[9][10] Unlike Clash of Super Heroes, which features unplayable partner characters that the player can summon at will, Marvel vs. Capcom 2 re-implements the "Variable Assist" gameplay mechanic introduced in Marvel Super Heroes vs. Street Fighter, allowing players to call upon one of their off-screen team members to perform a single special move to aid them.
[11][12] Each playable character possesses three different types of assists, denoted by the Greek letters α, β, and γ, which can range from projectile attacks to healing moves.
[13] Similar to prior installments, as characters deal and receive damage, a colored meter at the bottom of the screen known as the "Hyper Combo Gauge" will gradually fill.
[6] Marvel vs. Capcom 2 features a modified version of the six-button control scheme from Clash of Super Heroes.
[18] The game has an Arcade Mode, where the player must defeat seven AI-controlled teams to reach the final boss character, Abyss, who sports three different forms.
[4] This system was removed in the console versions in favor of the "Secret Factor" menu, where the player can buy hidden characters, stage backgrounds, and color schemes using points earned through normal play.
[18][24] The roster features characters from various Marvel Comics properties, such as The Avengers and X-Men, and Capcom video game franchises, including Street Fighter, Darkstalkers, and Mega Man.
[22] The service, developed by Capcom and KDD Corp, used KDD-developed technology called "Data on Demand" as a foundation, which offered transfer rates below 70 milliseconds.
[35] Following the commercial and critical success of Super Street Fighter II Turbo HD Remix in 2008, Capcom stated its intentions to continue making high-definition remakes of its past games.
[39] When questioned about the lack of a Wii port, Svensson stated that Capcom was unable to release the game on the console due to licensing restrictions and WiiWare's file size limit.
[40] The PlayStation 3 and Xbox 360 ports were developed by Backbone Entertainment, who previously worked with Capcom on Super Street Fighter II Turbo HD Remix.
[3] The online functionality in Marvel vs. Capcom 2 utilized the same net code from Super Street Fighter II Turbo HD Remix.
[21] Additional changes for the PlayStation 3 and Xbox 360 versions included various filtering options for character sprites, labeled "Smooth", "Crisp", and "Classic".
[21] Widescreen support was implemented; since Marvel vs. Capcom 2 was originally designed with a 4:3 aspect ratio, the developers were able to widen the camera field of view.
[28][47] The Xbox version launched alongside its PlayStation 2 counterpart in Japan on September 19, 2002, which later received a North American release on March 30, 2003.
[55] On August 2, 2021, prominent fighting game community member Maximilian Dood began a hashtag campaign to gather support for re-releases of Marvel vs. Capcom 2 onto modern consoles after it was delisted from digital platforms.
[59][60] Upon release, Marvel vs. Capcom 2: New Age of Heroes received critical acclaim for its frantic gameplay style, detailed backdrops and visuals, and enormous cast of playable characters.
[15] GameRevolution lauded the game for its character roster and crazy action, claiming that Capcom crafted an excellent sequel by combining "timeless gameplay, an ensemble cast, and hyper energy".
[17] Jeff Gerstmann of GameSpot praised the new control scheme and the addition of three-on-three combat; he concluded that fans of the previous games would be pleased with the changes made in Marvel vs. Capcom 2.
[30] The early Dreamcast, PlayStation 2, and Xbox versions of Marvel vs. Capcom 2 were criticized for their lack of online support outside Japan.
[48] Following the release of the PlayStation 3 and Xbox 360 ports, critics praised the game for providing a smooth online multiplayer experience.
[28] Martin Taylor of Eurogamer expressed his disappointment that the game's visual flair was backed by "a horrific, lift music-oriented soundtrack and low quality sound effects".