
The best: Marvel vs. Capcom is a masterpiece
First of its name is crossover combination everyone needs

Marvel vs. Capcom is where I started. My broader Marvel education beyond the X‑Men? Marvel vs. Capcom. My love for the Versus series? Marvel vs. Capcom. I learned these lessons through the eponymous Versus title, and I’m richer for it. MvC is six-button perfection.
Marvel vs. Capcom is technically the third game in the Versus series, not counting X‑Men: Children of the Atom and Marvel Super Heroes. This is where the magic has been perfected. Loosely adapting Marvel’s Onslaught story arc, MvC brings together some of Marvel’s biggest names that had yet to appear and the wider Capcom universe. Some big Marvel names like Magneto and Colossus reappear in assist roles while newcomers like Venom and War Machine join the fray, and Capcom mines the depths of its catalogue to bring in characters such as Strider, Mega Man, Morrigan and Captain Commando. The roster is an interesting mix and good call because it introduces a lot of favorite faces and it tries hard to avoid retreads.

Also, a good decision is the refinement of the two-character team concept. MvC plays like a dream and characters feel substantial. The gameplay flows well, and moves and supers feel bombastic, as they should in a Versus game. Picking up the game is easy thanks to the Auto Mode and moves feel smooth. There are still some moves that are hard to perform (looking at you, Eternal Slumber), but overall, the game plays with a better handle on fighting than its predecessor, Marvel Super Heroes vs. Street Fighter.
Another area where MvC excels over the preceding game is the presentation. The game looks great, with large colorful sprites and gorgeous backgrounds. Characters animate smoothly and look great as representations of their respective series. Equally as impressive as the graphics is the soundtrack. MvC has one of the best soundtracks in the series, and it’s not because there are remixes of existing character themes. The music fits the game mood well and the announcer — Sally Cahill of Resident Evil fame — adds to the crossover atmosphere.
While MvC isn’t perfect, it’s close. I don’t have too many complaints beyond difficulty pacing issues in the arcade ladder. The final two fights before facing boss Onslaught are brutal, and the difficulty could have been tweaked just a tad. But that is not enough for me to ding the game heavily.
What I appreciate the most is the obvious care and attention to detail with MvC. MvSF is unmitigated laziness while MvC got serious again about the legacy of the series. The roster for main characters and assists feels thoughtful, the presentation is fun and engaging and the gameplay still holds up well. It might not be played as much as its direct sequel in Marvel vs. Capcom 2, but I still find myself returning to pull off Duo Team Attacks frequently. MvC is the most marvelous of the series.



My dislikes of 

Marvel vs. Capcom 2 gets nearly everything right: Evolved gameplay with assists, cleaner visuals and a gigantic roster with familiar faces and cool additions. However, that nearly is what breaks the game for me. I can’t reconcile my nostalgia for the game and the time spent traveling, meeting new people, the gift of Ruby Heart and loving the Versus series with the absolute foolishness that is the gameplay. This is the point of the Versus ride where I get off.

The Marvel vs. Capcom Fighting Collection is the quintessential collection of Versus games. It supersedes any other modern Marvel collection released in the past 15 years and is the best collection of the bunch so far that Capcom has released. The fact that it’s all early Marvel Versus games in a modern setting and readily accessible makes this worth an immediate purchase.



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 

anything to the gameplay flow and generally can get tagged as soon as they come out. And you can’t choose what move the assist does, something that didn’t come into play until Marvel vs. Capcom 2. That lack of advancement feels lazy. It feels like Capcom put out a game to check boxes and fulfill a contract. And it shows in the modern fighting game tournament scene where XvSF still enjoys a healthy engagement, but no one plays MvSF.





environments. There are seven characters to choose from, each with their own motivations for capturing three mystical elements and presenting them to their god. All of them fly around various stages in the Gunbird world, blowing up enemies and taking on the boss Shark and her cronies Blade and Gimmick of the Queen Pirates. The story is simple to get into and won’t take up too much of your time through static screens explaining the situation at hand. 
directions. The color palette is beautiful and the character animation shines. And, yes, even though Psikyo carried over Morrigan’s dog-tired sprite from Darkstalkers it still works here. You immediately know who she is, and it doesn’t look to terrible against the backdrops of bullet hell. The other characters look good for late ’90s animation. While the animation is good, the soundtrack is passing, if not a bit late ’90s mediocre. It’s not terrible, but it doesn’t standout. A single track caught our attention, which is