No unblockables in Marvel vs. Capcom: Infinite; Combofiend explains how developers have avoided this pesky problem

Posted by John 'Velociraptor' Guerrero • June 14, 2017 at 5:06 p.m. PDT

We've seen the trailers, we've played the demo, we've heard the hype, but now it's time to get into the more intricate details of Marvel vs. Capcom: Infinite.

Capcom's Peter "Combofiend" Rosas sat down on the CapcomUnity stream at E3 today to talk about some of the finer points of the upcoming Versus title.

As chaotic as Marvel vs. Capcom games have been in the past, MvCI may very well prove to be the alpha in this department. The reason comes from the fact that the assist mechanic has been replaced by a very liberal tag out mechanic.

Players can tag their benched fighter in at virtually any time during the match, and not to perform a baked in animation, but with the freedom to do any of the moves at said fighter's disposal.

This means players will have the freedom to perform long-active moves, such as Hyper combos, and then continue to mix up their locked down opponents while they're still dealing with previous attacks.

So, what happens when you're blocking a high attack and your foe comes in with a simultaneous low? Unblockables have plagued fighting games for a long time, (especially ones with such a chaotic pace) but the MvCI development team already has an answer.

Rosas explained what happens in such an event during the live stream session:


Click images for animated versions

From our understanding, a character will auto block if they are pummeled with a frame-perfect low and high.

While this does mean unblockables should, in theory, be eradicated from the game, we also feel the offensive potential with "hard-to-blockables" will be insane.

We wouldn't be surprised at all to find tactics rooted in the kind of sequence we just looked at become a mainstay in MvCI. As has been the tradition in Marvel games passed, if you're blocking, you're losing.

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