MARVEL VS. CAPCOM · CPS-2

Direct Hyper Cancel.

V8 · RELEASED

Specials into supers. Supers into supers. Then your partner takes over.

One installerTwo styles at selection

Your own clean ROMPatch-only distribution

Original CPS-2 sizeNo ROM expansion

IN MOTION

Special. Super. Partner.

Real gameplay. Native game audio.
Watch the command, the connection and the finish.

Every chain in the trailer is the release build: headless MAME runs driven start to finish through Special, Hyper, second Hyper and partner handoff, plus hand-played arcade-mode clips. The trailer is a cut, not evidence.

WHAT’S CHANGING

Keep the pressure.
Hand off the finish.

The release brings these systems together in one patch.

01THE HANDOFF

Let your partner finish it.

Partner handoff brings the incoming fighter onto point through their native team Super, and that Super now draws its background. Repeated handoffs still need legal contact, the right command and enough meter.

02THE CONNECTION

Make the next move count.

Special-to-Super routes and distinct Super chains are checked against native commands and posture. Ryu's Shoryuken into Shinkuu Hadouken into Shin Shoryuken is the reference chain.

03THE COLOR

Keep your color through the fight.

Six selections in REMIX, followed through both teams, the match presentation and transformed states. Mega Man, Roll and the secret identities receive dedicated checks.

04THE METER

Five levels. Level 4 turns yellow.

The five-level Hyper meter stays; level 4 now fills yellow the way MvC2's does, from the tile the game already had. Level 5 keeps its cycling MAX bar.

CHOOSE YOUR STYLE

One game. Two ways to play.

REMIX is the default. ARCADE keeps the original rules and visuals. Choose at the STYLE screen.

REMIX

Default style

More ways to keep a combo moving.

  • Special-to-Super and Super-to-Super cancels
  • Partner DHC into the incoming fighter’s native team Super
  • Five Hyper levels, six color choices and the expanded hit display

ARCADE

Stock rules & visuals

Capcom’s original game, from the same installer.

  • Native arcade commands and cancel rules
  • The original three-level Hyper meter
  • Stock color selection and presentation

STYLE applies to both sides. The v8 checks cover a second player joining, rounds and rematches, and returning to a new selection. During native Variable Cross / Duo, the added cancel systems yield to the game’s team mechanic.

DOWNLOAD & INSTALL

Your ROM. The new rules.

Supply a clean Euro mvsc 980123 archive. The patch runs locally and writes a separate output.

CURRENT RELEASE

DHC v8

REMIX and ARCADE are included in the same installer.

Download v8
  1. 01Start with a clean archive.Put your own Euro mvsc.zip beside the installer. Use the original archive, without another patch applied.
  2. 02Run the installer.On Windows, open PowerShell in that folder and run the command below. The installer checks the input before patching.
  3. 03Stage it as mvsc.zip.Copy the patched output to a separate emulator ROM folder and name that copy mvsc.zip. Point your emulator at this folder. Keep the clean original elsewhere.
& ".\MVSC-DHC-v8.cmd" ".\mvsc.zip"

Output: mvsc_dhc_v8.zip. No ROM is included or downloaded. Modified-ROM checksum warnings are expected; official Fightcade compatibility is not claimed.

THE RELEASE RECORD

Earlier builds. Exact files.

Every existing installer remains listed with its original checksum and change log.

v8 · current public download2026-09-11

ROM-free patch-only installer: no ROM is included or downloaded. One installer, two styles: REMIX (default) adds Special-to-Super, Super-to-Super, the partner handoff, five Hyper levels, six colors and the expanded hit display; ARCADE is the stock game. Verifies your clean Euro ROM and writes a separate mvsc_dhc_v8.zip. The release receipt states exactly which checks ran on this build and at what tier.

Download DHC v8

MVSC-DHC-v8.cmd · 613 KB
SHA-256 9b9a5cbae447ea61f0972f33faef2586d250223cb363089d359e12ab73f1cfb1

  • REMIX and ARCADE ship from one installer, chosen on the STYLE SELECT screen before the roster. ARCADE bails out of every added route before it runs, so stock play is unchanged.
  • Partner handoff, REMIX only: re-input your active Hyper's command after qualified contact and your partner enters on their own native team Hyper. The destination is fixed to that team Hyper; this is not MvC2's selectable DHC.
  • The partner's Hyper now draws its background. The cross route handed the incoming fighter a Hyper without initialising its animation state, so the script event the animation would have delivered never arrived and the background graphics load was never reached; six bytes inside the v8 post-commit hook supply that event. Confirmed in play on 2026-09-10 after four withdrawn attempts, with a 1501-line zero-difference regression against the base.
  • Level 4 of the five-level meter fills yellow, the way MvC2's does, by pointing the bar at the tile the game already draws with pen 8. Forty-four bytes, no palette row written, levels 1, 2, 3 and 5 byte-for-byte stock.
  • Five Hyper levels, six color choices per fighter and the expanded hit display are in the same build, as before.
  • Stated plainly: the two new fixes were verified on a headless MAME fixture and by hand, not by the full pinned lane table; the Windows installer path was verified through the Python patcher on twelve hostile cases and rebuilt byte-identically on two machines, and the PowerShell gate on this exact build is still to run. The receipt carries each status.
v7 · previous release2026-09-03 · two editions

ROM-free patch-only installer: no ROM is included or downloaded. The parity edition, superseded by v8 on 2026-09-11 and kept here with its roster sibling for anyone who wants the exact bytes that shipped on 2026-09-03. Special-to-Super now works from every fighter's qualifying specials - the sealed core recognised 17 sources, this ships 83, built from the PlayStation port's own recognizers - so Wolverine's Berserker Barrage into Berserker Barrage X and its siblings chain. A destination posture gate reads the acting fighter's posture at the cancel, so an air-only Super can no longer be entered from the ground, or a ground-only Super from the air, through a route its own command would refuse. This edition also refuses the six destinations the PlayStation port never marks cancel-legal (Zangief's three grab Hypers, and one CPS-2 custom each for Ryu, Morrigan and Shadow Lady); Zangief's Iron Body, which the port does mark, is kept. If you want those six and the all-roster three-Hyper chains, take the roster edition below - it is the same build with the extensions left in, named for what it is. Everything from v6 rides along. No whole-game/strict PSX parity or official Fightcade compatibility claim.

Download combined DHC v7 (parity edition)

MVSC-DHC-v7.cmd · 171 KB
SHA-256 e14cb8aa24a084a56709d06a650f4f47d3fab205c7392f25e5e138541f3deca2

Combined DHC v7 - roster edition (keeps the extensions)

MVSC-DHC-v7-roster.cmd · 172 KB
SHA-256 5467f38e2a27fa7f8a9f85b9e6b9561cc18ed0936fe9e4304779d192ca11f9ce

  • Special-to-Super on every fighter with a qualifying special: the source table goes from 17 rows to 83, built from the PlayStation port's own recognizers. On v6 the core never tagged Wolverine's qcb+P as a source at all - its source tag stayed $FF for the special's whole life - so there was nothing for the Super to cancel from; on v7 the same route commits at frame 1576 on both sides.
  • New destination posture gate: every allowlist row carries two posture bits taken from the destination's own command descriptor, checked at the cancel with its own reject code. A cancel can no longer hand a grounded fighter an air-only Super, or an airborne fighter a ground-only one.
  • v7 ships as two editions from one version. The parity build refuses six destinations the port never marks cancel-legal; the roster build keeps them plus the all-roster three-Hyper chains for Venom, Red Venom and Captain Commando. Both are listed here; neither is hidden behind the other.
  • Measured, not asserted: the twelve demoted routes are refused on the parity build with a live source Hyper and a qualified contact, never entering the destination and never committing, while on that same build Zangief's Iron Body commits at frame 1543. Twenty-two object-cleanup lanes stay green on both editions.
  • Not fixed, and not claimed: reports of Gold War Machine's Mega Optic Blast coming out from the ground were not reproduced. Five routes were driven on the pinned rig and none produced it. The posture gate is correct parity work on its own terms and is not being sold as that fix.
  • Same ROM-free format-2 installer; writes mvsc_dhc_v7.zip beside your untouched mvsc.zip.
v6 · previous release2026-09-02

ROM-free patch-only installer: no ROM is included or downloaded. The v6 release: combined v5 plus the PlayStation port's cancelled-Super object cleanup. Superseded by v7, which opens Special-to-Super on every qualifying fighter, adds the destination posture gate, and splits parity from the roster extensions. Retained for anyone who wants the exact bytes that shipped on 2026-09-02.

Download combined DHC v6

MVSC-DHC-v6.cmd · 168 KB
SHA-256 ba5e4480bc1e4433e0b8556aea46a9fe8055b6662250f68e3c2a38c5863b8ba6

  • PSX-style object cleanup: at every accepted same-fighter Super-to-Super cancel the first Super's catalogued beams, drills and allies are freed the way the PlayStation port's child-object handlers free them - no more Proton Cannon, Big Bang Laser or Rush Drill stuck on screen (War Machine, Hulk, Wolverine, Roll, Captain Commando, Jin, Morrigan, Mega Man, Orange Hulk, Shadow Lady on the PSX rule; Gold War Machine and Lilith as deliberate extensions).
  • The rule comes from decompiling the PSX per-character overlays (parent action != spawn action -> free) and is applied once, at the sealed cancel commit, after the commit's own bookkeeping is published; Ryu's Hadouken, Gambit's cards, War Destroyer's missiles and every other object keep their native lifetime.
  • New 22-lane object-lifetime gate (P1/P2 kill-set positives, protected survivors, pre-contact and whiff negatives) added to the release authority; every v5 gate re-run on the same candidate: 42/42 three-Super, 36/36 Special-to-Super, 142/142 destination actions, Duo, timing, six colors, 999 HIT, Gold Mega Optic, boot.
  • Visible in the reel: Shadow Lady's Galaxy Missile now connects after the Big Bang Laser cancel instead of firing under a stuck beam.
  • Same ROM-free format-2 installer; only mvc.06a, mvc.10, mvce.03a and mvce.04a change; writes mvsc_dhc_v6.zip beside your untouched mvsc.zip.
v5 · previous release2026-08-31

Previous combined release (sealed 2026-08-31). Same feature set as v6 minus the PSX-style object cleanup: a cancelled Super's beams, drills and allies stay on screen until they time out. Use v6.

Download combined DHC v5

MVSC-DHC-v5.cmd · 166 KB
SHA-256 ce51c4068a682b720f394eab41f8a4dc66e8ab74ef75722bd87b18d4e903c320

  • Combined stock-size patch: Super-to-Super chains for all 21 supported identities plus Special-to-Super (36 lanes, exact Ryu Hadouken -> Shinkuu Hadouken), six MvC2 colors, the 0-999 display, Mega Man's Magnetic Shockwave and Gold War Machine's one-bar Mega Optic Blast in one installer.
  • Captain Commando runs the distinct $00 -> $0C -> $00 route; Mech Zangief captured at the close fixture gap; native Duo isolation (added cancels suspend while Duo is active and return after expiry).
  • Known limitation, fixed in v6: a cancelled Super's beams, drills and allies stayed on screen until they timed out.
v4 · previous release2026-08-30

Previous Hyper-to-Hyper-only release. Use combined v5 for Special-to-Super, six colors, 999 HIT, Gold Mega Optic, and Duo isolation.

Download DHC v4

MVSC-DHC-v4.cmd · 67 KB
SHA-256 d9dfdbf1e2db87aa657c1b7e384cda91ebdefb6e4da245efd1e08c0553bf2c29

  • Hyper-to-Hyper (same-active-fighter Super-to-Super) across the roster on P1 and P2, sealed by the final action matrix and repeated timing runs; no Special-to-Super, colors, 999 display or Gold Mega Optic yet.
  • First ROM-free format-2 installer: replacement bytes and verification metadata only, no stock before-bytes.
v1 · previous release2026-08-13

Previous Ryu-only release. Use combined v5 for the full scoped feature set.

Download DHC v1

MVSC-DHC-v1.cmd · 30 KB
SHA-256 513a4ea2cd8c22b2e912df929fc8c68218ba645d159cfc09996031e4afe7412e

  • Ryu's two-link route only; roster-wide cancels were not released.
Earlier gameplay reelCombined v6 footage · archive only

Captured on v6. This does not demonstrate v7 source coverage or v8 changes. The 999 display segment is a seeded boundary diagnostic, not a naturally played 999-hit combo.

Archived engineering notes and receiptsv5–v7 record · retained unchanged

Read the archived article and release hashes. These are historical claims and do not certify v8.

INSIDE THE PATCHThe commands, the fixes, the evidence.

Why bring this to the arcade version?

The PlayStation port of Marvel vs. Capcom lets the active fighter cancel one Super into another. The arcade game does not offer that same flow. Direct Hyper Cancel began by bringing it to the CPS-2 version, then added qualified Special-to-Super routes and a set of visual changes. In the game's own terminology, these Supers are Hyper Combos.

v8 takes the next step: a partner handoff through the incoming fighter's native team Super, alongside the existing same-fighter routes. REMIX and ARCADE live in one installer, with REMIX selected by default. v8 is out as of 2026-09-11 — the installer is above, and the release receipt states which checks ran on this exact build and at what tier. The v7 files remain in the archive, and their parity/roster edition names continue to mean what they meant when they shipped.

clip · loops · audio available
DHC v8 trailer // 2:37 · every chain runs start to finish: Special, Hyper, second Hyper, partner handoff · headless MAME runs of the release build plus hand-played arcade-mode clips · game audio under the music. A cut, not evidence.

What changed between testing and release

Two fixes landed on the r4 candidate, both in mvc.10, fifty bytes together. The handoff post has the mechanism for each.

The partner's Hyper draws its background. The cross route hands the incoming fighter a Hyper without initialising its animation state. A Hyper's script waits at its second step for an event the animation driver writes into $003C(a6) once a frame timer expires; that timer was never armed, so the event never came, the script never advanced, and the background graphics load at $0983F4 was never reached. Six bytes inside the v8 author's own post-commit hook — three of its reserved nops, where a6 is already the incoming fighter and the REMIX gate has passed — write the event the animation would have written. Confirmed in play on 2026-09-10 after four withdrawn attempts; 1,501 log lines with zero differences against the base on a 125-second ordinary-play scenario.

Level 4 fills yellow. The game tells the meter's fill colour apart by tile, not by palette: $7020 is drawn with pen 8 (yellow), $7030 with pen 9 (red). The REMIX HUD routine puts the bar tile in d4 and the level in d5 before jumping to the base draw; the two jumps now go through a stub that swaps d4 to $7020 when d5 is 4. Forty-four bytes, no palette row written, levels 1, 2, 3 and 5 byte-for-byte stock. Forty frames of continuous Supers with both meters cycling all five levels, diffed whole-frame against stock: every differing pixel is inside the meter strip.

What the receipt does not say is that the full pinned lane table ran on this build. It ran on the r4 candidate underneath; the two fixes were verified on a headless fixture and by hand. The Windows installer was rebuilt byte-identically on two machines and driven through twelve hostile-archive cases with the Python patcher; the PowerShell path on this exact file is still to run. Each line carries its own status.

What makes a handoff valid?

A button press is only the beginning. The source move must be eligible, its contact must belong to the right fighter and move, and the incoming fighter must be available. Meter, posture and native Duo state are checked before the handoff can commit. Repeated handoffs need a fresh legal request from the currently owned move; an old projectile must not authorize an unrelated action.

That is also why the tests include rejected inputs. A successful handoff and a properly refused one are both necessary to understand the mechanic. Starting a Super later, after the original move has ended, does not prove a cancel.

What MVC2 taught the handoff

I brought the original MVC2 measurement rig back into MAME and replayed its controller inputs. That let me observe when the incoming fighter appears, when the native team Super commits, when meter is spent, and when the partner actually becomes point. Those are separate events, even when the screen makes the handoff look instantaneous.

That ordering informs the MVC1 implementation: a request is followed by a native commitment and an actual change of point fighter. The MVC1 tests measure those events in its own engine, including a second handoff and an outgoing projectile that remains active. This does not claim frame-for-frame MVC2 timing.

Three handoffs, side by side

The word covers three different mechanics across this family of games, and the difference is the design problem. Two things decide it: who acts next, and who chooses what they do.

The arcade original does none of the three, which is where the project started.

The v8 candidate running on CPS-2, Ryu firing a Hyper with the blue meteor background filling the screen and three bars of meter
PlayStation MVC in training mode, Ryu partway through cancelling one Hyper into another, the golden meteor background filling the screen and the input display showing both motions
‹›
MVC, PlayStationv8 candidate, CPS-2
The behaviour the project set out to move. On the left, the PlayStation port lets Ryu cancel one Hyper into another and gives the second leg its own background. On the right, the same fighter firing a Hyper on the CPS-2 candidate. The background is not decoration here: it is selected from the leg counter, which is why it changes as a chain goes deeper.
MvC2 mid-handoff, the outgoing fighter leaving frame while the incoming partner's Hyper background fills the screen and the combo counter continues
MvC2 for contrast: the partner enters performing the Hyper whose command was entered. Different commands in the same window bring the same partner in on different Hypers.

That last property is the one v8 does not have. Its handoff destination comes from the incoming fighter's own data, not from what was typed. Closing that gap is a located change rather than a new system — the route already resolves the partner, already checks contact and generation, and already writes the request the engine consumes. It does not read the requested destination the input path has already stored for it.

That work is deliberately not in this release.

Fixed in the release build

In the testing builds a partner handoff drew no background: the outgoing fighter's cleared and nothing replaced it. The first diagnosis blamed per-side presentation ownership and produced four patches that forced a teardown or re-armed the presentation by hand; every one of them was withdrawn. The actual cause was upstream of all that. The incoming fighter's Hyper script was stalled at its second step waiting for an animation event that the cross route had never set up, so the background was never even requested. Supplying that event — six bytes, no stub — is what shipped. See the handoff post.

What two-fighter teams rule out

MvC2 teams are three fighters, so a chain can run three legs. MvC teams are two. A two-fighter team contains one handoff and no routing change alters that. What is reachable here is MvC2's choice, not MvC2's chain.

The routes players asked for

Captain Storm into Captain Sword, Shield Slash into Final Justice, and Captain Corridor into Sword are explicit regression cases. Each is attempted with ordinary commands on both sides, through the original move's contact and into the next Super. The Hulk grab report also gets a clean-control comparison, including the captive's release and recovery after the cancel.

In those player reports, “arcade” refers to the CPS-2 version of the game. In v8's selector, ARCADE means the original mechanics; the added cancels and partner handoffs belong to REMIX. That distinction matters when trying a reported route.

Why effects need an owner and a lifetime

A cancelled move can leave a beam or helper on screen. Deleting every object with the same appearance is too broad: a new move may already have reused that object slot, and another projectile may be supposed to continue.

The v8 cleanup work checks the exact owner, source action and allocation generation before following the native free path. The object pools are observed through allocation and release, including reused slots. Ryu's projectile continuing through a handoff is useful evidence of legitimate overlap; it should not disappear simply because the active fighter changed.

What the release evidence must show

The combined candidate must pass repeated regressions on both sides, with controller inputs, actual native move entry, contact and meter changes retained in the raw trace. Palette checks follow all four team positions through the relevant presentation states. STYLE checks include a second player joining, rounds, rematches and a new selection.

Counter boundary tests are labeled as such. A controlled display-shadow seed followed by a real hit can test 99, 100 or 999 and the held digits; it is not a naturally played 999-hit combo. Release footage must preserve that distinction.

Player reports about Magnetic Shockwave, Mega Man/Roll and Gold War Machine are part of this work. A reproduced problem, a verified correction and an unresolved report are recorded separately. Static build checks and selected successful clips do not establish that every requested fix is finished.

The result is a stock-size, patch-only release. The installer verifies the clean parent, creates a separate output and rejects wrong revisions, duplicate or missing members, modified inputs and existing output paths — twelve of those cases are exercised in the receipt. The installer, the receipt and the trailer footage refer to the same candidate, 63cfd090….

The earlier releases

v7 expanded the special-source table and added a destination posture gate. Its two editions expose different route policies: parity follows the selected PlayStation cancel rules; roster retains the documented extensions. v6 added the earlier cancelled-Super cleanup to the combined feature set. Their original files, checksums, change logs and v6 reel are in the release archive above.

Further reading: six color choices, the expanded hit display, and five Hyper levels. The archived article and receipts preserve the previous engineering record; they do not certify v8.

Work note

I designed the changes and acceptance scope, reverse-engineered the native command and object systems, and confirmed the partner-background fix by hand before it shipped. AI agents assisted with disassembly, implementation, harness work, release checks and the trailer. Diagnostics remain diagnostics: the release receipt names each check's tier, and the lanes that have not run on this build are listed as not run rather than passed.

This is an unaffiliated fan modification. Marvel vs. Capcom and its characters belong to their respective owners. The download contains patch data; you supply your own lawful game dump.