk's goons? He did work for him for awhile, right? I think I remember that before he eventually quit (ish).
 
Some abilities for the Inner Demons:
In terms of scaling, regular Demons don't seem particularly impressive on their own physically, considering Jefferson Davis can subdue them. Brutes at least have a 9-B calculation, and Demon weapons could potentially get much higher scaling, as the Inner Demon bio on the PlayStation website states that their weapons "can cause Spider-Man great damage". A Marvel.com article from 2018 also described the Inner Demons as being "one of the most powerful gangs in NYC".
 
Now onto abilities for the Ryker's and Raft Prisoners:
These guys don't really demonstrate superhuman physical feats, and Miles Morales was able to oneshot a Ryker's prisoner with a punch even before getting powers.
 
Kraven's goons have actual feats of harming the supers in cutscenes, especially some of the bigger and more heavily armed guys who can at least somewhat fight Non-Rage Amped Black Suit Spidey, let alone having a bunch of equipment based on the powers of the people they hunt down which probably scale to said people to some degree anyways.
 
Now for the abilities of Sable International Agents:
Technically they should also have access to the additional Sable International tech from the DLC, but I'll save that for whenever I get around to listing abilities for Hammerhead's men.

Scaling: the Agents can harm basic Inner Demons physically, and their weapons should be able to get much higher scaling, as Yuri Watanabe was able to use a regular Sable International energy rifle to leave Hammerhead practically dead with a single shot to the head, despite Hammerhead supposedly having the hardest head that Spider-Man has ever punched. (Though the rifles couldn't do anything to Rhino, so they have their limits)

The artbook describes Sable International as the strongest and most armored enemy faction in the first game:
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Also, they have no resistance against stun guns.
 
Abilities for the Mercenaries from the Taskmaster Challenges:
In terms of gameplay functionality, these guys combine the close combat skill of the Inner Demons with some of the advanced weaponry of Sable International, but lack the fancier gimmicks of either of those factions. In terms of story, the Mercenaries lack any showings or statements comparing them to anyone noteworthy, and they fail to accomplish anything beyond giving Taskmaster an opportunity to study Spider-Man's technique.
 
Up next is abilities for Hammerhead's Maggia thugs. As they get keep getting better equipment as the DLC stories progress, I'll split this up a bit.

For Maggia thugs in The Heist, who start out with regular weaponry but pull out some more advanced stuff near the end:
For the thugs in Turf Wars, who should have the same abilities as above, plus:
Finally, the Project Olympus-enhanced thugs in Silver Lining, who should have the same abilities as the previous two DLC episodes, plus:
 
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