Marvel vs. Capcom: Clash of Super Heroes
マーヴル・スーパー・ヒーローズ VS. カプコン
- Year
- 1998
- Developer
- Capcom
- Publisher
- Capcom
- Platform
- Arcade
- Hardware
- Capcom CPS-2
- Genre
- Fighting
- Players
- 1-2 players
- Controls
- 8-way joystick + 6 buttons
- Series
- Marvel vs. Capcom series

Gameplay Screenshots




About This Game
Marvel vs. Capcom is the crossover that made the versus series a genre of its own. Two-on-two tag-team fighting with a Marvel roster and a Capcom one, running on CPS-2, and it is louder, faster and less subtle than anything Capcom made before or since.
The twist in this entry is the assist. Instead of a full four-character roster, you pick two fighters and a third appears only as a random assist attack called in with a button press. That single rule changes the match from a strategic tag system into something closer to a rhythm game: your assist is part of your neutral game, its cooldown matters, and its random identity means you build a team around what you got rather than what you wanted. The roster is loud and strange - Ryu, Megaman, Strider Hiryu, Captain America, Wolverine, War Machine, Zangief, Gambit and a handful of joke picks like Roll and Servbot. It is the direct ancestor of Marvel vs. Capcom 2, and it remains the purest expression of what the versus series is about.
- Two-on-two tag-team fighting with a random third-character assist
- A roster drawn from Marvel comics and Capcom games
- CPS-2 hardware with some of the largest sprites of its era
- The direct ancestor of Marvel vs. Capcom 2
Version History
- Arcade original (USA 971222)1998-01
Capcom's arcade release, the version on this page.
- Arcade (Japan 980123)1998-02
The Japanese board with minor differences.
- Marvel vs. Capcom 22000
The sequel, expanding to three-on-three with a much larger roster.
Cheats & Secrets
DIP switches / service menuFree play, difficulty and match settingsStandard CPS-2 operator switches for home play.
Hold Start while selecting Roll or ServbotSelects a hidden variant of that characterSome joke characters carry hidden variations behind held-button selections.
Tips & Strategy
Learn your assist cooldown
The assist is part of your neutral game and it has a timer. Calling it at the wrong moment is how matches are lost.
Tag out before the combo lands
Taking a full combo with one character is how leads disappear. Tagging out mid-combo shares the damage.
Use the assist to start combos
An assist hit gives you the frame advantage to start your own. Combining them is the real skill ceiling.
Play the rushdown
This game rewards aggression. Blocking is a temporary state, not a plan.
Download Resources
Resource packs for this game are provided through the button below.
⬇ Coming soon