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Marvel vs Capcom Games
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Marvel vs Capcom
Clash of Super Heroes
Fighting Game by Capcom
Playstation
Worldwide
3/25/1999
CPS2
Worldwide
3/25/1999
Dreamcast
Worldwide
3/25/1999
Marvel vs. Capcom Origins (Playstation Network)
Compilation release
Worldwide
9/25/2012
Marvel vs. Capcom Origins (Xbox Live Arcade)
Compilation release
Worldwide
9/26/2012

Fighters
Chun-Li
Ryu
Zangief
Unknown Soldier
Lou
Arthur
Saki
Morrigan Aensland
Captain Commando
Megaman / Rockman
Roll
Ton Pooh
Devilot
Anita
Pure & Fur
Strider Hiryu
Spider-Man
Jin Saotome
Onslaught
Miechele Heart
Thor
Cyclops
Magneto
Captain America
Venom
Hulk
Storm
Jubilee
Rogue
Psylocke
Gambit
War Machine
Wolverine
Juggernaut
Iceman
Colossus
U.S. Agent
Shadow Lady
Sentinel
Shadow

Gameplay
Assist (Tag/Team Move)
Captain America
Command Moves

Aerial Kick
(in air)up+3kick
Slightly strange-looking jumpkick.

Double Jump
(in air)ubackward/up/uforward
Cap has some extra mobility in the air.

Double Kick
2kick,2kick
A second forward kick.

Heel Kick
(in air)down+3kick
Downwards kick.
Special Moves

Backflip
hcb+anypunch
A quick cartwheel through projectiles (and enemies)

Charging Star
qcf+anykick
Cap rushes behind his shield, can absorb incoming projectiles.

Shield Slash
qcf+anypunch(air)
Cap chucks his shield at the enemy at a given angle. It rebounds back in his direction, but can be "lost".

Stars and Stripes
dp+anypunch
Standard fare anti-air
Super Moves

Final Justice
qcf+twopunch
Cap rushes the opponent and delivers a patriotic beating. He concludes with a full body air piledriver.

Hyper Charging Star
qcf+twokick
Cap rushes forward with his shield at the forefront and energy at his back. Can absorb incoming super projectiles / beams.

Hyper Stars and Stripes
dp+twopunch
Three successive stars and stripes.
Captain Commando
Special Moves

Captain Collider / Captain Corridor
qcb+anypunch
Cap strikes the ground and a huge column of lightning extends to the roof of the stage.

Captain Fire
qcf+anypunch(air)
A beam-like burst of fire from Cap's gauntlet.

Captain Kick
qcb+anykick
A leaping, flaming kick.

Commando Strike: Ginzu
qcf+1kick
Cap summons Ginzu (Sho) the Ninja Commando, who drops out of the air with a sword slash.

Commando Strike: Hoover
qcf+3kick
Cap summons Baby Head (Hoover) the Baby Commando, who launches a missile from his armored suit.

Commando Strike: Mack
qcf+2kick
Cap summons Mack the Knife (Jennety) the Mummy Commando. He spins across the sky in a downwards arc.
Super Moves

Captain Storm
qcb+twopunch
An autocombo involving the entire Commando team taking turns.

Captain Sword
qcf+twopunch
The entire Commando team comes onscreen and together swing a massive beam downwards, sword-like.
Colossus
Tag/Team Move

Power Tackle
2punch+2kick
Colossus charges across the screen, shoulder-first.
Cyclops

Optic Blast
2punch+2kick
Cyclops rushes in and fires a beam of energy from his eyes whilst crouching.
Gambit
Special Moves

Cajun Strike
c.downup+anykick
Gambit hops off the wall on his back side, then dive kicks.
Super Moves

Royal Flush
qcf+twopunch
Gambit throws his pole into the air, then rapidly throws 3/4 a deck of cards one by one at the opponent.
Jin Saotome
Basic Moves

Saotome Shine
(automatic)
When Jin is the last surviving member of his team and his life is low, he automatically gains super armor and increased damage output.
Special Moves

Saotome Crush
hcb+anykick
A blockable diving tackle attempt. On hit, Jin will drag the opponent around all four corners of the screen.

Saotome Dynamite
c.downup+anypunch
Jin expels force outward in all directions, blasting his armor off along with it.

Saotome Fire
start,m-anypunch
Jin scrubs his back with such intense vigor that he bursts into flame.

Saotome Typhoon
c.backwardforward+anypunch
Jin spins wildly across the screen in a huge tornado.
Super Moves

Blodia Punch
qcf+twopunch
Jin throws a single big punch forward, followed up by his mech Blodia.

Blodia Vulcan
qcb+twopunch
Jin snaps his fingers and leaps offscreen to his mech. He begins to shower the screen with shells, and you're treated to a momentary "gunner's eye" view from inside Blodia.

Saotome Cyclone
qcf+twokick
A version of the Saotome Typhoon with more vertical reach, but moves much slower horizontally.
Megaman / Rockman
Basic Moves

Mega Buster
3punch(air)
MegaMan fires off a blast from his arm cannon. This attack can be charged to create a larger blast.
Command Moves

Sankaku Tobi / Triangle Jump
(in air)(wall)forward
MegaMan bounces against the edge of the screen to increase the height and width of his jump.
Special Moves

Eddie Yobi / Eddie Reserve
qcbkck
Eddie the Flip-Top appears and opens his lid, dropping an item based on which strength attack is used. Light Kick summons Rockball, Medium Kick summons Tornado Hold, and Hard Kick summons Leaf Shield. These items can be collected when touched, and may be collected by any MegaMan or Roll in play.

Item Tougeki / Item Attack
qcfpnch
MegaMan performs a different attack depending on which item he has collected from the Eddie Yobi move. The default attack is Tornado Hold. Rockball produces a soccer ball-like weapon that can be kicked around the arena and strike opponents with. It rebounds when it hits a solid object or screen edge. Tornado Hold sees MegaMan throwing a small fan that produces a large tornado that travels a little bit. Leaf Shield summons a circling ring of leaves around MegaMan, which absorbs a single hit from an attack - including super moves. The shield disappears upon the attack contacting MegaMan/the shield, or after a few seconds. Performing Item Tougeki while the Leaf Shield is in play will launch it as a projectile.

Mega Upper / Mega Uppercut
dp+anypunch
MegaMan performs a Dragon Punch-like uppercut.
Super Moves

Beat Plane
qcbtwokick(air)
Beat transforms into an aeronautical transport, which MegaMan rides inside. The Beat Plane can be moved in any direction. Any Punch fires bullets, and Any Kick drops grenades.

Hyper MegaMan
qcftwopunch(air)
MegaMan temporarily transforms into a larger, more mature-looking version of himself (looking like a beefed-up MegaMan X) and fires off a gamut of guns, lasers, and missiles before returning to his normal form. Rapidly tapping the attacks used to perform the move increases damage.

Magnetic Shockwave
qcbtwopunch
MegaMan unleashes a shockwave of energy across the floor.

Rush Drill
qcftwokick
Rush transforms into a drill tank, in which MegaMan rides inside. The drill is capable of damaging the opponent. Forward and backward move the tank, while Up Forward and Up Backward allows the Rush Drill to jump in those directions. Any Punch or Any Kick speeds the Rush Drill forward, but does not increase damage done by the drill.
Roll
Command Moves

Sankaku Tobi / Triangle Jump
(in air)(wall)forward
Roll bounces against the edge of the screen to increase the height and width of her jump.
Special Moves

Eddie Yobi / Eddie Reserve
qcbanykick
Eddie the Flip-Top appears and opens his lid, dropping an item based on which strength attack is used. Light Kick summons Rockball, Medium Kick summons Tornado Hold, and Hard Kick summons Leaf Shield. These items can be collected when touched, and may be collected by any Roll or MegaMan in play.

Hanataba Bakudan / Bouquet Bomb
qcbanypunch(air)
Roll tosses a bouquet of flowers in an arc. Upon contact, the bouquet detonates.

Item Tougeki / Item Attack
qcfanykick
Roll performs a different attack depending on which item she has collected from the Eddie Yobi move. The default attack is Tornado Hold. Rockball produces a soccer ball-like weapon that can be kicked around the arena and strike opponents with. It rebounds when it hits a solid object or screen edge. Tornado Hold sees Roll throwing a small fan that produces a large tornado that travels a little bit. Leaf Shield summons a circling ring of leaves around Roll, which absorbs a single hit from an attack - including super moves. The shield disappears upon the attack contacting Roll/the shield.

Roll Buster
qcfanypunch
Roll fires off a blast with her arm cannon.
Super Moves

Beat Plane
qcbtwokick(air)
Beat transforms into an aeronautical transport, which Roll rides inside. The Beat Plane can be moved in any direction. Any Punch fires bullets, and Any Kick drops grenades.

Hyper Roll
qcftwopunch(air)
Roll temporarily transforms into a larger, more mature-looking version of herself and fires off a gamut of guns, lasers, and missiles before returning to her normal form. Rapidly tapping the attacks used to perform the move increases damage.

Rush Drill
qcftwokick
Rush transforms into a drill tank, in which Roll rides inside. The drill is capable of damaging the opponent. Forward and Backward move the tank, while Up Forward and Up Backward allows the Rush Drill to jump in those directions. Any Punch or Any Kick speeds the Rush Drill forward, but does not increase damage done by the drill.
Ryu
Command Moves

Inazuma Kakato Wari / 稲妻かかと割り
forward+2kick [Ken]
Ryu's version of Ken's elaborate overhead kick.

Sakotsu Wari / Collarbone Breaker, 鎖骨割り
forward+2punch [Ryu]
Ryu's delayed overhead punch.

Senpuu Kyaku / 旋風脚
forward+2kick [Ryu Akuma]
A hopping single turn kick.

Zugai Hassatsu / 頭蓋破殺
forward+2punch [Akuma]
Ryu's take on Akuma's delayed overhead chop.
Special Moves

Ashura Senkuu / Ashura Warp, 阿修羅閃空
dp/rdp+threepunch/threekicks [Akuma]
Akuma's teleport.

Hadoken / Fireball, 波動拳, Hadouken
qcf+anypunch(air) [Ryu Ken Akuma]
A small burst of energy thrust from the hands.

Shoryuken / Dragon Punch, 昇龍拳
dp+anypunch [Ryu Ken Akuma]
A leaping one-armed uppercut.

Tatsumaki Senpukyaku / Hurricane Kick, 竜巻旋風脚
qcb+anykick(air) [Ryu Ken Akuma]
A forward moving hurricane kick.

Tenma Kuujin Kyaku / 天魔空刃脚
(in air)qcf+anykick [Akuma]
Diving kick.
Super Moves

Messatsu Gou Hadou / 滅殺豪波動
qcb+twopunch [Akuma]
Beam fireball similar to Ryu's normal-mode Shinkuu.

Messatsu Gou Shoryu / 滅殺豪昇龍
qcf+twopunch [Akuma]
Evil version of the Shoryu Reppa.

Mode Change: Akuma
hcb+3punch
Ryu is possessed by the spirit of Akuma until he changes modes again.

Mode Change: Ken
hcb+2punch
Ryu is possessed by the spirit of Ken until he changes modes again.

Mode Change: Ryu
hcb+1punch
Ryu poses with back turned for a moment, returning to his normal mindset.

Shin Shoryuken / 真・昇龍拳
dp+twopunch [Ryu]
Ryu delivers an immensely powerful 3 hit variation of his Shoryuken or a less powerful multi-hit version.

Shinkuu Hadoken / Vacuum Wave Fist, 真空波動拳
qcf+twopunch(air) [Ryu]
A giant multi hit fireball.

Shinkuu Tatsumaki Senpukyaku
qcb+twokick [Ryu]
Extended Tatsumaki, with some games displaying the ability to draw the foe in.

Shinryu Ken / 神龍拳
qcf+twokick,m-anykick [Ken]
Ken's stationary super shoryuken. Mash for more hits.

Shippujinrai Kyaku / 疾風迅雷脚
qcb+twokick [Ken]
Rushing series of kicks into rising Tatsumaki.

Shoryu Reppa / 昇龍裂破
qcf+twopunch [Ken]
Ken's advancing triple shoryuken.

Shun Goku Satsu / Raging Demon, 瞬獄殺
1punch1punchforward1kick3punch [Akuma (3 Levels)]
Akuma's trademark super.

Tenma Gou Zankuu / 天魔豪斬空
(in air)qcf+twopunch [Akuma]
A flurry of downwards air projectiles.
Shadow
Tag/Team Move

Shadow Justice
2punch+2kick
Somersault Shells, all the way across the screen! What does it mean!?
Shadow Lady
Basic Moves

Gomen ne
start
Shadow Lady's taunt does a sliver of damage upon impact, and can knock the opponent across the screen.
Command Moves

Heel Stomp / Yosokyaku
(in air)down+2kick
Shadow Lady stomps with extended leg and rebounds, capable of doing any air attack afterwards (including more stomps).

Kaku Kyaku Raku
dforward+3kick
Shadow Lady does a handspring flip into the air, coming down with a reverse kick.

Kuuchuu Dash
(in air)forwardforward/threepunch
Shadow Lady can dash in the air.

Triangle Jump / Sankaku Tobi
(in air)(wall)uforward
Shadow Lady bounces against the edge of the screen to increase the height and width of his jump.

Triple Jump / 3-Dan Jump
(in air)ubackwardubackward/upup/uforwarduforward
Shadow Lady can jump up to three times in any vertically escalating direction.
Special Moves

Infinity Leg
m-anykick
A rapid series of blurred kicks.

Miracle Drill
qcf+anypunch
Shadow Lady's hands morph into a giant drill.

Plasma Barrier
dp+anypunch,m-anypunch
Shadow Lady poses and is surrounded by electricity. Mashing increases duration.

Rainbow Missile
qcf+anykick
Shadow Lady bows and fires off three semi-homing missiles from her back.

Sky Counter Crash
hcb+anykick
Shadow Lady flips in the air, dropping her toes at her opponent.
Super Moves

Big Bang Laser
qcf+twopunch,m-anypunch/anykick
Shadow Lady fires a massive laser from her hands. Mashing can increase hits/damage.

Final Mission
c.backward,forwardbackwardforward+twokick [Level 3]
Shadow Lady performs a hop-turn into her @term=3kick@, which knocks the opponent high into the air. SL leaps up next to them and the screen flashes, with the opponent taking massive damage.

Galaxy Missile
qcf+twokick
Many Rainbow Missiles.
Spider-Man
Command Moves

Sankaku Tobi / Triangle Jump, Wall Bounce
(in air)(wall)forward/uforward
Spidey bounces against the edge of the screen to increase the height and width of his jump.
Special Moves

Spider Sting
dp+anypunch
Spidey's Shoryuken attack.

Web Ball
(air)qcf+anypunch
Spidey fires a wad of webbing at the foe that encases them in a cocoon momentarily.

Web Swing
(air)qcb+anykick
Spidey attaches a line of webbing to the top of the screen and swings across to deliver a kick.

Web Throw
hcb+anypunch,w-
Spidey flings webbing at the foe and latches it onto them, swinging them around before launching them to the other side of the screen. Waggling the joystick can extend the length of the swinging.
Super Moves

Crawler Assault
qcf+twokick
Speedy auto-combo.

Maximum Spider
(air)qcf+twopunch
Spidey leaps to the wall and bounces off to deliver an auto-combo which takes the foe to the sky. In the MvC3 games, he attaches webs to the enemy with each hit, sending them crashing to the ground at the end with a stomp.
Strider Hiryu
Command Moves

Double Jump
(in air)ubackward/up/uforward
A second jump in mid-air.

Sankaku Tobi / 三角飛び
(in air)(wall)uforward
Spring off the wall. Can be done after Strider's normal double jump.

Sliding Kick
dforward+3kick
A sliding kick based on Strider's slide move from his original game.
Special Moves

Ame no Murakumo
qcf+anypunch
Strider dashes forward with a wide cipher slash.

Excalibur
(in air)qcf+anypunch/anykick
Strider slices while traveling at an angle determined by attack strength, up/down determined by punch/kick.

Formation A
qcf+anykick
Strider summons a mecha-panther. In MVC2, @term=1kick@ summons the panther while @term=3kick@ summons his bird.

Formation B
c.backwardforward+anypunch
Strider summons a single robo-drone. It stays by his side until launched.

Formation C
c.backwardforward+anykick
A mecha-bird drops a bomb close, midrange, or far, depending on kick strength.

Gram
dp+anypunch/anykick
A long range cipher slash. Punches slice high, kicks slice low. Punch version can be done in the air.

(in air)dp+anypunch
A long range cipher slash. Punches slice high, kicks slice low. Punch version can be done in the air.

Vajra
qcb+anykick
Strider teleports, then reappears as four shadows kicking downwards. The real Strider is determined by kick strength.

Wall Cling
qcb+anypunch,up/down/anypunch/anykick/backwardforward/forward
Strider jumps backwards and clings to the wall. From there he can climb up and down, slash, kick off at an angle, fly to the opposite wall, or just drop down.

Warp
rdp+anypunch/anykick
Teleports to a location corresponding to button pressed.
Super Moves

Legion
qcf+twokick
Strider summons a horde of mecha-panthers and mecha-birds.

Ouroboros
qcf+twopunch
Two orbiting drones are summoned. They do damage on contact, but more importantly fire ring lasers every time Strider attacks.

Ragnarok
dp+twopunch
A running throw into repeated teleport slashes.
Thor
Special Moves

Mighty Spark
2punch+2kick
Channels lightning through Mjolnir.
U.S. Agent
Tag/Team Move

Charging Star
2punch+2kick
Charging shield attack.
Unknown Soldier / Player 1

All-out Attack
2punch+2kick
The Unknown Soldier fires his machine gun while his Option attacks with a laser beam.
Venom
Command Moves

Kuuchuu Dash
(in air)forwardforward
Not really a dash, more of a swing through the air.

Sloppy Tongue
down+2kick
Anti-air tongue strike.
Special Moves

Venom Charge
(in air)qcf+anypunch [Hyper Venom]
Venom descends with dragon-headed tentacles.

Venom Crush
qcf+anypunch,m-anypunch [Hyper Venom]
Venom melds his face and hands into a giant mouth and bites at the foe. Bashing increases the number of bites.

Venom Fang
qcf+anypunch(air)
Venom transforms into a giant blob head and rushes through the air for a bite.

Venom Rush
qcf+anykick
Venom strikes the opponent with a toothy tentacle.

Venom Storm
qcf+anykick,m-anykick [Hyper Venom]
Quick strikes with toothy tentacles; mashing increases hits.

Web Throw
hcb+anypunch,w-/m-anypunch
Venom grabs his foe with a strand of weebing and slams them back and forth. Mashing and waggling increases the number of slams.
Super Moves

Death Bite
qcf+twokick
Multi-strike Venom Rush.

Venom Web
qcf+twopunch
Venom leaps into the air and spreads a web across the screen, wrapping the opponent in a cocoon. He then descends and strikes the opponent a few times, finishing up with a Venom Rush and a Venom Fang.
War Machine
Command Moves

Kuuchuu Dash / Air Dash
(in air)(any direction)+threepunch
War Machine uses his thrusters to propel through the air in any direction.

Marine Escalation
(in air)up+3kick
Strange upward kick from the air.

Rocket Knee Press
(in air)down+2kick
War Machine uses his rocket boots to quickly descend on the foe and apply knees to their face.

Tactical Launch
down+3punch
War Machine ducks and fires out a rocket from a shoulder cannon. Hyper Armor WM and MVC2 WM instead shoot a laser.
String Move

Follow-Through
1punch1punch
War Machine follows up his first jab with a snap jab from the opposite fist.
Special Moves

Flight / Flying, Hikou
qcb+anykick
War Machine uses boot thrusters to gain eight-way air movement.

Repulsor Blast
hcb+anypunch
War Machine creates a glowing sphere between his hands, over his head, that lashes out with ensnaring strikes.

Shoulder Cannon
qcf+anypunch(air)/anykick
A cannon appears on War Machine's shoulder and fires off a laser. Hyper Armor WM fires a missile instead, as does WM in MvC2. If @term=anykick@ is used, he will crouch before firing.

Smart Bomb
2punch+1kick(air)
War Machine fires two chains of explosives from his shoulders. The arc can be directed with @term=backward@ or @term=forward@
Super Moves

Proton Cannon
qcf+twopunch
War Machine summons a gigantic cannon and blasts the opponent with it. Hyper WM and MvC2 WM fires off rockets instead.

War Destroyer
qcf+twokick
War Machine straps on a harness and fires missiles straight up in the air, which come back down in the opponent's general vicinity.
Zangief
Special Moves

Aerial Russian Slam
dp+anykick
Zangief leaps into the air, and if he connects with the enemy, tosses them to the ground.

Atomic Suplex
(close)hcf+anykick
Two successive suplexes.

Banishing Flat / Banishing Fist, Punishing Flat
dp+anypunch
Zangief pivots and swipes with his hand. Strikes and nullifies projectiles.

Double Lariat
threepunch/threekicks
Zangief spins in place with arms extended. Gief has mid-body invulnerability while spinning, meaning most projectiles pass through. Starting in Champion Edition, can move left/right during execution. Kick version, if available, is usually faster with more vulnerability.

Flying Power Bomb
hcf+anykick
Zangief takes a few steps forward trying to power bomb his opponent.

Spinning Piledriver / Screw Piledriver
(close)360+anypunch(air)
Zangief's signature spinning piledriver.

Vodka Fire
qcf+anypunch [Iron Body]
Zangief breathes a fiery blue cloud.
Super Moves

Final Atomic Buster
(close)360360+anypunch
A series of suplexes, followed by a Spinning Piledriver.

Iron Body
rdp+1kick
Zangief transforms into Mecha Zangief from Marvel Super Heroes vs. Street Fighter, losing the Banishing Flat and Ultra Final Atomic Buster and taking a hit in speed, but gaining Vodka Fire and Siberian Blizzard, as well as Super Armor. Repeating the move turns Zangief back to normal.

Siberian Blizzard
360+twokick [Iron Body]
Vertically ascending Double Lariat.

Ultra Final Atomic Buster
(close)360+twokicks [Level 3]
A Flying Power Bomb, a Suplex, and a toss up and off the screen; Zangief follows the foe and brings them back down with a Spinning Piledriver.

Storyline
The Ultimate Challenge!
After Earth falls under attack by a mysterious force, we learn the dangerous foe behind the chaos is named "Onslaught."
The most powerful enemy in history puts humankind's very existence to the test. All human hopes and dreams are at risk! Now the legendary Super Heroes arrive to save the planet from Onslaught and his apocalyptic scheme.
The battle for glory begins!

Fun Facts
Muppets vs. Capcom
Hidden in the sprites of Marvel vs. Capcom's arcade release is this fellow who looks an awful lot like Sesame Street's Bert. His name is Tomichin, and he's apparently a caricature of Atsushi Tomita, who is credited as "Planner" in several of the series' entries. Drawings of Tomichin also shows up in some marketing materials for the Marvel vs. series, whenever Tomita gives a public statement.

Tomichin appears to have been at one point planned to be a striker. He has animations for a quick hand swipe, getting hit/falling down, and strangely enough, having a fist stretch out of his nose.

Rumors insist that Tomichin was planned to be the playable bonus character in Marvel Super Heroes vs. Street Fighter before Norimaro came along, but no evidence can be found of that.

Credits
Worldwide
Announcer
Announcers in fighting games normally call out the character names, rounds, winners, and sometimes color commentary.
Sally Cahill
Voice Actor

Cathal J. Dodd as Captain America
Takashi Nagasako as Captain Commando
Yūko Miyamura as Chun-Li
Tony Daniels as Gambit
Andrew Jackson as Hulk
Yūji Ueda as Jin Saotome
Kaoru Fujino as Megaman
Yayoi Jinguji as Morrigan Aensland
Maurice Dean Wint as Onslaught
Kaoru Fujino as Roll
Toshiyuki Morikawa as Ryu
Yūko Miyamura as Shadow Lady
Patrick Chilvers as Spider-Man
Yūji Ueda as Strider Hiryu
Rod Wilson as Venom
Wayne Ward as War Machine
Cathal J. Dodd as Wolverine
Wataru Takagi as Zangief
Voice Director
Directs voice actors in their roles to achieve the most optimal performances.
Susan Hart