Marvel vs Capcom: Difference between revisions

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==Why Play Marvel VS Capcom 1?==
==Why Play Marvel VS Capcom 1?==
Are you sick and tired of all the death combos in MVC2 and UMVC3? Do you want a more digestible but still challenging Marvel VS Capcom experience? Don't like what Marvel VS Capcom Infinite brings to the table? This is the game for you, then. Now no, this game doesn't outright have zero death combos, there's still plenty of infinites and high damage death combos here and there. But like Infinite, you're far more likely to deal set combos and fishing for hits rather than rushing to steal the first death. The game gives you room to breathe and play a more unique midscreen game where combos are finite, while still providing the Marvel experience of tight gameplay and frantic chaos.
Are you sick and tired of all the death combos in MVC2 and UMVC3? Do you want a more digestible but still challenging Marvel VS Capcom experience? Don't like what Marvel VS Capcom Infinite brings to the table? This is the game for you, then. Now no, this game doesn't outright have zero death combos, there's still plenty of infinites and high damage death combos here and there. But like Infinite, you're far more likely to deal set combos and fishing for hits rather than rushing to steal the first death. The game gives you room to breathe and play a more unique midscreen game where combos are finite, while still providing the Marvel experience of tight gameplay and frantic chaos.
= Game Mechanics =
'''Dashing: B/Fx2:'''
* A slight dash across the screen for offensive or defensive purposes. Some characters have an air-dash.
'''Super Jump: D then U or Kx3:'''
* A more extended jump with higher verticality.
'''Switch Fighters: HP + HK:'''
* This will only work, though, if your secondary fighter still has some energy left in their Health Meter. When you switch, the secondary character comes flying in from behind you. They start at the top of the screen and attack your opponent, coming down at them at an angle. Your secondary character is vulnerable at this time. 
:* As soon as your secondary character lands, they'll do a quick little "taunt" thingee to sort of "announce" their arrival and then prepare to fight. You are also vulnerable at this time, so switch wisely. Once this is done, your secondary fighter becomes your active fighter,and the previous fighter becomes your secondary.
* When one fighter completely loses their Health Meter, they are "dead" and your other fighter jumps in, to finish the fight... alone.
'''Tech-Throws: F + MP + HP before you get thrown:'''
* Throws are in this game, and I'm pretty sure everybody's got one, whether it's a "true" throw, or some kind of hold. You can lighten the damage that throws take away by Tech. Hitting out of them.
'''Dual Team Attack: QCF + HP + HK (requires 2 levels):'''
* You can evoke a Hyper Combo, where both of your characters (if they're both still alive) come in and blast the opponent with their Hyper Combos.
'''Dual Combination Attack: QCB + HP + HK (requires 2-3 levels):'''
* If both characters on the team are still alive, they both have a chance to go in at the same time for a short amount of time. During that time, the player controls both characters and has infinity meter until time runs out.
'''Guest Character: MP + MK:'''
* Before the match starts, you're given the chance to choose a Guest Character for a limited amount of times during the match. Each Guest Character has their own way of attacking during the match.
'''Push Block: Px3 while blocking:'''
* Every character can do a push block when they block while they're blocking. Doing this, you'll quickly give your opponent a push back so that they're out of range. This can be pretty useful when you have a quick character who's really "picking on you."
'''Variable Counter: RDP + HP + HK (requires 1 level):'''
* Your teammate (if they're still alive) will come in and help you out by smacking your opponent with one of their moves. After a Variable Counter, the teammate that helped out will be left fighting.
=Assists=
There are 20 Assist characters with 2 secret helper characters. Just push a button during the assist select screen and you get whichever assist the random selector was on. There is a limited amount of times you can use each assist which is dependent on how useful they are.  Assists are very useful in creating distractions among other things. You can easily connect many supers after an assist connects too. It is important to note that all assists can be knocked away if hit. All attacks from assists take chipping damage.
==How To Select An Assist==
The Assist Select grid is labeled from 1 to 20 from left to right, top to bottom. Shadow and Sentinel are 21 and 22, respectively. For instance, say you want Ton-Pooh. Since she is the first square on the 2nd row, her number is 5. To select her, before the Assist Select gird appears, simply hold down HP and LP, since 4 + 1 = 5. Below is the compilation of what buttons to use for selecting the character. In other words, it's like binary code.
{| border="1em" cellpadding="3" cellspacing="0"
| align="center"|'''LP = 1'''
| align="center"|'''MP = 2'''
| align="center"|'''HP = 4'''
| align="center"|'''LK = 8'''
| align="center"|'''MK = 16'''
| align="center"|'''HK = 32?'''
|-
|}
==List of Assists==
{| border="1em" cellpadding="3" cellspacing="0"
| align="center"|'''Helper'''
| align="center"|'''Code'''
| align="center"|'''Notes'''
|-
|01. Unknown Soldier - Forgotten World
| align="center"|LP + START
| align="center"|He shoots out some beams at your opponent covering most of the bottom half of the screen.
|-
|02. Lou - Chariot
| align="center"|MP + START
| align="center"|He's an elf that shoots several arrows and flame at your opponent. With a whopping 8 uses, Lou's arrows hit low, so while it's useless for aerial opponents (unless maybe they're falling), it is an excellent pressure tool that can lead to unblockable setups if the opponent doesn't react correctly, and in general is free blockstring pressure that the opponent has to eat. Comes out very fast, too.
|-
|03. King Arthur - Ghouls n Ghosts
| align="center"|LP + MP + START
| align="center"|He throws lances at your opponent. The fun part is that if he gets hit, he loses his armor! The lances are a very bland projectile. They don't pose much threat and aren't very big with limited range to boot. A carefully timed Arthur summon is still more useful than Pure and Fur, though.
|-
|04. Saki - Nigiirochou no Kiseki
| align="center"|HP + START
| align="center"|She shoots a laser at your opponents. Not the most threatening laser, but it comes out quick, deals decent damage, there's a good amount of uses, and can catch people off guard a little. You could lead to some setups with it if you lab, since it would force the opponent to crouch to avoid chip damage, but it's not as long as Thor's assist. Still, can be useful with the right team.
|-
|05. Tong-Pooh - Strider
| align="center"|LP + HP + START
| align="center"|She does a long range kick in the middle of the screen.
|-
|06. Devilot - Cyberbots
| align="center"|MP + HP + START
| align="center"|She comes in on a mech which self-destructs after a LONG time. It's unblockable though so use her in cornering the opponent! If you can set up traps where the opponent is forced to be stuffed, it can be a very useful assist for free damage.
|-
|07. Anita - Darkstalkers
| align="center"|LP + MP + HP + START
| align="center"|Her disembodied doll heads float around her as she walks forward, making a shield of sorts. Eventually, she will release her doll heads forward.
|-
|08. Pure and Fur - Capcom Mascot
| align="center"|LK + START
| align="center"|She makes a whole bunch of dice rain down as far behind your character as possible. Pretty much the worst assist in the game. Although several dice fall in front of her, it barely does anything to the opponent, pushes them far back so they can't receive any real damage, and has few uses. More or less just a joke assist.
|-
|09. Michelle Heart - Wings of Ales
| align="center"|LK + LP + START
| align="center"|She appears on the same level as the opponent and shoots beams in three directions. She looks bad, but she's definitely anything but. She comes out quite fast, covers crouching, standing, and aerial approaches easily, and it's quite difficult to jump in-between the aerial shots to break free. If the opponent jumps in after their partner was KO'd, this pretty much prevents any chance for them to attack back. Overall a very useful assist to lock the opponent down as an aggressive assist, but is useless if the opponent manages to jump past her.
|-
|10. Thor - Marvel Comics
| align="center"|MP + LK + START
| align="center"|Shoot lightning at his opponent in a horizontal beam. It can be ducked, as it only hits high, but it can be a decent anti-air and is useful for locking your opponent down, preventing them from being able to move for a bit as they're forced to crouch.
|-
|11. Cyclops - X-Men
| align="center"|LP + MP + LK + START
| align="center"|Optic blasts his opponent.  Uses his low (LP) optic blast.
|-
|12. Magneto - X-Men
| align="center"|LK + HP + START
| align="center"|Throws out an EM disrupter beam. It's crouchable, and knocks the opponent far away. Fairly quick, too, so there isn't much of an active hitbox. Certainly not an awful assist, but's underwhelming when similar assists do a better job at it. If you love Magneto, then there's no harm in using him, at least.
|-
|13. Storm - X-Men
| align="center"|LP + HP + LK + START
| align="center"|She throws out a vertical typhoon a bit in front of you, akin to Mega Man's Tornado Hold. If you play Mega Man regularly and know Tornado Hold setups, or how best to use the attack, it can be a helpful assist. The big issue: the range is pathetic. There's not much room for Storm to pressure with anything, unless the opponent approaches you, so while it can anti-air, at best it's a defensive assist, assuming you can catch the opponent out of the air.
|-
|14. Jubilee - X-Men
| align="center"|MP + HP + LK + START
| align="center"|Shoots out several firecrackers at different angles that slightly track the opponent, pops her gum and leaves. 8 uses at least, but each projectile deals pitiful damage, and it's likely not all of them will even hit the opponent. Not really a good anti-air either, since they'll have just enough time to react and block.
|-
|15. Rogue - X-Men
| align="center"|LP + MP + HP + LK + START
| align="center"|She does her rushing punch special from XSF. Starts from the middle of the screen and moves diagonally upward. Useless as a ground assist since Rogue only hits the opponent once if they're close. As an anti-air assist, it can be handy when they're close enough, since she can interrupt the opponent and possibly lead to an air combo, however unlikely. Hard to time, but not too bad.
|-
|16. Psylocke - X-Men
| align="center"|MK + START
| align="center"|She does a Psi-Thrust super on your opponent, dashing in from the side. The second best assist in the game, and an assist that beats out Colossus. She's easier to interrupt, but she's essentially a female Colossus assist otherwise.
|-
|17. Juggernaut - X-Men
| align="center"|LP + MK + START
| align="center"|Comes barreling toward the opponent, doing a weak version of his Juggernaut Headcrush. Fills the entire screen. One of the best assists, although you only get 3 uses. Very high priority, large hitbox, hard to interrupt, decent damage to boot. If you use Gambit, Juggernaut will allow you to do a TOD combo from midscreen to corner, albeit it uses all 3 assists.
|-
|18. Iceman - X-Men
| align="center"|MP + MK + START
| align="center"|Makes a whole bunch of ice blocks fall onto the screen. It is much more consistent than Storm or Pure and Fur, but it's still not good for pressure and should really only be used for defensive play. The opponent won't be hit by very many ice chunks, and they don't deal huge damage, and it could push the opponent away, which may prevent you from doing setups. He can still work, though.
|-
|19. Colossus - X-Men
| align="center"|LP + MP + MK + START
| align="center"|Dives in, then shoulder charges into the opponent. 5 frigging uses! Easily the best assist in the game, as he has very high priority and can truck through most attacks, but can be beat out by Psylocke, the other best assist.
|-
|20. US Agent - MSH vs SF
| align="center"|HP + MK + START
| align="center"|Does a Charging Star across the screen.
|-
|21. Shadow - MSH vs SF
| align="center"|LP + MK + HP + START
| align="center"|Does his Somersault Super move(the one where he does three flash kicks). Good anti-air, but not terribly useful on the ground. Very few uses, too.
|-
|22. Sentinel – XCOTA
| align="center"|MP + MK + HP + START
| align="center"|Flies across the screen and physically attacks the opponent. Mostly fills the entire screen. How they dropped the ball so hard on Sentinel as an assist, only to become a god tier in MVC2 is something that only meteorologists could possibly hope to figure out. Anyways, he's a charging assist and he fills the entire screen! That's about it, though. Bland pressure, bland damage, not useful in the corner as he doesn't trap the opponent very long.
|-
|}


= Basic Strategy =
= Basic Strategy =
== MAGIC SERIES ==
One of the things that makes MvC stand out (good or bad) from other fighting
games is the so called "Magic Series" of each fighter.  This is the ability
of each fighter to link their attack buttons together while attacking. 
To do the series though, you have to connect with the first hit.  It doesn't matter
if the opponent is blocking or not.
Each fighter has a ground, jumping, and super jumping magic series.
For example:
Strider's ground magic series is the Hunter series.  This means that on the
ground, he can link all six buttons (or any other combination) together while
attacking his opponent.  So if he was on the ground and hitting Ryu, he could
hit JP, SK, SP, FK, FP, RK.  Or he could skip a few and do JP, FK, FP, RK.
However, he can not cycle backwards through the buttons such as JP, FK, SP. 
He can only, on the ground, go from punch to kick and only by increasing
strength.  I really hope this is understandable as this is essential to being
a good player at this game.  Here are the Magic Series I know of although I'm
not sure if they are all in MvC:
'''1) Hunter Series:''' defined above
'''2) Weakest to Strongest:'''
Basically, you can link a weak(JP or SK) to medium(SP or FK) to strong(FP or RK).
Remember, you can also just do JP - RK or FK - FP.  You don't have to do all the buttons.
'''3) Weakest to Any:''' Able to link a weak(JP or SK) to one button of stronger strength.
'''4) Punch to Kick:''' 
Shuma Gorath had this ground series in MSHSF.
You can  only do, one punch of any strength to one kick of any strength.
Venom has this ground magic series.
'''5) Kick to Punch:'''
I think Blackheart had this in MSHSF.
Other then that, I haven't seen anybody else with this series.
'''6) None:''' Characters, like Dan in MSH, have no ground magic series.
 
You can't link any buttons together.


= Advanced Strategy =
= Advanced Strategy =

Revision as of 01:47, 31 December 2020

Marvel VS Capcom: Clash of Super Heroes
(MVC1)
Mvc-sm.gif
Developers

Capcom

Systems

CP System II
NA: January 23, 1998
JP: January 1998

Dreamcast
JP: March 25, 1999
NA: September 30, 1999
EU: June 23, 2000
PlayStation 1
JP: November 11, 1999
NA: January 27, 2000
EU: January 31, 2000
PlayStation 3 (Origins)
NA: September 25, 2012
EU: October 10, 2012
Xbox 360 (Origins)
WW: September 26, 2012
Online Play

Rollback (via Fightcade)

Player Resources

Fightcade Official Website

Community Channels

Official Marvel VS Capcom 1 Discord server

Introduction

Marvel VS Capcom: Clash of Super Heroes is a crossover, tag-team fighting game developed by Capcom, and released on January 23, 1998, developed for the CPSII Arcade board. It is the third game in the Marvel VS Capcom video game franchise, and the fifth overall Marvel fighting game developed by Capcom, serving as the sequel to Marvel Super Heroes VS Street Fighter. The game features a playable roster of 21 characters and 22 assists, split (mostly) evenly between the two companies. Much like its predecessors, and unlike the games that came after it, MVC1 features 2-VS-2 tag-team fighting gameplay, rather than the 3-VS-3 gameplay the series is well known for. In addition to this, assists are no longer teammate based, but rather based on a separate roster of characters who each have a unique function, distinguishing them from the playable roster. MVC1 also added the additional feature of Duo Team Attacks, where both player characters come out to attack for a limited period of time until their meter runs out, distinguishing it from the team supers of future Marvel games.

Marvel VS Capcom EX Edition, as it is known in Japan, is the PlayStation 1 port of the game. It is considered inferior to the arcade version for the reason that it removes the tag-team mechanic altogether. While it offers a mode under the name of "Cross Over" mode to give tag-team functionality, teams must be identical to one another in this mode, serving as a compromise to the PS1's small memory size. Therefore, the arcade version is vastly preferred over the PS1 port.

Story

The storyline is loosely based on the X-Men: Onslaught arc from the Marvel Comics continuity: following an incident in which mutant telepath Charles Xavier was forced to enter into the mind of Magneto, part of Magneto's anger slipped into Xavier's psyche, and after merging with Xavier's darkest emotions it spawned a powerful psychic entity known as Onslaught. The game expands on the story by having Xavier's conscience calling forth heroes from the Capcom universe in order to help stop him.

Why Play Marvel VS Capcom 1?

Are you sick and tired of all the death combos in MVC2 and UMVC3? Do you want a more digestible but still challenging Marvel VS Capcom experience? Don't like what Marvel VS Capcom Infinite brings to the table? This is the game for you, then. Now no, this game doesn't outright have zero death combos, there's still plenty of infinites and high damage death combos here and there. But like Infinite, you're far more likely to deal set combos and fishing for hits rather than rushing to steal the first death. The game gives you room to breathe and play a more unique midscreen game where combos are finite, while still providing the Marvel experience of tight gameplay and frantic chaos.

Basic Strategy

Advanced Strategy

Tier List

2020 Tier List by MVC1 Discord Members

  • S+: Carnage, Gold War Machine, War Machine
  • S: Wolverine, Chun-Li, Strider, Spiderman, Gambit
  • A: Captain Commando, Hulk, Venom, Jin, Mega Man
  • B: Captain America, Zangief, Ryu, Shadow Lady
  • C: Lilith, Orange Hulk, Morrigan
  • Roll: Roll

Old Tier List (Made by ???)

  • Top: Red Venom, Gold War Machine / War Machine
  • High: Chun Li, Wolverine, Gambit, Strider Hiryu, Spiderman
  • Mid: Megaman, Ryu, Jin, Venom
  • Low: Hulk, Morrigan, Zangief, Shadow Lady
  • Bottom: Roll

Assist Tier List

  • S: Colossus
  • A: Psylocke, Lou, Michelle Heart, Juggernaut
  • B+: Thor, US Agent, Cyclops, Shadow
  • B: Saki, Unknown Soldier, Devilot, Magneto, Anita, Tong-Pooh
  • C: Iceman, Rogue, Storm, Jubilee, Sentinel, Arthur
  • Pure: Pure and Fur

Matchup Chart

Cap Am. Cap Com. Carnage Chun-Li Gambit Gold War Hulk Jin Lilith Mega Man Morrigan O. Hulk Roll Ryu S. Lady Spiderman Strider Venom War M. Wolverine Zangief Totals
Cap Am. - ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Cap Com. ? - ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Carnage ? ? - ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Chun-Li ? ? ? - ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Gambit ? ? ? ? - ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Gold War ? ? ? ? ? - ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Hulk ? ? ? ? ? ? - ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Jin ? ? ? ? ? ? ? - ? ? ? ? ? ? ? ? ? ? ? ? ? ?
Lilith ? ? ? ? ? ? ? ? - ? ? ? ? ? ? ? ? ? ? ? ? ?
Mega Man ? ? ? ? ? ? ? ? ? - ? ? ? ? ? ? ? ? ? ? ? ?
Morrigan ? ? ? ? ? ? ? ? ? ? - ? ? ? ? ? ? ? ? ? ? ?
O. Hulk ? ? ? ? ? ? ? ? ? ? ? - ? ? ? ? ? ? ? ? ? ?
Roll ? ? ? ? ? ? ? ? ? ? ? ? - ? ? ? ? ? ? ? ? ?
Ryu ? ? ? ? ? ? ? ? ? ? ? ? ? - ? ? ? ? ? ? ? ?
S. Lady ? ? ? ? ? ? ? ? ? ? ? ? ? ? - ? ? ? ? ? ? ?
Spiderman ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? - ? ? ? ? ? ?
Strider ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? - ? ? ? ? ?
Venom ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? - ? ? ? ?
War M. ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? - ? ? ?
Wolverine ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? - ? ?
Zangief ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? - ?

Game Versions

Arcade

The first release, and the preferred platform to play MVC1 on. Everything this wiki discusses will be referencing this version of the game. Unfortunately, the only way to play the secret characters is to enter their secret code every time, unlike the console versions where they are unlockable. Otherwise, standard arcade version of a fighting game.

PlayStation Port

The PlayStation version of the game, titled Marvel vs. Capcom EX Edition in Japan, differs from the arcade version, in that players are unable to switch characters on-the-fly, reducing the secondary character to an assist role only. Significantly, this removes the tag-team aspect of the game, which is considered by some to be one of its defining characteristics. The PlayStation version instead offers a "Cross over" mode where each player chooses one character, and the second character for each team is a mirror of the opponent's pick. In this mode, the players may switch characters at will, but the teams must always be identical. This compromise is most likely necessitated by the console's small memory size -- the use of identical teams alleviates the memory requirements.

Dreamcast

It includes a training mode and is nearly arcade perfect, aside from a slightly different audio quality.

The Characters

Mvc-select-screen.jpg

Chun-Li Ryu Zangief
Morrigan Captain Commando Mega Man
Strider Spider Man Jin
Captain America Venom Hulk
Gambit War Machine Wolverine

Secret Characters

Carnage

  • Highlight Chun-Li and draw a "12". Enter Right.gif, Down.gif×4, Left.gif, Up.gif×4, Right.gif×2, Down.gif×2, Left.gif×2, Down.gif×2, Right.gif×2, Up.gif×4, Left.gif×2, Up.gif.

Orange Hulk

  • Highlight Chun-Li and draw a "34". Enter Right.gif×2, Down.gif×2, Left.gif×2, Right.gif×2, Down.gif×2, Left.gif×2, Up.gif×4, Down.gif×2, Right.gif×2, Up.gif×2, Down.gif×4, Up.gif×4, Left.gif, Up.gif.

Gold War Machine

  • Highlight Zangief and draw a "56". Enter Left.gif×2, Down.gif×2, Right.gif×2, Down.gif×2, Left.gif×2, Up.gif×4, Right.gif×2, Left.gif×2, Down.gif×4, Right.gif×2, Up.gif×2, Left.gif×2, Down.gif×2, Right.gif×2, Up.gif×5.

Shadow Lady

  • Highlight Morrigan and draw a "78". Enter Up.gif, Right.gif×2, Down.gif×4, Left.gif×2, Up.gif×4, Right.gif×2, Left.gif×2, Down.gif×2, Right.gif×2, Down.gif×2, Left.gif×2, Up.gif×2, Right.gif×2, Up.gif×2, Left.gif×2, Down.gif×5.

Lilith

  • Highlight Zangief and draw a "90". Left.gif×2, Down.gif×2, Right.gif×2, Up.gif×2, Down.gif×4, Left.gif×2, Up.gif×4, Right.gif, Left.gif, Down.gif×4, Right.gif×2, Up.gif×4, Left.gif×2, Down.gif×4, Right.gif, Down.gif.

Roll

  • Highlight Zangief and enter the following: Left.gif×2, Down.gif×2, Right.gif×2, Down.gif×2, Left.gif×2, Up.gif, Right.gif, Up.gif×2, Right.gif×2.

Link

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
Capcom Characters
Captain Commando
Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
Marvel Characters
Captain America
Gambit
Gold War Machine
Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
War Machine
Wolverine