By Marvin Analysts

2Q FY27/3: The Half Ran Ahead, the Plan Held

By Lewis Sterriker, Equity Research Analyst
as of:

Thesis status: Affirmed on compounding. Unresolved on conversion. The platform shift paused at the half.

Key Takeaways

  1. Capcom delivered 73.2% of its full-year operating profit plan in the first half of FY27/3, on operating profit of ¥60.8bn, up 54.5%, and on unit sales the company described as its highest for any first half. Second-quarter operating profit grew a slower 33.8%, against a prior-year quarter that recognised about ¥5.1bn of revenue deferred from earlier releases. Excluding deferral timing from both years, second-quarter sales grew 65.9% against 41.6% as reported.
  2. Management left every full-year line unchanged on 27 October and stated that Capcom is on track to achieve the plan. Holding it implies second-half operating profit of ¥22.2bn, 38% below the same half of FY26/3, on catalogue units 22% lower. The plan carries no revenue from the Street Fighter film and no repeat pachislo sales, Digital Contents physical sales have already reached their full-year figure, and the yen stood at ¥157 to the dollar on 30 September against a planned ¥140, each yen worth ¥0.4-0.5bn of annual operating profit on Capcom's own estimate. Capcom gave no reason for leaving the plan unchanged beyond noting that it forecasts only the full year because it manages performance on an annual basis.
  3. PC share of units gave back the first quarter's gain. It ran at 57.1% across the half against 57.3% a year earlier, after 60.4% in the first quarter, and fell to 51.0% in the second quarter against 55.8%. Digital share slipped to 92.4%, below the 93% line in C3. Capcom has stated no cause, and the disclosure cannot separate launch mix from a shift in the catalogue's own platform split. C3 moves from Affirmed to Developing ↓. Memo No. 1 read the quarterly series as showing no plateau. The half does not support that reading.
  4. Monster Hunter Wilds now has a partial read, and it shows no acceleration. Capcom's Platinum Titles list put it at 11.80m on 30 June, about 0.4m above March and close to the average quarter of FY26/3, when it sold 1.32m. The half's top ten shows only that second-quarter units were below 0.79m. Its Switch 2 version on 4 December will count as a new title in Capcom's split, which blurs the catalogue measure C1 rests on. The live-action Street Fighter film released on 16 October, inside the third quarter, so the media condition has no game-side read yet.
  5. At the 29 October close of ¥3,800, 13.2% below the 27 October close, the price requires an operating margin gliding from the plan's 39.5% to 36.9% by FY36/3, just below the 37.5% of FY24/3, the weakest year in Capcom's record. Held at the plan margin instead, it needs revenue growth of 3.6% a year, below the 4.5% on the model's own path. On the same model the requirement fell 5.2 points since Memo No. 1. The lower share price took 4.4 points off it, the lower JGB yield and the later valuation date another 1.0, and the half itself added 0.2. The reading rests on the model's beta of 0.475. At 0.60 the requirement would sit above Capcom's best year, and so would capex at FY26/3's 9.1% of sales, close to the 9.8% in Capcom's FY27/3 plan.
Exhibit 1: Since Memo No. 1 the plan held, PC share slipped and the requirement fell 5.2 points
Positions at Memo No. 1 and at this memo
At Memo No. 1, 1Q FY27/3At Memo No. 2, 1H FY27/3
Operating profit, share of the ¥83.0bn plan49.5% in the first quarter. Plan unchanged on 28 July73.2% in the half. Plan unchanged on 27 October
Catalogue units21.26m in the quarter, up 59.1%32.18m in the half, up 40.8%. Second quarter 10.92m, up 15.1%
PC share of units60.4%, against 58.2% a year earlier57.1% in the half, against 57.3%. Second quarter 51.0%, against 55.8%
Digital share of units93.3%92.4% in the half. Second quarter 90.7%
Monster Hunter WildsOutside the quarterly top ten, so below 0.71mAbout 0.4m in the first quarter on the Platinum Titles list. Second quarter below 0.79m
Deferred revenue balance¥598m at 30 June¥1,123m at 30 September
Street Fighter filmDue 16 OctoberReleased 16 October, inside the third quarter
Watch conditionsThree Affirmed, four DevelopingTwo Affirmed, five Developing. C3 down from Affirmed
Required terminal operating margin, glide path42.06% at ¥4,180 on 16 August36.85% at ¥3,800 on 29 October
Source: Capcom, Capcom reverse DCF model, Marvin Labs
The glide path holds the model's revenue path and moves the operating margin from the plan's 39.52% to the terminal margin in equal steps over nine years.
Memo No. 1 published 46.13% on the earlier twenty-two-sheet model. 42.06% is the same price and valuation date on the current model's construction, so the two columns compare like for like.
Digital share is total units less physical units. Second-quarter figures are the first half less the first quarter.
Wilds' first-quarter figure is the Platinum Titles list at 30 June (11.80m, rounded to 0.1m) less the 11.42m lifetime at 31 March, so it carries about 0.05m either way. The second-quarter bound is the half's top-ten cut of 1.17m less that figure.

This is the second update to the May primer, after Memo No. 1 on the first quarter. The primer argued that Capcom's catalogue engine works, with 83.7% of FY26/3's 59.07m units coming from titles released in earlier years, and that the question across FY27/3 to FY29/3 is whether the mechanism scales, with management's 100m annual unit goal as a ceiling rather than a forecast. This memo covers the first half of FY27/3, to 30 September 2026, from the results, First Half Report and press release of 27 October, Capcom's Platinum Titles list at 30 June and its May and July Q&A summaries, with the reverse DCF struck at the 29 October close of ¥3,800.

First-Half Results

Operating profit grew faster than sales across the half, and the operating margin widened 1.8 points even as gross margin narrowed, because SG&A grew at less than half the rate of gross profit (Exhibit 2). Both margins fell in the second quarter. Ordinary profit grew faster than operating profit, as the half had none of the ¥2.4bn of Osaka Expo expense booked a year earlier and interest income nearly doubled. Profit attributable to owners grew more slowly, because Capcom applies its forecast full-year tax rate to interim profit, and that rate rose to 29.6% from 24.3%.

Exhibit 2: Operating profit grew 54.5% in the half and 33.8% in the second quarter
¥ million unless stated
First halfSecond quarter
1H FY26/31H FY27/3ChangeShare of FY plan2Q FY26/32Q FY27/3Change
Net sales¥81,152M¥120,887M+49.0%57.6%¥35,650M¥50,477M+41.6%
Gross profit¥52,868M¥77,223M+46.1%--¥21,861M¥28,441M+30.1%
Gross margin65.1%63.9%(1.2pp)--61.3%56.3%(5.0pp)
SG&A¥13,535M¥16,454M+21.6%--¥7,127M¥8,727M+22.4%
Operating profit¥39,333M¥60,769M+54.5%73.2%¥14,736M¥19,715M+33.8%
Operating margin48.5%50.3%+1.8pp--41.3%39.1%(2.2pp)
Ordinary profit¥36,543M¥61,212M+67.5%73.7%¥13,660M¥19,760M+44.7%
Profit attributable to owners¥27,514M¥43,083M+56.6%74.3%¥10,276M¥13,924M+35.5%
Source: Capcom 1H FY27/3 Consolidated Financial Results, 27 October 2026, Marvin Labs
Second-quarter figures are the first half less the first quarter.
Capcom forecasts neither gross profit nor SG&A, so neither carries a plan share. Margin changes are in percentage points and difference the displayed one-decimal levels.

The deferral comparison accounts for the second quarter's lower gross margin, on the assumption, used throughout, that recognised deferred revenue carries no cost in the period. The same quarter of FY26/3 recognised about ¥5.1bn of revenue deferred from earlier releases. This year's second quarter deferred slightly more than it recognised, a net ¥0.2bn. Memo No. 1 noted that Onimusha: Way of the Sword could create a fresh deferral inside the quarter. The balance rose ¥525m to ¥1,123m in the quarter the game launched, which is consistent with that, though Capcom does not name the titles behind the balance. Removing the deferred revenue portion from both years turns the second quarter's 5.0-point fall in gross margin into a 1.7-point rise, and lifts growth on every line (Exhibit 3). The operating profit adjustment remains a ceiling, as in Memo No. 1, because Capcom discloses no cost split.

Exhibit 3: Excluding deferral timing, second-quarter sales growth rises from 42% to 66%
Year-on-year growth, %. Ex-deferral removes the deferred revenue portion from both years. Operating profit ex-deferral is an upper bound
Source: Capcom First Half Report and 1Q FY27/3 presentation, Marvin Labs

Digital Contents supplied ¥20.9bn of the ¥21.7bn rise in segment operating profit (Exhibit 4). Capcom attributes the segment's earnings to continued growth in the Resident Evil series, in a half that also included two launches, PRAGMATA in April and Onimusha in September, at 2.73m and 1.78m units. The segment's margin slipped 1.5 points while deferral recognition nearly halved and group promotional expense rose to ¥4.8bn from ¥2.5bn. Capcom does not split the two. Amusement Equipments booked most of its annual profit plan with three of the plan's four machines, one of them Monster Hunter Rise: Sunbreak, whose 14,100 units shipped in September ahead of its 5 October operating date. Arcade Operations opened two stores in the half, and the plan holds seven more.

Exhibit 4: Digital Contents supplied almost all of the rise in segment operating profit
Segment results, 1H FY27/3, ¥ million unless stated
Operating margin
Net salesSales changeOperating profitProfit change1H FY26/31H FY27/3Share of FY profit plan
Digital Contents¥85,141M+70.8%¥52,308M+66.7%62.9%61.4%65.8%
Arcade Operations¥15,709M+26.2%¥2,681M+32.8%16.2%17.1%81.2%
Amusement Equipments¥16,549M+8.9%¥9,275M+2.2%59.8%56.0%89.2%
Other Businesses¥3,486M(4.7%)¥1,975M(5.0%)56.9%56.7%56.4%
Total segments¥120,885M¥66,239M------
Corporate--(¥5,470M)----39.9%
Consolidated¥120,887M+49.0%¥60,769M+54.5%48.5%50.3%73.2%
Source: Capcom 1H FY27/3 Consolidated Financial Results and First Half Report, 27 October 2026, Marvin Labs
Corporate is consolidated operating profit less the segment total, against -¥5,222m a year earlier and a plan of -¥13,700m.
Segment sales sum to ¥120,885m against a consolidated ¥120,887m on Capcom's round-down convention.

Six items flatter, depress or move the half (Exhibit 5). Currency reaches every overseas sale and is the only item that cannot be sized. The yen stood at ¥157 to the dollar on 30 September, against ¥148 a year earlier and the plan's ¥140, and close to nine in ten units sold outside Japan. Capcom's one sensitivity is ¥0.4-0.5bn of annual operating profit per yen against the plan rate. It gives neither the direction nor the effect on the half.

Exhibit 5: Six items move the half, and currency cannot be sized
Items that flatter, depress or move the 1H FY27/3 headlines
ItemSizeWhat it moves
Deferred revenue, recognised net of new deferral¥7.5bn in the half against ¥14.1bn. Second quarter -¥0.2bn against +¥5.1bnFlatters sales and profit in both years, the prior year more, so reported growth understates the change. Removing it turns the second quarter's gross-margin fall into a rise
CurrencyNot disclosed. ¥157 to the dollar at 30 September, against ¥148 a year earlier and ¥140 in the planMoves the yen value of overseas sales. The yen was weaker at 30 September than a year earlier, but the half's average rate is not disclosed. Foreign exchange losses of ¥720m sit below the operating line
Osaka Expo expenseNil, against ¥2.4bn in 1H FY26/3Lifts ordinary profit growth above operating profit growth, with interest income of ¥1.2bn against ¥0.7bn
Effective tax rate29.6% against 24.3%Lowers growth in profit attributable to owners
Pachislo shipped ahead of operationMonster Hunter Rise: Sunbreak, 14,100 units shipped in September. Revenue not disclosedPuts the launch shipments of a machine that began operating on 5 October into the half
Slower content buildGame work-in-progress +¥6.1bn against +¥13.3bn. Media assets +¥0.5bn against +¥4.9bnLifts operating cash flow. No income statement effect
Source: Capcom 1H FY27/3 Consolidated Financial Results and First Half Report, 27 October 2026, FY26/3 results briefing Q&A, 13 May 2026, Marvin Labs
Exchange rates are Capcom's period-end rates.

Operating cash flow reached 60.5% of operating profit, against 11.5% a year earlier (Exhibit 6). Taxes, the deferral unwind and the content build drained both halves. Against a year earlier, tax paid rose ¥1.2bn, while the deferral unwind fell from ¥14.1bn and the content build from ¥18.2bn. Media assets, the balance that carries the film, took ¥4.9bn of that build a year earlier and ¥0.5bn in this half. Receivable collections did less to help than the ¥18.4bn collected a year earlier. Conversion moves with launch timing and collections, and FY26/3 closed at 41.7%, so one half sets no run rate for the year.

Exhibit 6: Taxes, the deferral unwind and the content build take cash conversion to 60.5%
1H FY27/3, profit before income taxes to operating cash flow, ¥bn. Conversion is operating cash flow over operating profit, 11.5% a year earlier
Source: Capcom 1H FY27/3 Consolidated Financial Results, 27 October 2026, Marvin Labs

Outlook: The Plan Held

Capcom left the plan it set on 13 May unchanged at both quarterly results, and holding it implies the second half in Exhibit 7. The implied decline sits almost entirely in Digital Contents, which accounts for ¥12.0bn of the ¥13.7bn fall in operating profit against last year's second half, on a segment margin close to last year's. Corporate costs take most of the remainder, rising ¥1.3bn. Arcade Operations, which Capcom describes as on track toward its plan, would earn ¥0.6bn against ¥1.2bn, with seven store openings still to come.

Exhibit 7: Holding the plan implies a second half 38% below last year's
¥ million unless stated
FY27/3 plan1H FY27/3Implied 2H FY27/32H FY26/3Change
Net sales¥210,000M¥120,887M¥89,113M¥114,213M(22.0%)
Operating profit¥83,000M¥60,769M¥22,231M¥35,964M(38.2%)
Operating margin39.5%50.3%24.9%31.5%(6.6pp)
Digital Contents net sales¥152,200M¥85,141M¥67,059M¥94,425M(29.0%)
Digital Contents operating profit¥79,500M¥52,308M¥27,192M¥39,240M(30.7%)
Digital Contents operating margin52.2%61.4%40.5%41.6%(1.1pp)
Arcade Operations operating profit¥3,300M¥2,681M¥619M¥1,182M(47.6%)
Amusement Equipments operating profit¥10,400M¥9,275M¥1,125M¥955M+17.8%
Other Businesses operating profit¥3,500M¥1,975M¥1,525M¥1,565M(2.6%)
Corporate(¥13,700M)(¥5,470M)(¥8,230M)(¥6,978M)Cost +17.9%
Total units (m)65.0036.8628.1435.22(20.1%)
Catalogue units (m)53.0032.1820.8226.61(21.8%)
New-title units (m)12.004.687.328.61(15.0%)
Physical units, all titles (m)3.002.810.192.69(92.9%)
Source: Capcom 1H FY27/3 Consolidated Financial Results and First Half Report, FY26/3 results presentation, Marvin Labs
The implied second half is the full-year plan less the first half. 2H FY26/3 is the full year less the first half. The plan was set on 13 May 2026 and held on 28 July and 27 October.
Corporate is consolidated operating profit less the segment total in every column. Margin changes difference the displayed one-decimal levels.
Capcom counts versions on new platforms as new titles, including the Switch 2 versions due in the second half.

The plan has not been re-cut since May, and some of its lines no longer fit the year (Exhibit 8). Digital Contents physical sales reached the full-year figure in the half, which leaves nothing for a second half that booked ¥11.0bn a year earlier and brings five Switch 2 releases. New-title units are well ahead of last year's pace because PRAGMATA and Onimusha both launched in the first half. Amusement Equipments sits close to the share of the year it booked in last year's first half, so the segment is not ahead of its seasonal pattern.

Exhibit 8: Most plan lines are further used than a year earlier, and physical sales are spent
First-half share of the full-year figure, %. FY27/3 against the plan, FY26/3 against the actual year. Physical sales on Capcom's ¥100m rounding
Source: Capcom First Half Report and FY26/3 results presentation, Marvin Labs

A high first-half share does not by itself show that the plan is low. Across FY23/3 to FY26/3 the first half delivered between 31.5% and 59.3% of the year's operating profit, moving with launch timing. The plan's 73.2% sits above that range, and two readings fit. In the first, the second half is as weak as the plan implies. Last year's second half included Resident Evil Requiem, which launched in February 2026 and sold 6.91m units by 31 March, while the announced second-half slate is Dragon's Dogma 2: Dark Arisen and Switch 2 versions of existing games, with Mega Man: Dual Override dated only to spring 2027. In the second, the plan is a May figure that has not been re-cut. Capcom states that it is on track and that it manages performance on an annual basis, its plan excludes film revenue and repeat pachislo sales, and the plan sits within ¥0.2bn of the 10% annual operating profit growth Capcom names as its goal. The filing settles neither. Currency could move the answer, but Capcom gives the size of its sensitivity without a direction, so the ¥17 gap to the plan rate cannot be turned into a figure.

Where the Half Came From

Catalogue units carried the half and slowed through it (Exhibit 9). Their growth fell to 15.1% in the second quarter from 59.1% in the first, against an easier comparison, as the same quarter a year earlier sold 9.49m catalogue units against 13.36m in the first. Capcom attributes catalogue growth to initiatives, including those tied to each series' latest instalment, and gives no reason for the slowdown. The catalogue also includes Resident Evil Requiem, launched in February 2026 and counted as catalogue from April, which sold 1.59m units in the half. Japan and physical units grew faster than the total in a half when three titles shipped on Switch 2, though Capcom gives no Switch 2 unit figure.

Exhibit 9: Catalogue units reached Capcom's highest first half, and second-quarter growth slowed to 15%
Digital Contents unit sales, million units unless stated
First halfSecond quarter
1H FY26/31H FY27/3Change2Q FY26/32Q FY27/3Change
Total units23.8536.86+54.5%9.6913.05+34.7%
Catalogue22.8532.18+40.8%9.4910.92+15.1%
New titles0.994.68+372.7%0.202.13NM
Catalogue share95.8%87.3%(8.5pp)97.9%83.7%(14.2pp)
PC units13.6521.03+54.1%5.416.66+23.1%
Console digital units8.7513.02+48.8%3.515.18+47.6%
Physical units1.442.81+95.1%0.761.22+60.5%
PC share57.3%57.1%(0.2pp)55.8%51.0%(4.8pp)
Digital share94.0%92.4%(1.6pp)92.2%90.7%(1.5pp)
Japan units2.343.90+66.7%1.001.72+72.0%
Japan share9.8%10.6%+0.8pp10.3%13.2%+2.9pp
Source: Capcom First Half Report, 27 October 2026, and 1Q FY27/3 presentation, Marvin Labs
Second-quarter figures are the first half less the first quarter, from Capcom's 1Q and first-half presentations. PC units are digital. Digital share is total units less physical units.
New titles are titles released in the current fiscal year, including versions on additional platforms. Share changes difference the displayed one-decimal levels. First-half PC shares are as Capcom reports them, so 1H FY26/3 reads 57.3% where the displayed units give 57.2%.

The first-half PC share stalled at 57% after three years of gains, and the full-year share was flat across FY25/3 and FY26/3 (Exhibit 10). The second quarter cannot show whether the catalogue's own platform split moved, because its 2.13m new-title units carry no platform split. If none of them sold on PC, the catalogue's PC share was 61.0%. If all of them did, it was 41.5%. The same quarter a year earlier, with 0.20m new-title units, puts the catalogue's share between 54.9% and 57.0%, inside that range.

Exhibit 10: First-half PC share stalled at 57% after the first quarter reached 60.4%
PC share of Digital Contents unit sales by fiscal year, %
Source: Capcom quarterly and full-year presentations, Marvin Labs

Resident Evil took six of the ten places in the first-half ranking (Exhibit 11). Devil May Cry 5's 1.83m includes the Switch 2 version released in June, which Capcom counts as a new title, so for that game the ranking mixes catalogue and new-title units. Monster Hunter: World, released in January 2018, took tenth place at 1.17m. Monster Hunter Wilds, the title management aims to take past World's lifetime sales, sold less than World in the half.

Exhibit 11: Eight older titles and two launches made the top ten, and Monster Hunter Wilds was not among them
1H FY27/3 unit sales by title, million units, including versions on additional platforms. Launches in lighter blue. Release month in brackets
Source: Capcom First Half Report, 27 October 2026, Marvin Labs

What the Price Implies

This section characterises the financial conditions the current enterprise value implies. It is not a price target, a fair-value estimate, or a view on whether the shares are mispriced. At the 29 October close of ¥3,800, 13.2% below the 27 October close, the market values Capcom's operations at ¥1,414bn after ¥176.1bn of net cash and securities, 18.8 times FY26/3 operating profit and 17.0 times the plan's. With the model's revenue path held, that value requires an operating margin gliding from the plan's 39.52% to 36.85% by FY36/3, or 37.22% held flat from FY28/3 (Exhibit 12). Both sit just below the 37.45% of FY24/3, the weakest year in Capcom's record, and the five reported years sit within three points of each other.

Exhibit 12: On either margin solve, the price now requires a margin just below Capcom's weakest year
Operating margin, %. Required margins at the 29 October close of ¥3,800 with the model's revenue path held. The sell-through basis removes recognised deferred revenue, assumed to carry no cost
Source: Capcom, Capcom reverse DCF model, Marvin Labs

The walk first restates Memo No. 1's published 46.13% on the current model (Exhibit 13). The current model values the rest of the year as a stub, adds nine explicit years where the earlier model had six, and discounts from the valuation date at mid-period, where the earlier model discounted whole years to each year end. From the restated 42.06%, the share price moved the requirement more than every other step combined. The half moved the requirement through cash: moving the model to 30 September took ¥11.1bn out of the stub, the model's cash flow for the rest of the year, and added ¥5.0bn to net cash and securities. Had the quarter's cash matched the model's conversion of its profit, the two would roughly offset. Part of the gap is the model's construction, because the stub spreads the year's content and working capital build evenly across the quarters and the 30 September securities balance is an estimate. The plan did not change, so the path step reads zero.

Exhibit 13: On the current model the share price took 4.4 points off the requirement and the half added 0.2
Required terminal operating margin, glide path, %. One group of inputs changed at a time and recalculated in the model
StepRequired marginChange, points
Memo No. 1 as published, ¥4,180 on 16 August, earlier model46.13%--
Frame and method: the same inputs, price and date on the current model42.06%(4.07)
Price to ¥3,800 at 29 October37.64%(4.42)
Valuation date to 29 October37.21%(0.43)
30 September net cash and securities, ¥176.1bn against ¥171.2bn, and share count37.07%(0.14)
Stub: the model's cash flow for the rest of FY27/3, ¥10.4bn against ¥21.4bn37.37%0.30
Discount rate: JGB 2.86% to 2.80%, WACC 5.615% to 5.555%36.85%(0.52)
Revenue path, cash build and tax rate, unchanged36.85%0.00
Change since Memo No. 1 on the current model36.85%(5.21)
Source: Capcom reverse DCF model, Capcom, Marvin Labs
Each step changes one group of inputs and recalculates the model in the order shown. A different order would change the sizes. Changes difference the displayed values.
Of the 9.28-point fall from the published 46.13%, the frame step accounts for 4.07.
The 30 September investment securities balance is estimated as the 31 March balance plus first-half purchases of ¥14.5bn. Memo No. 1's basis carried the 31 March balance.

The two solves are different ways of underwriting the same price, and each grants the other's variable in full. On the model's own revenue path, any flat margin from 37.22% meets the price, and every year in the record clears that, the weakest by 0.23 points. Held at the plan margin instead, the price needs less growth than the path assumes (Exhibit 14). At flat revenue per unit, no reported margin now needs annual units to reach management's 100m goal before FY36/3.

Exhibit 14: At every margin in Capcom's record, the price needs revenue growth of less than 4.5% a year
Required revenue CAGR FY27/3-FY36/3 at a held operating margin, and the margin required on the model's revenue path, at ¥3,800
Operating marginRevenue CAGRUnits by FY36/3 (m)First year at 100m units
Margin held flat, growth solved------
FY26/3 on a sell-through basis34.41%5.86%106.0FY35/3
FY24/3, the lowest year in the record37.45%4.47%94.1FY38/3
FY26/3 as reported38.54%4.01%90.4FY39/3
FY27/3 plan, the growth solve39.52%3.60%87.3FY40/3
FY23/3, the highest year in the record40.35%3.27%84.9FY42/3
Revenue path held, margin solved------
Flat from FY28/337.22%4.47%94.1Not by FY36/3
Glide from the plan to FY36/3, terminal margin36.85%4.47%94.1Not by FY36/3
Source: Capcom reverse DCF model, Capcom, Marvin Labs
Units hold FY26/3 revenue per unit flat, so units are FY26/3's 59.07m scaled by revenue. At the plan margin, units reach 75.8m by FY32/3.
Years after FY36/3 extend the required growth rate beyond the model's explicit period.
The sell-through basis removes FY26/3's ¥12.3bn of recognised deferred revenue from sales and operating profit, on the assumption that it carries no cost.
Memo No. 1's 8.82% revenue CAGR and 98.1m units by FY32/3 were on the earlier model's frame and are not comparable with these figures.

The reading rests on two inputs the half did not touch (Exhibit 15). The model's beta of 0.475 sits in a five-year monthly range of 0.46 to 0.49, which spans 1.5 points and straddles FY24/3's margin. A beta of 0.60, still below the roughly 0.65 a standard Blume adjustment would give, puts the requirement at 43.3%, above Capcom's best year. The model also holds capex at a 5.0% maintenance rate of sales, against 9.1% in FY26/3 and a FY27/3 plan of ¥20.5bn, 9.8% of planned sales. At FY26/3's rate the requirement would be 43.7%. Terminal value carries 70.5% of the forward enterprise value, so most of what the price pays for lies beyond FY36/3.

Exhibit 15: The observed beta range straddles Capcom's weakest year, and a beta of 0.60 puts the requirement above its best
Required terminal operating margin, glide path, at ¥3,800 by beta and cost of equity, %. Cost of equity = 2.80% JGB + beta x 5.8% Japan equity risk premium. No debt, so WACC equals the cost of equity
Source: Capcom reverse DCF model, Marvin Labs

The Conditions

C3 is the only condition to change status, and it moves down (Exhibit 16). The other four that improved at Memo No. 1 keep their status with the trend now flat, because the half confirmed what the first quarter showed without answering any question it left open. Nothing is Weakening, and C1, A and B sit at Developing on what Capcom discloses rather than on anything that went wrong.

Exhibit 16: C3 is the only condition to change status, and nothing is Weakening
Watch conditions at Memo No. 1 (1Q FY27/3) and at the first half
ConditionTierMemo No. 11H FY27/3Read at the halfWhat moves it next
C1: Catalogue conversion on recent releasesLoad-bearing🟡 Developing →🟡 Developing →Wilds about 0.4m in the first quarter on the Platinum Titles list, close to FY26/3's quarterly pace. Second quarter below 0.79m. World's lifetime now 30.83mThe Platinum Titles list at 30 September. The 4 December Switch 2 version counts as a new title
C2: Operating profit growth continuityLoad-bearing🟢 Affirmed ↑🟢 Affirmed →73.2% of the unchanged ¥83.0bn plan in the half, against 52.2% of the actual year a year earlier. The plan held, so the year's arithmetic did not moveNine-month results. 10% growth for the year needs second-half operating profit of ¥22.1bn
C3: PC share holds above 54.5% and rises, digital at or above 93%Load-bearing🟢 Affirmed ↑🟡 Developing ↓PC 57.1% in the half against 57.3%, and 51.0% in the second quarter. Digital 92.4%, below 93%. No stated causeFull-year shares in May 2027. Digital below 93% for the year with no stated cause fires the trigger
C4: Catalogue-to-new-release compositionLoad-bearing🟢 Affirmed ↑🟢 Affirmed →Catalogue 32.18m, up 40.8%, at 87.3% of units, above the band as new titles rose. Second-quarter catalogue growth slowed to 15.1%Full-year catalogue units against the 53.0m plan
C5: Capital deployment discipline (warning)Load-bearing🟡 Developing ↑🟡 Developing →Digital Contents 79.0% of segment profit on four segments, 81.4% excluding Other Businesses. Game work-in-progress up ¥6.1bn to ¥60.7bn. Media assets ¥10.4bn, no impairment. Margin leg unreadFull-year margin against FY26/3's 38.54% and the full-year segment share
A: Media producing game-side upliftAmplifying🟡 Developing ↑🟡 Developing →The film released 16 October, after the period. Devil May Cry 5 sold 0.54m in the second quarter, now credited partly to its Switch 2 versionThird-quarter title figures, late January 2027
B: Wilds remediation to maintenance (warning)Amplifying🟡 Developing →🟡 Developing →No remediation or maintenance language in the results or the First Half Report. The second-quarter Q&A summary had not been publishedThe second-quarter Q&A. Remediation language persisting into FY28/3 puts it off track
Source: Capcom 1H FY27/3 results, First Half Report and Platinum Titles list, Marvin Labs
C5 and B are framed as warnings. Status denotes thesis impact, so a warning that is not firing reads Affirmed. Trends compare with Memo No. 1.
The derivation of Wilds' first-quarter figure and second-quarter bound is in the notes to Exhibit 1.

Memo No. 1 concluded that the annual plateau in PC share did not survive the quarterly series. It rested that on one first quarter against another, and the half gave the gain back, so the plateau question is open again. C3 stops short of Weakening. Its plateau trigger needs flat annual shares across FY27/3 and FY28/3. Its digital trigger, a decline without a stated cause, sits beside a noise clause for within-year variation driven by title mix. The second quarter fits that clause, with console digital, physical and Japan units each growing at least twice as fast as PC, but Capcom has stated no cause. A full year below 93% digital without one would fire the trigger.

C1 and B hold at Developing →. The Platinum Titles list gives Wilds its first measured figure since March, and it shows a pace close to FY26/3's rather than a change in it. B's language leg has no read, because neither the results nor the First Half Report mentions remediation or maintenance and the second-quarter Q&A summary had not been published. From the third quarter the Switch 2 version will count as a new title, so catalogue units will understate Wilds and its Platinum Titles lifetime becomes the cleaner measure.

C5's segment leg now turns on the basis. Digital Contents earned 79.0% of segment operating profit across all four segments and 81.4% excluding Other Businesses, either side of the 80% floor. The half is a weak read on a floor set against a full-year share, because Amusement Equipments books most of its profit in the first half: a year earlier the half read 70.4% on four segments and the full year 80.7%. A's named test opens with the third quarter, and the Devil May Cry evidence behind it is now confounded, because Capcom credits the game's sales partly to its June Switch 2 version as well as to pricing tied to the animated series.

Two variables bearing on the half sit outside the set (Exhibit 17). Deferral timing set the second quarter's growth rate, and the yen's ¥17 gap to the plan rate cannot be sized. The deferral and cash overlays already report each period without a status, and currency joins them. The FY27/3 restatement is to decide all three and adopt the refinements below.

Exhibit 17: Currency joins the two standing overlays, and four conditions need refining at the restatement
Overlays reported each period without a status, and changes proposed for the FY27/3 restatement
ItemWhat and why
Overlays, no status
Deferred revenueSet the second quarter's growth rate: about ¥5.1bn recognised in the comparative against a net -¥0.2bn this year. Running since Memo No. 1
Cash conversionFirst half-year read: operating cash flow 60.5% of operating profit against 11.5%. Readable at the half and the full year only
Currency, new¥157 to the dollar at 30 September against the plan's ¥140. Capcom gives ¥0.4-0.5bn of operating profit per yen and no direction. Report the period-end rate against the plan rate
Proposed for the restatement
Refine C1Measure Wilds on its Platinum Titles lifetime across all platforms, because Capcom counts the Switch 2 version as a new title. Adopt management's World benchmark, proposed at Memo No. 1
Refine C3Test on half-year and full-year shares only, keeping the stated-cause clause. The first-quarter comparison overstated the trend at Memo No. 1
Refine C5Fix the segment basis: four segments (FY26/3 80.7%) or excluding Other Businesses (84.2%). Test the floor on the full year
Refine AName a measurable read. Capcom rounds the Street Fighter series to the million, 60m at June and at September, so a smaller lift shows only in title figures Capcom chooses to give. Separate platform launches from media effects
Source: Capcom, Marvin Labs

What Decides It

The nine-month results are the first event that can show whether the second half is as weak as the held plan implies (Exhibit 18). The plan leaves ¥22.2bn of operating profit for the second half, and the third quarter brings Dragon's Dogma 2: Dark Arisen, Switch 2 versions of three Resident Evil games and of Monster Hunter Wilds, and the film. The same results give A its first read, though the Street Fighter series total rounds to the million, so a lift shows only if Capcom gives a title figure. For Wilds, which runs across C1 and B, the Platinum Titles list at 30 September completes the first-half read.

On the model's inputs, the price at ¥3,800 needs about the weakest margin in Capcom's record, so the requirement turns on longer evidence: whether the margin holds as the investment footprint broadens, which is the longitudinal leg of C5. The full-year results in May 2027 bring the first full-year margin against FY26/3's 38.54%, the annual PC and digital shares that decide C3, and the year's cash flow statement. The restatement that follows adopts or rejects the changes in Exhibit 17.

Exhibit 18: The nine-month results are the first read on the film and on the plan's second half
Dated events through FY27/3 and the slate beyond it
DateEventWhat it reads
Not published at 28 OctoberSecond-quarter Q&A summaryB's language leg. Any stated cause for the platform mix (C3) or for holding the plan
Next list updatePlatinum Titles list at 30 SeptemberC1 and B: Wilds' second quarter
9 and 16 October 2026Dragon's Dogma 2: Dark Arisen. Switch 2 versions of Resident Evil 2, 3 and 4The second half the plan implies. Platform and physical mix (C3)
16 October 2026Street Fighter film releasedA, from the third-quarter disclosure
16 November 2026Interim dividend of ¥23 a share paidNet cash at the next re-strike
4 December 2026Monster Hunter Wilds for Switch 2C1 and B. Counts as a new title in Capcom's split
Late January 2027 (expected)3Q FY27/3 resultsNine-month operating profit against the ¥83.0bn plan (C2). The film's first game-side read (A)
Spring 2027Mega Man: Dual OverrideThe FY27/3 or FY28/3 slate, depending on the date
May 2027 (expected)FY27/3 results and the FY28/3 planC3 on annual shares, C5's margin leg, the year's cash conversion, the requirement on a new plan
After the FY27/3 resultsRestated primerAdopts or rejects Exhibit 17
2027Monster Hunter Wilds: Ascendance. Resident Evil VeronicaC1 and B. The FY28/3 slate
Source: Capcom, Marvin Labs
Capcom has not announced the third-quarter or full-year results dates. The FY27/3 plan was set on 13 May 2026. Release dates are from Capcom's First Half Report.

Sources: Capcom Consolidated Financial Results for the six months ended 30 September 2026, First Half Report and press release, 27 October 2026. Capcom first-quarter FY27/3 results and presentation, 28 July 2026, and the conference call Q&A summary. FY26/3 results, presentation and results briefing Q&A summary, 13 May 2026. Capcom Platinum Titles list as of 30 June 2026. Memo No. 1 (first quarter FY27/3). Share prices of ¥4,180 at Memo No. 1, ¥4,380 at the 27 October 2026 close and ¥3,800 at the 29 October close. Capcom reverse DCF model, first-quarter and first-half files, recalculated by Marvin Labs. Deferral-adjusted figures remove revenue recognised from earlier releases on the assumption that it carries no cost, so the operating profit adjustments are ceilings. Second-quarter figures are the first half less the first quarter. Fiscal years end in March, so FY27/3 is the year to 31 March 2027.

Lewis Sterriker
by Lewis Sterriker

Lewis is an Equity Research Analyst at Marvin Labs with a focus on the gaming, semiconductor, technology, and consumer discretionary sectors. He has previously worked in investment banking and sustainable finance, and holds Master's degrees in Finance and Business Administration.

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