New Marvel vs. Capcom: Infinite tag tech discovered, may be a game changer

'Plink Assist' creates new combo opportunities from things like regular throw

Posted by Steven 'Dreamking23' Chavez • September 22, 2017 at 1:06 p.m. PDT

Something interesting was sent to us earlier this morning regarding Marvel vs. Capcom: Infinite. In a nutshell, the video we received shows some tech involving tagging your partner in that could be a potential game changer (from my understanding of it).

Basically, performing this maneuver that Heidernn98 -- who stumbled upon it -- calls "Plink Assist," you can create combo opportunities where there may otherwise have not been.

The first example in the video shows a team of Strider and Dante. When Strider lands a normal throw, usually, Dante can't be tagged in until the animation is complete -- which means he doesn't have enough time to continue the combo once he's on the field. With Plink Assist, though, Dante can be tagged in at the start of the throw, which gives him ample time to get things cooking.

So, how does it work? In order to pull this off, you'll have to hit the heavy punch (for throw) and very quickly after hit tag.

This tech is called "Plink Assist" because it is initiated by performing a similar input to a Plink -- a technique made popular in the Street Fighter 4 days that sees players rolling their fingers over two buttons in order to hit them sequentially at a very fast rate.

The video goes on to show that this new tech doesn't only work for throws. In the latter half of the combo, Strider is brought back in by Plink tagging during the last hit of Dante's fire wheel special move.

Though combos scale pretty heavily after a throw, this could lead to a very nice chunk of damage that you may not have otherwise done.

As I usually like to do with new tech, I jumped in to the lab to run some tests myself. What I've found is that the timing on getting this to work is quite strict, though not overly difficult to do, and in the case of combos from regular throws it can definitely be useful.

Recreating the examples from the video, you can see in the first GIF below that when I try to tag Dante in, even quickly after the throw is initiated, it doesn't work (you can see the timing in the inputs). The second GIF shows the same situation with Plink Assist, and as you can see Dante runs right in and I am able to continue the sequence as planned.

The third example below is simply a proof of concept for my team of Spider-Man and Thanos. Using Plink Assist, I can reset into throw, bring Thanos in, then transition into a combo that deals solid damage.

Click images for animated versions

We'll have to wait and see what becomes of this, but based on what we see here, this could potentially be a really strong tactic used in high-level play.

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