To stop sly gamers from pasting the game with strings of special attacks, each move uses up cosmic energy. In a neat touch that helps further separate FF from other gesture-attack titles, the speed of the gesture will dictate the strength of the move. You can lightly gnaw away at cosmic energy with some fey downward thrusts for gentle ground pounds or summon a Hulk-esque rage unloader by slamming your hands down, like a mom pushed over the edge by kids at the dinner table.
In general, these more powerful attacks simply mean more damage, but in the case of the Invisible Woman her shields will extend to protect her punchier companions. To add a noisy cherry to the violent cake, each power attack is accompanied by a speaker blast to signify that you’ve just pulled off a life-changing act of strength - in the way that only the world’s tiniest speaker can. Of all the fighters currently on Wii, it’s the first to employ this speed sensitivity and it should go some way to padding out fights that grow dull in lesser titles.
On top of the more theatrical arm gestures, the remote will activate an area-clearing dash attack - by you holding an analog direction and flicking - allowing Thing to fling goons around the levels by waving the remote when he has a squirming foe in his giant rubble-y arms.
While any of the four heroes can safely clear most of the levels with their own attacks, to encourage the use of the whole team there are character-specific “puzzles.” We say puzzles, but we’re not talking about Steven Hawkins-devised brain busters: it’s more a case of Thing being able to smash certain doors and Mr. Fantastic using his electro-tool to activate machines - powered by shaking the nunchuk and remote really quickly. Again, proving that her powers are pretty crappy, Invisible Woman can project an energy ball guided with the analog stick through force fields to deactivate control panels.