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— CH. 1 · INTRODUCTION —

Marvel vs. Capcom: Clash of Super Heroes

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  • Marvel vs. Capcom: Clash of Super Heroes arrived in Japanese arcades in February 1998, and within weeks it had done something its predecessors had not: it flung open the door beyond Street Fighter. For the first time in the series, players could step into battle with characters from Darkstalkers, Mega Man, and Strider alongside Marvel Comics heroes, not just fighters from Capcom's flagship brawler. By March 1998 it had reached North American arcades, and by the end of that year it had reportedly outsold Street Fighter III to become Capcom's most successful arcade game in the United States during that period. What made that leap possible? What new mechanics arrived with it, and what had to be sacrificed when the game moved from the arcade to living rooms? The answers run from the hardware limits of the original PlayStation to a villain named Onslaught, and from a line of Toy Biz action figures to a licensing deal that would quietly vanish more than a decade later.

  • Marvel Super Heroes vs. Street Fighter, released in 1997, kept the Capcom roster confined entirely to Street Fighter characters. Clash of Super Heroes threw that restriction out. Darkstalkers, Mega Man, and Strider all contributed fighters to the new roster of 15 regular playable characters. Beyond the main lineup, six secret characters could be unlocked by inputting codes on the character select screen. Most of those secrets were palette swaps with altered move properties, like Shadow Lady, a modified take on Chun-Li. Roll from the Mega Man series was the exception, arriving with her own unique sprites, though she drew most of her actual moves from Mega Man's set. On the assist side, 22 Special Partner characters from both universes could be summoned mid-battle. Capcom partners included Arthur from Ghosts 'n Goblins, Devilotte from Cyberbots: Full Metal Madness, and the Unknown Soldier from Forgotten Worlds. The expanded roster gave the crossover a genuinely eclectic feel that the Street Fighter-only formula had never quite reached.

  • Clash of Super Heroes dropped the Variable Assist feature from its predecessor, which had let players call their offscreen teammate in to perform a special attack on demand. In its place came the Guest Character system, where support characters were assigned randomly at the start of each match and limited to only a few uses per round. The more dramatic mechanical addition was the Variable Cross, also called the Duo Team Attack. When triggered, both characters fought simultaneously for a limited stretch of time, and during that window the player gained unlimited use of the Hyper Combo Gauge, the colored meter at the bottom of the screen that powers the game's heaviest special techniques. That combination meant a well-timed Variable Cross could chain together multiple Hyper Combo moves in quick succession, delivering heavy bursts of damage. The mechanics kept the tag-team foundation intact while pushing the spectacle of simultaneous play further than any earlier entry had attempted.

  • The Dreamcast version shipped with five distinct game modes: Arcade, Versus, Training, Survival, and Cross Fever. Arcade Mode placed the player on a path through AI-controlled teams toward a final confrontation with Onslaught, a villain drawn directly from a crossover storyline that had run through all of Marvel Comics' ongoing series in the year before the game released. Defeating Onslaught unlocked a cinematic ending unique to each playable fighter. Cross Fever was the mode that set the Dreamcast release apart from other versions, allowing four players to compete simultaneously in a two-on-two match, something no home port had offered before. Survival Mode carried the player's life gauge through consecutive rounds against waves of enemies, adding a stamina dimension absent from standard arcade competition. Training Mode let players adjust AI difficulty and control the number of bars available in the Hyper Combo Gauge, making it a practical space for learning the game's more demanding techniques.

  • When the PlayStation port arrived on the 11th of November, 1999 in Japan, where Capcom retitled it Marvel vs. Capcom: Clash of Super Heroes EX Edition, it carried a notable absence: tag team battles were gone. The console's limited RAM could not support four-character play, so Capcom restricted most modes to two-character battles, reducing the second fighter to a support role similar to the guest character system. Frames of animation were cut as well, particularly in larger character sprites, again because of the same memory constraints. A new mode called Cross Over offered a workaround for the missing tag team play, forcing both players to use identical secondary characters: if one player chose Spider-Man and the other chose Ryu, the game automatically assigned Spider-Man and Ryu as the secondary characters for both sides. An art gallery was added to sweeten the package, letting players browse game art and ending animations. GameSpot's Jeff Gerstmann argued the changes meant the game had the same moves as the original but felt entirely different in the shell around those moves, while a reviewer for IGN described the PlayStation version as an average game. The Dreamcast release had earned a score of 33 out of 40 from Famitsu; the PlayStation version landed in softer critical territory.

  • A Dreamcast port had been revealed at the 1999 Tokyo Game Show by the Computer Entertainment Software Association. That version reached Japan on the 25th of March, 1999, North America on the 7th of October, and Europe on the 23rd of June, 2000, where Virgin Interactive Entertainment handled publishing. Game Informer called the Dreamcast port a flawless translation of the arcade experience, praising its seamless animation and lightning-quick gameplay. Years later, in 2012, a high-definition version built from the original arcade ROM was packaged with Marvel Super Heroes as the Marvel vs. Capcom Origins collection, adding online multiplayer, challenges, and replay saving. It released on PlayStation Network on the 25th of September in North America, on the 26th of September worldwide on Xbox Live Arcade, and on the 10th of October, 2012 in Europe. Then, following the apparent expiration of Capcom's licensing contracts with Marvel Comics in 2013, the Origins collection was pulled from online stores in December 2014. The game would not return to digital storefronts until years later, when June 2024 brought an announcement that it would appear in the Marvel vs. Capcom Fighting Collection: Arcade Classics compilation, released the following September for Nintendo Switch, PlayStation 4, and Windows.

  • Toy Biz produced a line of action figures to promote Clash of Super Heroes, structured as four two-packs, each pairing one Marvel character with one Capcom character. The sets paired Captain America with Morrigan, War Machine with Mega Man, Spider-Man with Strider Hiryu, and Venom with Captain Commando. In June 2020, the game appeared again in a different form, as part of an Arcade1Up home cabinet that also bundled Marvel Super Heroes vs. Street Fighter, X-Men vs. Street Fighter, and Marvel Super Heroes in War of the Gems. On the 1st of December, 1999, Capcom had already announced the sequel, Marvel vs. Capcom 2: New Age of Heroes, which expanded the team size to three-on-three, introduced a new assist system, simplified the control scheme, and assembled a roster of 56 playable fighters, drawing sprites from Capcom's earlier Marvel-licensed games. That sequel was initially built for the Sega NAOMI arcade board, marking Capcom's first foray into fighting game development outside of the CP System II and III hardware, and it eventually reached the Dreamcast, PlayStation 2, PlayStation 3, Xbox, Xbox 360, and iOS over the course of twelve years.

Common questions

What is Marvel vs. Capcom: Clash of Super Heroes and when was it released?

Marvel vs. Capcom: Clash of Super Heroes is a 1998 crossover fighting game developed and published by Capcom for the CP System II arcade system. It was exhibited at the AOU Show in February 1998 and released in Japanese arcades that same month, followed by North American arcades in March 1998.

How many playable characters are in Marvel vs. Capcom: Clash of Super Heroes?

The game features 15 regular playable fighters plus six secret characters accessible by inputting codes on the character select screen. It also includes 22 Special Partner characters that can be called in for support during battle.

What is the Variable Cross attack in Marvel vs. Capcom: Clash of Super Heroes?

The Variable Cross, also called the Duo Team Attack, is a technique that allows both characters on a team to fight simultaneously for a limited time. During a Variable Cross, the player gains unlimited use of the Hyper Combo Gauge, enabling multiple heavy special attacks in quick succession.

Why was tag team gameplay removed from the PlayStation version of Marvel vs. Capcom: Clash of Super Heroes?

The original PlayStation's limited RAM could not support the four-character tag team system from the arcade version. Capcom removed tag team battles from most modes to preserve the game's speed and graphical integrity, reducing the secondary character to an assist role instead.

Why was Marvel vs. Capcom Origins removed from digital stores?

Marvel vs. Capcom Origins, the 2012 HD compilation that included Clash of Super Heroes, was removed from online stores in December 2014 following the apparent expiration of Capcom's licensing contracts with Marvel Comics in 2013.

How did Marvel vs. Capcom: Clash of Super Heroes perform commercially in arcades?

In Japan, Game Machine ranked it the second most successful arcade game of March 1998. In the United States, the game sold an estimated 3,000 arcade units and reportedly outperformed Street Fighter III to become Capcom's most successful arcade game in the US during that period.

All sources

63 references cited across the entry

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  14. 19MvC Origins: Roll and DevilotteYuri Araujo — Capcom-Unity — September 21, 2012
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  20. 26Capcom Shows Off Some WaresIGN staff — December 1, 1999
  21. 27Marvel vs. Capcom Clash of Super Heroes Review (DC)Jeff Gerstmann — February 14, 2000
  22. 31Capcom's Exciting 2000 LineupIGN staff — December 15, 1999
  23. 33MagazineMarvel vs. Capcom Origins AnnouncedJim Reilly — July 5, 2012
  24. 34MagazineMarvel Vs. Capcom Origins Gets A Release DateKimberley Wallace — August 30, 2012
  25. 35Marvel Origins sic is out TOMORROW in Europe!Derek Neal — Capcom-Unity — October 9, 2012
  26. 36Marvel Titles no Longer Available DigitallyLuke Karmali — January 2, 2014
  27. 42MagazineMarvel vs. Capcom Clash of Super Heroes (DC)Edge staff — June 1999
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  33. 48MagazineREVIEW for Marvel Vs. Capcom: Clash of the Super Heroes EX sicAnthony Chau — February 15, 2000
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  35. 51Marvel vs. Capcom Clash of Super HeroesKestrel — PlanetDreamcast — October 16, 1999
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  39. 57Marvel Vs Capcom 2 On The Way?Matthew Langan — August 17, 1999
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  42. 62Marvel vs. Capcom 2 New Age of Heroes Review (PS3)Dan Chiappini — September 22, 2009
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