X‑Men vs. Street Fighter — Issue 55

X marks the spot with fan­tas­tic third entry in Ver­sus series

Are you ready, True Believ­ers? In keep­ing pace with this issue’s trib­ute to Mar­vel vs. Cap­com, I’m intro­duc­ing anoth­er game that helped make this series renowned by com­ic book afi­ciona­dos and fight­ing games fans alike. Yep, you bet your excel­sior prayers, this is X‑Men vs. Street Fighter.

X‑Men vs. Street Fight­er take place two years after the release of X‑Men: Chil­dren of the Atom and Mar­vel Super Heroes. The back­sto­ry is a leg­endary X‑Men vil­lain, Apoc­a­lypse, appears stat­ing that Earth­’s sur­vival depends on only the strongest being able to sur­vive. Lit­tle does Apoc­a­lypse know, M. Bison and Shadaloo as well as Mag­ne­to and the Broth­er­hood of Mutants have their own plans for Earth. The X‑Men along with var­i­ous Street Fight­ers hear this and now a bat­tle with high stakes for Earth begins with unlike­ly teams bat­tling against Apocalypse. 

The con­trols are the usu­al set up in any Cap­com fight­ing game, only this time you have con­trol of two char­ac­ters that can con­sist of any X‑Men or Street Fight­er char­ac­ter. I enjoyed the abil­i­ty to mix an X‑Men and a Street Fight­er char­ac­ter togeth­er as a team. X‑Men vs. SF also fea­tures the super jump and aer­i­al rave from COTA but intro­duces three fea­tures: the Hyper Com­bo Gauge, which allows for super moves; the Vari­able Com­bi­na­tion, which allows both char­ac­ters to exe­cute their Hyper Com­bos; and, the Vari­able Counter allows you to pull off an offen­sive attack from a defen­sive block sim­ply by tag­ging your off­screen part­ner. These new moves and fea­tures great­ly increase the playa­bil­i­ty from the pre­vi­ous games and make X‑Men vs. Street Fight­er a bet­ter play­ing game.


The graph­ics and pre­sen­ta­tion are like COTA and MSH, bear­ing strik­ing resem­blance in arcade qual­i­ty. I enjoyed the scenery and bright back­grounds that took out guess­work of my point char­ac­ter and the visu­al theme of each stage. The music is ener­getic and on point thanks to Cap­com’s sound team work­ing their awe­some wizardry. 

While it’s fun to play, I do have some gripes. While I enjoyed the over­all game­play, I did­n’t like the heavy reliance on touch-of-death com­bos and infin­ites. Also, while the music was enjoy­able, the reuse of Street Fight­er’s char­ac­ter themes was kind of bor­ing and lazy. Yes, I real­ize they want­ed to use some­thing that is eas­i­ly rec­og­niz­able but some­times I think they rely on it too much and it’s obvi­ous here. My last gripe is Aku­ma. Don’t get me wrong, I’m not hat­ing on the OG, but come on Cap­com, Aku­ma is pushed on every ear­ly Mar­vel Ver­sus game like he’s a main play­er in the MCU. That’s overkill and too much use of the Red Demon will force pay­ing clien­tele to think about spend­ing mon­ey on future games where he is run­ning amok. Mod­er­a­tion, Cap­com. Mod­er­a­tion, please.

X‑Men vs. Street Fight­er is enjoy­able and helped estab­lish the trend of com­ic books meet­ing fight­ing games. As Mar­vel and Cap­com were the pio­neers, oth­er com­ic book com­pa­nies and game devel­op­ers fol­lowed suit, mak­ing it nor­mal for the gam­ing indus­try. This is a good ori­gin sto­ry for the Ver­sus series.