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i don't think it's implying every single character there is a superhero, just that heroes will clash at some point. they do.


* DesignatedHero: The game's subtitle is "Clash of Super Heroes", but it includes Venom who is an AntiHero.


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* LowTierLetdown: Most of the secret recolor characters are lopsided in some way, with extreme benefits coming alongside extreme drawbacks. While sometimes, this makes them incredibly strong or DifficultButAwesome, "Orange Hulk" isn't so lucky. Orange Hulk gains a speed increase over regular Hulk, but in return, he loses Hulk's [[ImmuneToFlinching hyper armor]] and high stamina. On paper, this makes him a more balanced version of Hulk, who isn't as tanky but compensates with extra mobility and more extensive combos. In practice, Hulk, as a large character who struggles with zoners and getting comboed, kind of needs that hyper armor and stamina to get in and start smashing, and without it, Orange Hulk suffers badly.
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** Likewise for Jin's ending [[spoiler:where he dies and Ryu expresses hope he'll be back]], considering he only appeared in two more games after this (and the second game was a cameo in ''Ultimate Marvel vs. Capcom 3'''s ComicBook/DaysOfFuturePast stage on a wanted poster).

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** Likewise for Jin's ending [[spoiler:where he dies and Ryu expresses hope he'll be back]], considering he only appeared in two more games after this (and the second game was a cameo in ''Ultimate Marvel vs. Capcom 3'''s ComicBook/DaysOfFuturePast stage on a wanted poster).poster showing he had been killed).
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None


* PortingDisaster: The Platform/PlayStation version, while considered to be an improvement in comparison to the [=PS1=] ports of [[VideoGame/XMenVsStreetFighter its]] [[VideoGame/MarvelSuperHeroesVsStreetFighter predecessors]], is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and [[LoadsAndLoadsOfLoading fairly gratuitous loading times]][[labelnote:*]]generally lasting from four to ten seconds, which is admittedly quicker than some of the other [=PS1=] Capcom ports like ''[[VideoGame/StreetFighterAlpha Street Fighter Alpha 3]]'' and the aforementioned ''[=XvSF=]''[[/labelnote]], features that largely make it not a straight port of the arcade version. That said, it ''does'' [[ReformulatedGame make a valiant attempt to compensate for this]], such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. having Ryu start as Ken or Akuma), the presence of an art gallery and ending viewer, and the very unique ability to [[LagCancel cancel special moves and even Hyper Combos into Hyper Combos]]. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast. and ''Origins'' versions due to the dealbreakers that are the main changes.

to:

* PortingDisaster: The Platform/PlayStation version, while considered to be an improvement in comparison to the [=PS1=] ports of [[VideoGame/XMenVsStreetFighter its]] [[VideoGame/MarvelSuperHeroesVsStreetFighter predecessors]], is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and [[LoadsAndLoadsOfLoading fairly gratuitous loading times]][[labelnote:*]]generally lasting from four to ten seconds, which is admittedly quicker than some of the other [=PS1=] Capcom ports like ''[[VideoGame/StreetFighterAlpha Street Fighter Alpha 3]]'' and the aforementioned ''[=XvSF=]''[[/labelnote]], features that largely make it not a straight port of the arcade version. That said, it ''does'' [[ReformulatedGame make a valiant attempt to compensate for this]], such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. having Ryu start as Ken or Akuma), the presence of an art gallery and ending viewer, and the very unique ability to [[LagCancel cancel special moves and even Hyper Combos into Hyper Combos]]. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast. Dreamcast, and ''Origins'' versions due to the dealbreakers that are the main changes.

Changed: 43

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** The Dreamcast version is more or less [[ArcadePerfectPort arcade-perfect]]. It also lets you unlock the {{secret character}}s for permanent use, plus Onslaught.

to:

** The Dreamcast [[Platform/SegaDreamcast Dreamcast]] version is more or less [[ArcadePerfectPort arcade-perfect]]. It also lets you unlock the {{secret character}}s for permanent use, plus Onslaught.



* PortingDisaster: The UsefulNotes/PlayStation version, while considered to be an improvement in comparison to the [=PS1=] ports of [[VideoGame/XMenVsStreetFighter its]] [[VideoGame/MarvelSuperHeroesVsStreetFighter predecessors]], is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and [[LoadsAndLoadsOfLoading fairly gratuitous loading times]][[labelnote:*]]generally lasting from four to ten seconds, which is admittedly quicker than some of the other [=PS1=] Capcom ports like ''[[VideoGame/StreetFighterAlpha Street Fighter Alpha 3]]'' and the aforementioned ''[=XvSF=]''[[/labelnote]], features that largely make it not a straight port of the arcade version. That said, it ''does'' [[ReformulatedGame make a valiant attempt to compensate for this]], such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. having Ryu start as Ken or Akuma), the presence of an art gallery and ending viewer, and the very unique ability to [[LagCancel cancel special moves and even Hyper Combos into Hyper Combos]]. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.

to:

* PortingDisaster: The UsefulNotes/PlayStation Platform/PlayStation version, while considered to be an improvement in comparison to the [=PS1=] ports of [[VideoGame/XMenVsStreetFighter its]] [[VideoGame/MarvelSuperHeroesVsStreetFighter predecessors]], is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and [[LoadsAndLoadsOfLoading fairly gratuitous loading times]][[labelnote:*]]generally lasting from four to ten seconds, which is admittedly quicker than some of the other [=PS1=] Capcom ports like ''[[VideoGame/StreetFighterAlpha Street Fighter Alpha 3]]'' and the aforementioned ''[=XvSF=]''[[/labelnote]], features that largely make it not a straight port of the arcade version. That said, it ''does'' [[ReformulatedGame make a valiant attempt to compensate for this]], such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. having Ryu start as Ken or Akuma), the presence of an art gallery and ending viewer, and the very unique ability to [[LagCancel cancel special moves and even Hyper Combos into Hyper Combos]]. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast Dreamcast. and ''Origins'' versions due to the dealbreakers that are the main changes.
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%%* TierInducedScrappy: Roll. A somewhat strange example considering [[JokeCharacter she was intentionally designed to be a rather poor combatant]].

Changed: 149

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** The FinalBoss of ''VideoGame/MarvelVsCapcomClashOfSuperHeroes'' is ComicBook/{{Onslaught}}, one of the most dangerous villains in Marvel's pantheon. After defeating his first form, all goes quiet for a moment before the ground starts to quake, and you're greeted with [[http://vignette4.wikia.nocookie.net/marvelvscapcom/images/3/3a/Mvsc_onslaught2.gif/revision/latest?cb=20101121213920 this]]! "'''''NO ONE IS SAFE!'''''", indeed!

to:

** The FinalBoss of ''VideoGame/MarvelVsCapcomClashOfSuperHeroes'' is ComicBook/{{Onslaught}}, one of the most dangerous villains in Marvel's pantheon. After defeating his first form, all goes quiet for a moment before the ground starts to quake, and you're greeted with [[http://vignette4.wikia.nocookie.net/marvelvscapcom/images/3/3a/Mvsc_onslaught2.gif/revision/latest?cb=20101121213920 gif this]]! "'''''NO ONE IS SAFE!'''''", indeed!



* PortingDisaster: The UsefulNotes/PlayStation version, while considered to be an improvement in comparison to the [=PS1=] ports of [[VideoGame/XMenVsStreetFighter its]] [[VideoGame/MarvelSuperHeroesVsStreetFighter predecessors]], is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and [[LoadsAndLoadsOfLoading fairly gratuitous loading times]][[labelnote:*]]generally lasting from four to ten seconds, which is admittedly quicker than some of the other [=PS1=] Capcom ports like ''[[VideoGame/StreetFighterAlpha Street Fighter Alpha 3]]'' and the aforementioned ''[=XvSF=]''[[/labelnote]], features that largely make it not a straight port of the arcade version. That said, it ''does'' [[ReformulatedGame make a valiant attempt to compensate for this]], such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. having Ryu start as Ken or Akuma) and the very unique ability to cancel special moves and even Hyper Combos into Hyper Combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.

to:

* PortingDisaster: The UsefulNotes/PlayStation version, while considered to be an improvement in comparison to the [=PS1=] ports of [[VideoGame/XMenVsStreetFighter its]] [[VideoGame/MarvelSuperHeroesVsStreetFighter predecessors]], is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and [[LoadsAndLoadsOfLoading fairly gratuitous loading times]][[labelnote:*]]generally lasting from four to ten seconds, which is admittedly quicker than some of the other [=PS1=] Capcom ports like ''[[VideoGame/StreetFighterAlpha Street Fighter Alpha 3]]'' and the aforementioned ''[=XvSF=]''[[/labelnote]], features that largely make it not a straight port of the arcade version. That said, it ''does'' [[ReformulatedGame make a valiant attempt to compensate for this]], such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. having Ryu start as Ken or Akuma) Akuma), the presence of an art gallery and ending viewer, and the very unique ability to [[LagCancel cancel special moves and even Hyper Combos into Hyper Combos.Combos]]. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.

Changed: 1445

Removed: 2490

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Moving Reformulated Game to the main page (as it is not a YMMV trope). Also restoring and editing the Porting Disaster entry (general consensus is the PS port of the game is still inferior to the original arcade version, though a better effort than its predecessors for reasons explained in the aforementioned Reformulated Game entry; the actual comments given would probably be frowned upon for being unnecessarily snarky, nor does it refute any of the other issues raised).


** The Dreamcast version is more or less arcade perfect. It also lets you unlock the secret characters for permanent use, plus Onslaught.

to:

** The Dreamcast version is more or less arcade perfect. [[ArcadePerfectPort arcade-perfect]]. It also lets you unlock the secret characters {{secret character}}s for permanent use, plus Onslaught.



%% > 5 seconds per loading screen
%% > "horrible" loading times
%% yeah, sure
%%* PortingDisaster: The UsefulNotes/PlayStation version is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and horrible loading times, features that largely make it not a straight port of the arcade version. That said, it ''does'' make a valiant attempt to compensate for this, such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. have start Ryu as Ken or Akuma) and the very unique ability to cancel special moves and even hyper combos into hyper combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.
* ReformulatedGame: ''Marvel vs. Capcom EX Edition'' is probably the best UsefulNotes/PlayStation port of an ''[=MvC=]'' title - less by it being arcade-accurate and more by how much it tried to work around the console's severe RAM limitations. The game's flagship feature, 2-on-2 tag battles, has been replaced with a 1-on-1, round-based system similar to ''[[VideoGame/{{Darkstalkers}} Darkstalkers 3]]'' - even though you still have to select two characters either from the playable roster or from a number of assists. The game's other flagship feature, Variable Cross, is available with either of them, though with the former, you'll fight alongside a clone of your enemy, and with the latter, you'll have automatic ''and'' unlimited assists for a few seconds. Aside from a few nifty extras, such as being able to transform Ryu and Zangief before the match even begins (without it costing any meter!) or use Onslaught's Magnetic Shockwave as Mega Man, there are also special-to-super cancels and [=DHC's=][[note]]Delayed Hyper Combos, cancelling an ongoing Hyper Combo into another, different Hyper Combo[[/note]] - mechanics that wouldn't be present in the series proper until '''only a few weeks later''' in ''VideoGame/MarvelVsCapcom2''. If you ever need an immediate reference to how different ''EX Edition'' is to the arcade experience, it comes with the [[MirrorMatch Cross Over]] mode that brings all of the 2-on-2 tag teams back, while leaving out most, if not all, of the new features.

to:

%% > 5 seconds per loading screen
%% > "horrible" loading times
%% yeah, sure
%%*
* PortingDisaster: The UsefulNotes/PlayStation version version, while considered to be an improvement in comparison to the [=PS1=] ports of [[VideoGame/XMenVsStreetFighter its]] [[VideoGame/MarvelSuperHeroesVsStreetFighter predecessors]], is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and horrible [[LoadsAndLoadsOfLoading fairly gratuitous loading times, times]][[labelnote:*]]generally lasting from four to ten seconds, which is admittedly quicker than some of the other [=PS1=] Capcom ports like ''[[VideoGame/StreetFighterAlpha Street Fighter Alpha 3]]'' and the aforementioned ''[=XvSF=]''[[/labelnote]], features that largely make it not a straight port of the arcade version. That said, it ''does'' [[ReformulatedGame make a valiant attempt to compensate for this, this]], such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. have having Ryu start Ryu as Ken or Akuma) and the very unique ability to cancel special moves and even hyper combos Hyper Combos into hyper combos. Hyper Combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.
* ReformulatedGame: ''Marvel vs. Capcom EX Edition'' is probably the best UsefulNotes/PlayStation port of an ''[=MvC=]'' title - less by it being arcade-accurate and more by how much it tried to work around the console's severe RAM limitations. The game's flagship feature, 2-on-2 tag battles, has been replaced with a 1-on-1, round-based system similar to ''[[VideoGame/{{Darkstalkers}} Darkstalkers 3]]'' - even though you still have to select two characters either from the playable roster or from a number of assists. The game's other flagship feature, Variable Cross, is available with either of them, though with the former, you'll fight alongside a clone of your enemy, and with the latter, you'll have automatic ''and'' unlimited assists for a few seconds. Aside from a few nifty extras, such as being able to transform Ryu and Zangief before the match even begins (without it costing any meter!) or use Onslaught's Magnetic Shockwave as Mega Man, there are also special-to-super cancels and [=DHC's=][[note]]Delayed Hyper Combos, cancelling an ongoing Hyper Combo into another, different Hyper Combo[[/note]] - mechanics that wouldn't be present in the series proper until '''only a few weeks later''' in ''VideoGame/MarvelVsCapcom2''. If you ever need an immediate reference to how different ''EX Edition'' is to the arcade experience, it comes with the [[MirrorMatch Cross Over]] mode that brings all of the 2-on-2 tag teams back, while leaving out most, if not all, of the new features.
changes.



** Hulk's ending, [[spoiler:where Cap sacrifices himself to save the world, with the rest of the X-Men eulogizing him.]] Though this is sad enough, it's the frakking music that makes it worse.

to:

** Hulk's ending, [[spoiler:where Cap where [[spoiler:Cap sacrifices himself to save the world, with the rest of the X-Men eulogizing him.]] him]]. Though this is sad enough, it's the frakking music that makes it worse.
Is there an issue? Send a MessageReason:
None


* ReformulatedGame: ''Marvel vs. Capcom EX Edition'' is probably the best UsefulNotes/PlayStation port of an ''[=MvC=]'' title - less by it being arcade-accurate and more by how much it tried to work around the console's severe RAM limitations. The game's flagship feature, 2-on-2 tag battles, has been replaced with a 1-on-1, round-based system similar to ''[[VideoGame/{{Darkstalkers}} Darkstalkers 3]]'' - even though you still have to select two characters either from the playable roster or from a number of assists. The game's other flagship feature, Variable Cross, is available with either of them, though with the former, you'll fight alongside a clone of your enemy, and with the latter, you'll have automatic ''and'' unlimited assists for a few seconds. Aside from a few nifty extras, such as being able to transform Ryu and Zangief before the match even begins (without it costing any meter!) or use Onslaught's Magnetic Shockwave as Mega Man, there are also special-to-super cancels and [=DHC's=][[note]]Delayed Hyper Combos, cancelling an ongoing Hyper Combo into another, different Hyper Combo[[/note]] - mechanics that wouldn't be present in the series proper until '''only a few weeks later''' in VideoGame/MarvelVsCapcom2. If you ever need an immediate reference to how different ''EX Edition'' is to the arcade experience, it comes with the [[MirrorMatch Cross Over]] mode that brings all of the 2-on-2 tag teams back, while leaving out most, if not all, of the new features.

to:

* ReformulatedGame: ''Marvel vs. Capcom EX Edition'' is probably the best UsefulNotes/PlayStation port of an ''[=MvC=]'' title - less by it being arcade-accurate and more by how much it tried to work around the console's severe RAM limitations. The game's flagship feature, 2-on-2 tag battles, has been replaced with a 1-on-1, round-based system similar to ''[[VideoGame/{{Darkstalkers}} Darkstalkers 3]]'' - even though you still have to select two characters either from the playable roster or from a number of assists. The game's other flagship feature, Variable Cross, is available with either of them, though with the former, you'll fight alongside a clone of your enemy, and with the latter, you'll have automatic ''and'' unlimited assists for a few seconds. Aside from a few nifty extras, such as being able to transform Ryu and Zangief before the match even begins (without it costing any meter!) or use Onslaught's Magnetic Shockwave as Mega Man, there are also special-to-super cancels and [=DHC's=][[note]]Delayed Hyper Combos, cancelling an ongoing Hyper Combo into another, different Hyper Combo[[/note]] - mechanics that wouldn't be present in the series proper until '''only a few weeks later''' in VideoGame/MarvelVsCapcom2.''VideoGame/MarvelVsCapcom2''. If you ever need an immediate reference to how different ''EX Edition'' is to the arcade experience, it comes with the [[MirrorMatch Cross Over]] mode that brings all of the 2-on-2 tag teams back, while leaving out most, if not all, of the new features.
Is there an issue? Send a MessageReason:
None


* PortingDisaster: The UsefulNotes/PlayStation version is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and horrible loading times, features that largely make it not a straight port of the arcade version. That said, it ''does'' make a valiant attempt to compensate for this, such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. have start Ryu as Ken or Akuma) and the very unique ability to cancel special moves and even hyper combos into hyper combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.

Added: 2519

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Roll's tier list placement in Mv C 1 is arguable, also replacing Porting Disaster with something more fitting


%% > 5 seconds per loading screen
%% > "horrible" loading times
%% yeah, sure
%%* PortingDisaster: The UsefulNotes/PlayStation version is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and horrible loading times, features that largely make it not a straight port of the arcade version. That said, it ''does'' make a valiant attempt to compensate for this, such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. have start Ryu as Ken or Akuma) and the very unique ability to cancel special moves and even hyper combos into hyper combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.
* ReformulatedGame: ''Marvel vs. Capcom EX Edition'' is probably the best UsefulNotes/PlayStation port of an ''[=MvC=]'' title - less by it being arcade-accurate and more by how much it tried to work around the console's severe RAM limitations. The game's flagship feature, 2-on-2 tag battles, has been replaced with a 1-on-1, round-based system similar to ''[[VideoGame/{{Darkstalkers}} Darkstalkers 3]]'' - even though you still have to select two characters either from the playable roster or from a number of assists. The game's other flagship feature, Variable Cross, is available with either of them, though with the former, you'll fight alongside a clone of your enemy, and with the latter, you'll have automatic ''and'' unlimited assists for a few seconds. Aside from a few nifty extras, such as being able to transform Ryu and Zangief before the match even begins (without it costing any meter!) or use Onslaught's Magnetic Shockwave as Mega Man, there are also special-to-super cancels and [=DHC's=][[note]]Delayed Hyper Combos, cancelling an ongoing Hyper Combo into another, different Hyper Combo[[/note]] - mechanics that wouldn't be present in the series proper until '''only a few weeks later''' in VideoGame/MarvelVsCapcom2. If you ever need an immediate reference to how different ''EX Edition'' is to the arcade experience, it comes with the [[MirrorMatch Cross Over]] mode that brings all of the 2-on-2 tag teams back, while leaving out most, if not all, of the new features.



* TierInducedScrappy: Roll. A somewhat strange example considering [[JokeCharacter she was intentionally designed to be a rather poor combatant]].

to:

* %%* TierInducedScrappy: Roll. A somewhat strange example considering [[JokeCharacter she was intentionally designed to be a rather poor combatant]].
Is there an issue? Send a MessageReason:
None


* PortingDisaster: The PlayStation version is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and horrible loading times, features that largely make it not a straight port of the arcade version. That said, it ''does'' make a valiant attempt to compensate for this, such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. have start Ryu as Ken or Akuma) and the very unique ability to cancel special moves and even hyper combos into hyper combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.

to:

* PortingDisaster: The PlayStation UsefulNotes/PlayStation version is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and horrible loading times, features that largely make it not a straight port of the arcade version. That said, it ''does'' make a valiant attempt to compensate for this, such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. have start Ryu as Ken or Akuma) and the very unique ability to cancel special moves and even hyper combos into hyper combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Recreating the game's flyer art with other crossovers, be they official ones or one's own dream crossover, is a popular concept.
Is there an issue? Send a MessageReason:
None


* PortingDisaster: The Playstation version is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and horrible loading times, features that largely make it not a straight port of the arcade version. That said, it ''does'' make a valiant attempt to compensate for this, such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. have start Ryu as Ken or Akuma) and the very unique ability to cancel special moves and even hyper combos into hyper combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.

to:

* PortingDisaster: The Playstation PlayStation version is an enigma. Damningly, it lacks the tag team combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and horrible loading times, features that largely make it not a straight port of the arcade version. That said, it ''does'' make a valiant attempt to compensate for this, such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. have start Ryu as Ken or Akuma) and the very unique ability to cancel special moves and even hyper combos into hyper combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the dealbreakers that are the main changes.

Added: 1319

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None


* PortingDisaster: The [=PS1=] port omitted the tag team gameplay due to the system's limitations.

to:

* PolishedPort:
** The Dreamcast version is more or less arcade perfect. It also lets you unlock the secret characters for permanent use, plus Onslaught.
** The version included in ''Marvel vs. Capcom Origins'' is possibly even more arcade perfect than the Dreamcast version, features extremely high quality rollback netcode, and it allows players to unlock shortcuts to select the secret characters.
* PortingDisaster: The [=PS1=] port omitted Playstation version is an enigma. Damningly, it lacks the tag team gameplay combat (bar a special mode where it is allowed, but players must use the exact same team) and suffers from cut animation frames and horrible loading times, features that largely make it not a straight port of the arcade version. That said, it ''does'' make a valiant attempt to compensate for this, such as the ability to play as Onslaught and the version of Mega Man with the Magnetic Shockwave from Mega Man's ending, extra colors, being able to start the match in alternate forms (i.e. have start Ryu as Ken or Akuma) and the very unique ability to cancel special moves and even hyper combos into hyper combos. In spite of all these neat features, many of which are unavailable in any other version, most players tend to completely ignore it for the arcade, Dreamcast and ''Origins'' versions due to the system's limitations.dealbreakers that are the main changes.

Added: 434

Changed: 432

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None


* NightmareFuel: The FinalBoss of ''VideoGame/MarvelVsCapcomClashOfSuperHeroes'' is ComicBook/{{Onslaught}}, one of the most dangerous villains in Marvel's pantheon. After defeating his first form, all goes quiet for a moment before the ground starts to quake, and you're greeted with [[http://vignette4.wikia.nocookie.net/marvelvscapcom/images/3/3a/Mvsc_onslaught2.gif/revision/latest?cb=20101121213920 this]]! "'''''NO ONE IS SAFE!'''''", indeed!

to:

* NightmareFuel: NightmareFuel:
**
The FinalBoss of ''VideoGame/MarvelVsCapcomClashOfSuperHeroes'' is ComicBook/{{Onslaught}}, one of the most dangerous villains in Marvel's pantheon. After defeating his first form, all goes quiet for a moment before the ground starts to quake, and you're greeted with [[http://vignette4.wikia.nocookie.net/marvelvscapcom/images/3/3a/Mvsc_onslaught2.gif/revision/latest?cb=20101121213920 this]]! "'''''NO ONE IS SAFE!'''''", indeed!
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Cleanup thread indicates it doesn't qualify since the entry is about it being made obsolete by its Even Better Sequel.


* CondemnedByHistory: As time went on, the game slowly became unliked by many competitive players due to limited playstyles that work at high end gameplay (basically throws, chipping and infinities were all that worked) and were dominated by only a handful of playable characters and assists. [[https://forums.shoryuken.com/t/the-new-mvc1-discussion-thread-is-marvel-1-considered-bad/164189 This thread from Shoryuken's forum]] goes into more detail.
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* CondemnedByHistory: As time went on, the game slowly became unliked by many competitive players due to limited playstyles that work at high end gameplay (basically throws, chipping and infinities were all that worked) and were dominated by only a handful of playable characters and assists. [[https://forums.shoryuken.com/t/the-new-mvc1-discussion-thread-is-marvel-1-considered-bad/164189 This thread from Shoryuken's forum]] goes into more detail.

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