Marvel vs. Capcom: Infinite stories

'If you were to actually think about it, these characters are just functions' - Capcom talks about representing character playstyles in MvCI

One of the most memorable things about the Marvel vs. Capcom series is its expansive roster. True to its title, this series features characters from both the Marvel universe and Capcom's numerous intellectual properties.

With that said, many fans have noticed a lot of classic characters that appeared in previous MvC titles are notably missing this time around. X-Men characters, like Magneto, have been present in Marvel vs. Capcom titles since the very beginning -- until now.

Recently, Peter Rosas and Michael Evans sat down in an interview with GameSpot to discuss a few topics regarding Marvel vs. Capcom: Infinite. They talked about subjects like the feedback surrounding Chun-Li's face and how they are representing character playstyles.

When GameSpot asked Peter and Mike about missing characters like Magneto and Sentinel, they gave a response.

"If you were to actually think about it, these characters are just functions. They're just doing things," said Peter Rosas.

"Magneto, case and point, is a favorite because he has eight-way dash and he's really fast, right? Well guess what, Nova can do the same thing, Captain Marvel can do the same thing. Ultron can do the same thing."

"It's just the function that people are associating with the character, and there's no shortage of that. We made sure that all proper playstyles can be represented with our current roster."

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Marvel vs. Capcom: Infinite's latest versus build to be playable at EVO 2017

It has been announced over Twitter that Marvel vs. Capcom: Infinite's latest versus build will be available and playable at EVO this year. We do not yet know if this latest build will include new characters or updated graphics from the E3 and CEO builds.

It is possible that this "latest build" will just be the same as the previous versus build. Hopefully it brings something new.

Note that the general public that have not been going to events like E3 and CEO have not yet actually tried the versus build. The build that most are familiar with is the story demo build.

Still, this certainly gives us a good opportunity to observe more sets that feature players like FOX|Justin Wong and SPY|Filipino Champ going at it. They are surely going to get better and become more aware of some of the more advanced mechanics the more that they play.

It will be particularly interesting to see if the graphics are improved in this latest build. I'm sure most we'll be on the look out for how Chun-Li's face looks...

With Capcom having some presence at EVO, we could be seeing an additional announcement as well. An announcement would most likely take place before or after the top 8 portion of Street Fighter 5.

Check out the announcement of Marvel vs. Capcom: Infinite being present at EVO below.

Click image for Tweet

Source: EVO's Twitter.

Capcom addresses negative feedback to Chun-Li's face in Marvel vs. Capcom: Infinite, says they're looking into a change

Editor's note: We have made edits to this story to clarify that Mike Evans' statement about Chun-Li was said in jest.

One of the main talking points for Marvel vs. Capcom: Infinite as of late has been its overall look. Many fans have expressed a dislike for the graphics style, saying that the game looks flat and some of the character models aren't up to par with other modern fighting titles.

Easily the loudest uproar came from Chun-Li's... weird looking face. It has been the talk of the town all month, and Capcom recently addressed the feedback.

In a set of interviews with GameSpot, Capcom's own Peter "Combofiend" Rosas and Mike Evans discussed some of the most prominent topics and concerns pertaining to Marvel vs. Capcom: Infinite. We learn more about the approach to the game's unique look and whether or not we'll see any drastic changes come launch.

"It's interesting to see the feedback on that kind of stuff," Evans told GameSpot. "Not to say that the fans are wrong or nitpicking stuff like that. That feedback is coming and we're hearing that feedback and we're taking it in stride and figuring out how we can improve on things.

"That said, the game comes out in three months so there's gonna be things that we can do in that time remaining and things that we can't do. When it comes to the overall look of the game, I feel like when people get it in their hands and they see it in motion, they really get what we're trying to do with the cinematic look."

Evans goes on to say that the stages play a large role in making the characters pop. XGARD was the first backdrop shown off for the game, and due to this particular battleground being fairly dark and having muted lighting, it doesn't really show off the game's colors or characters very well.

"I think as we show more stages, people will be impressed by the variety, with the look of the game and how the characters pop off it," Evans explained.

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Captain Marvel has air movement like Storm, can walk through certain projectiles, and is a threat to look out for in Marvel vs. Capcom: Infinite

At E3 last week, Capcom Unity held a live stream in which Capcom's own Peter "Combofiend" Rosas, Marvel's Mike Jones, and MvC legend IFC|Yipes sat down to run viewers through the Marvel vs. Capcom: Infinite versus demo. Among the explanation of the mechanics we found a number of different character breakdowns, so this time we're going to recap the main points of what another newcomer, Captain Marvel, has to offer for those who may not have caught the stream.

Captain Marvel has numerous ways of dishing out big damage. Her mobility options are great, and she has ways to get around projectiles and projectiles of her own at her disposal.

First up, we learn that Captain Marvel has an 8-way air dash. This means that she can use her dash in any direction she wants while airborne, giving her a feel that might be familiar to Storm players in past MvC games.

She also has the ability to fly, which gives her even more options to help control air space. On top of that, her Blitz Blow is an attack that sees her firing herself directly at her opponent, similar to Wolverine's Drill Claw attack in previous games.

From a distance, Captain Marvel can utilize her Photon Blast -- a large beam projectile that covers quite a bit of space in front of her. One version allows her to shoot straight across the screen, while the other fires diagonally up to stop jumping opponents.

You can see all of these moves demonstrated in the clip below.

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Just how many tags can you squeeze in before launching your opponent? Desk performs 'Better Combos' in Marvel vs. Capcom: Infinite

If you thought the previous batch of stylish sequences from Desk were awe-inspiring, just wait until you see his new video aptly titled "Better Combos."

One of the focuses of this video is to explore the potential in multiple tag outs. Capcom's Combofiend has clarified during an E3 stream that each subsequent tag becomes slower, making combos harder the longer they go on.

What sounds like a restriction to most naturally becomes a challenge for the great combo connoisseur.

Desk prefaces things with a bit of direction:

"Mainly looking at the new tag mechanics. Showing off some level 3 hypers, seeing how many tags you can squeeze in before launching the opponent, Spencer loops, activating gems mid-combo (activating has so much recovery I don't think you're supposed to be able to do this easily) and, although I have no clue how to use them yet, doing some random post activation combo stuff with yellow and the purple ones.

Here's a sample of an Arthur/Thor 52-hitter with a Stone activation, multiple tags and multiple Hyper combos:

Click image for animated version

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'We're experimenting with easy level 3 Hypers' - Combofiend shows how you can trade Infinity gauge for a Hyper combo in Marvel vs. Capcom: Infinite

With the plethora of information drops at E3 this year, we've been slowly but surely trying to soak in all the details for Marvel vs. Capcom: Infinite.

We noticed another tidbit from one of the streams wherein Capcom's Peter "Combofiend" Rosas explained gameplay mechanics and the like.

Though he clarifies it's not a surefire inclusion for the final build, developers currently have easy level three Hyper combos available while a player has their Infinity Stone meter activated (a.k.a. Infinity Storm).

This allows for players to spend the rest of their remaining Infinity meter (no matter how little is left) and instantly perform their level three Hyper combo.

Needless to say, this could make for some huge comeback potential.

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'So much attention to detail and love is built into Dragon Ball FighterZ' - Sajam on his love for DBF, early Marvel Infinite impressions and much more

Not so long ago, Stephen "Sajam" Lyon was just another young face at Super Arcade. One opportunity to offer his clever and informative commentary via that trademark, buttery voice later, and we have one of the most recognizable faces (and voices) in the fighting game community.

BornFree and Sajam were finally able to sit down for an interview at E3 last week, which allowed for the young commentator to divulge on a range of topics.

From commentary advice, "Find videos of top 8's, mute the audio, talk over it," to his thoughts on Marvel vs. Capcom: Infinite, "Gameplay is crazy and awesome, it just doesn't look that good," Sajam has plenty of interesting input on all things fighting games.

He also comments on Capcom's current situation as they endure player backlash, stating, "I feel bad for the guys we know at Capcom US, especially Combofiend, because they are not making the decision you hate."

There's just about something for everyone in their talk, which you'll find after the jump below.

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Ultron has traditional fast-fly combos, a hit grab, a large projectile to lock down opponents, and more in Marvel vs. Capcom: Infinite

Among the current cast of Marvel vs. Capcom: Infinite characters are a handful of fresh faces joining the fight. One such face is that of the robotic boss character, Ultron.

At E3 last week, Capcom Unity held a live stream in which Capcom's own Peter "Combofiend" Rosas, Marvel's Mike Jones, and MvC legend IFC|Yipes sat down to run viewers through the Marvel vs. Capcom: Infinite versus demo. Among the explanation of the mechanics we found a number of different character breakdowns, so this time we're going to recap the main points of what newcomer Ultron has to offer for those who may not have caught the stream.

Ultron is a character that has great mobility and a ton of tools at his disposal. Whether the player prefers to play up close and personal or chip away at the opponent's life bar from a distance, the Marvel-side powerhouse can handle it all.

To get in effectively, Ultron can use his air dash which closes distance quickly. This, coupled with some of the Infinity Stones can make for some powerful mix ups and opportunities.

Performing quarter-circle forward and a punch button will make Ultron fire a two-stream death ray, one from each hand. The LP version shots the beams parallel to each other and straight, while the HP version crosses the streams to cover more space.

This can be used to lock opponents down more thoroughly, especially when they attempt to jump out of harm's way.

Click image to view the clip

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Did you know that advertising on social media without full disclosure is illegal? This is why pros being paid for positive MvCI opinions is unlikely

So there's been a lot of controversy surrounding Capcom since the last year. Particularly, this seems to stem from the bitterness of the community because of Street Fighter 5.

As such, for a lot of people, it's a little hard to believe that professional players are praising Capcom based on their experiences at E3 and CEO when it comes to Marvel vs. Capcom: Infinite. People are even going so far as to claim that these players are being paid off by Capcom to advertise their game in a positive light.

I actually have some rather large doubts about this being the case. Such an action carries a great deal of risk for the players and Capcom.

The Federal Trade Commission has regulations in place to prevent deception like this on social media sites like Twitter. If caught, there are a number of penalties and fines that can be applied to both parties.

It is possible that companies do still partake in this illegal action regardless of the ramifications but why would the parties involved in this situation take such a risk? The potential consequences in damages likely outweigh the long term investment.

I decided to reach out to David "UltraDavid" Graham, a lawyer, for his thoughts on the subject. Hit the jump below to hear what he had to say.

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Marvel vs. Capcom: Infinite story demo on XB1 has one less frame of input delay than PS4, DigitalFoundry provides graphics comparison and analysis

Marvel vs. Capcom: Infinite's story mode demo is currently in the hands of the public. As such, PlayStation 4 and Xbox One users have been able to test out combos, gather impressions, and analyze every nook and cranny the preview has to offer.

DigitalFoundry has taken it upon themselves to dive into one of the most highly talked about concerns in the fighting game community today -- input delay. Basically, input delay or "input lag" refers to the amount of frames it takes for your character to respond and perform a move in-game after you've hit a button.

In the demo, the PlayStation 4's input latency comes in at 88 milliseconds, On Xbox One, however, we see the latency at 75 milliseconds -- about one frame difference from the PS4 iteration.

It is not uncommon for Microsoft consoles to have the upper hand when it comes to input lag. In fact, DigitalFoundry notes that the recently released Tekken 7 sees the same distinction between the two platforms: PlayStation 4 with 120 milliseconds of lag and Xbox One with 104 milliseconds (about one frame difference).

While most players probably won't notice the difference when playing on either console, frame precision is something that is prominent among top-level competitors. With tons of combos and set ups that boil down to exact frames, we'll surely see some adjustments needed from pros who play on both consoles.

On the other side of the coin, PlayStation 4 offers players a better visual experience. Looking at the demo on both consoles, DigitalFoundry has deduced that the Xbox One version comes equipped with a rougher overall look and a bit of screen tearing, while PS4 looks sharper and seems to be running at a native 1080p.

There's a lot more to learn here, so be sure to check out the full video after the jump.

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I played Marvel vs. Capcom: Infinite at CEO, and the possibilities really feel endless - here are my impressions

While at CEO this last weekend, I was able to grind out a few combos and toy around with a few Infinity Stones with the current build of Marvel vs. Capcom: Infinite.

I'm going to be completely candid here and say up front that I'm not much of a Marvel player, or rather, I haven't been much of a Marvel player in the past (the future may very well change that) but I have certainly watched and discussed my fair share of the iconic franchise.

There's only so much we can garner from the gameplay at this early, work in progress stage, but there were a few things that stood out as significant.

First off, the Marvel vs. Capcom series has always been on the more chaotic end of the fighting game spectrum, with constant movement, about a million things to keep simultaneous track of, primary characters dancing around other primary characters and secondary characters, and all this while keeping in mind that a single slip up will likely cost you your entire life.

That touch of death thing? It might not be the case in MvCI.

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Combofiend takes on Filipino Champ in Marvel vs. Capcom: Infinite

Two Mahvel legends collided at E3 last week. Capcom's own Peter "Combofiend" Rosas and SPY|Filipino Champ threw down in Marvel vs. Capcom: Infinite on the expo's show floor.

Luckily, the folks over at Cross Counter TV managed to upload the footage (courtesy of Bizarro Mike).

Though there is only one full match to check out here, it is certainly a treat to see Combofiend himself -- an incredibly skilled player who has had more time with the game than anyone (because he's working on it) -- and FChamp, who has shown a great understanding of it already, slug it out. For this match up, Filipino Champ runs a team of Thanos and Ultron against Combofiend's Iron Man and Hawkeye.

Throughout the match you'll see some excellent tech on display, including a sick Iron Man combo from Combofiend. Check it out in the GIF below.

For the full video, be sure to hit the jump.

Click image for animated version

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Leave it to Desk to actually defeat (kind of) Ultron Sigma in the Marvel vs. Capcom: Infinite story demo, does so with new Spencer loop

Capcom recently released a story mode demo for Marvel vs. Capcom: Infinite that PlayStation 4 and Xbox One owners can download for free. Within this preview, players come across a match against Ultron Sigma -- the game's boss -- that is impossible to win. Or so we thought...

Desk has released a video in which he defeats Ultron Sigma, despite the completely lopsided difficulty.

What's interesting is, you can't actually defeat the boss. Desk shows that you can bring Ultron Sigma down to a certain amount of health that will eventually result in the match ending, but he never actually gets KO'd.

Still, this is quite impressive considering how little damage the boss takes and how much of an ass kicking he doles out. The trick to Desk's victory is a swag-filled Spencer loop.

The notation: jump LP, HP, down + HP xx down-forward grapple, repeat. Desk uses a combination of set ups leading into this loop in conjunction with hyper combos to take out Ultron Sigma.

Below is a quick look at the Spencer loop. To view the whole video, be sure to hit the jump.

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'We didn't really piece together how limited it was... the quality of the game just isn't there' - Alex Valle talks current state of Street Fighter 5

BornFree is back with yet another interesting interview from a member of the FGC. This time he's with Mr. Street Fighter himself -- Alex Valle.

Alex Valle goes over a number of interesting topics with BornFree. They start off talking about history with Alex Valle's first encounter with Daigo back in 1998.

After that, the discussion then turns to Street Fighter 5 and the state of the community. As we all know by this point, there are certainly a lot of frustrations surrounding this game right now.

When asked about what Ryu needs to be viable in Season 2, Alex went into detail as to why Ryu was strong in Season 1 and why removing all of it hurt him in Season 2. He then gives his thoughts on Ed and Kolin.

We even get to hear Alex Valle's opinions on Marvel vs. Capcom: Infinite and Dragon Ball FighterZ. Alex Valle then gives his impressions on ARMS too.

Hit the jump below to check out the video.

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Thanos has a teleport, an armored overhead, and a shield projectile in Marvel vs. Capcom: Infinite - here's a rundown of the powerful fighter

Marvel vs. Capcom: Infinite is bringing with it a handful of characters that fans have been anxiously awaiting the return of in the versus series. One such character is the super-powered titan himself, Thanos.

At E3 last week, Capcom Unity held a live stream in which Capcom's own Peter "Combofiend" Rosas, Marvel's Mike Jones, and MvC legend IFC|Yipes sat down to run viewers through the Marvel vs. Capcom: Infinite versus demo. Among the explanation of the mechanics we found a number of different character breakdowns, so today we're going to recap the main points of what Thanos has to offer for those who may not have caught the stream.

Thanos is a large, towering character that exudes strength. He hits hard with powerful strikes that lead to wall bounces, but even though hulking characters tend to be bad with mobility in versus games, that's not the case here.

For one, Thanos has an air dash that allows him to quickly advance on his opponent from the skies. In his previous versus series game appearance -- Marvel vs. Capcom 2 -- Thanos was more about power than movement, so this is a nice change of pace for those looking to play him.

However, this time around Thanos also has a teleport. The light punch version causes him to appear right behind the opponent, whereas the heavy punch version appears behind and above allowing for a follow up attack on the way down.

Using this in conjunction with active switching, Infinity Stones, and his shield (which we'll talk about next) will make for some devastating mix ups and ways in for the galactic powerhouse. Check out the clip below to see these techniques in action.

Click images to view the clips

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Filipino Champ and Justin Wong give us a taste of high-level Marvel vs. Capcom: Infinite play at CEO 2017

CEO 2017 took place over the weekend in Orlando, Florida. Though the exciting tournament action was he main draw of the event, those in attendance were also treated to the opportunity of trying out Capcom's latest in the versus series, Marvel vs. Capcom: Infinite.

Dipset Holla happened to record several matches between two Mahvel legends: FOX|Justin Wong and SPY|Filipino Champ. The pros haven't had that much time with the game, but they're already giving us a taste of what high-level play might look like when the game is officially in the hands of the masses.

Throughout the matches, JWong runs a team of Nova and Captain Marvel, while FChamp plays Ultron and Captain Marvel. In the footage, we see that both players have gotten fairly comfortable with using the game's various mechanics.

Each competitor actively uses the character switch button for extended combos and set ups, and Filipino Champ's use of Infinity Surge is already looking strong. You can check out an impressive confirm from Justin in the GIF below.

In this story, we have included four matches for you to enjoy. Be sure to check out Dipset Holla's YouTube channel as there are 11 more matches to check out.

Please keep in mind that this is Mahvel, so there may be a bit of language NSFW here.

Click image for animated version

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All 21 characters in Marvel vs. Capcom: Infinite present in the E3 and CEO builds added to our moves database

A little while back, we posted that we had moves for all the characters that were present in the demo of Marvel vs. Capcom: Infinite. There were 10 characters in all at the time.

Thanks to everyone that have been posting screen shots of character move lists, and for the people that have directed our attention to these screenshots, we've been able to increase the number of complete characters in our database to 21 -- more than double than before.

These 21 characters are all the characters that are present in the E3 and CEO builds of Marvel vs. Capcom: Infinite. Our team has worked hard to get all the information together.

Note that the characters that were not present in the demo build that have been added are Dr. Strange, Hawkeye, Hulk, Iron Man, Morrigan, Nova, Ryu, Strider, Thanos, Ultron, and Zero. You can get a sneak peak at their moves before the game launches.

Since the game is still in development, it is technically possible for characters to have changes to their moves before September 19, 2017. We'll be sure to keep an eye out for any updates to character move lists upon release.

Hit the jump below to check out the list of characters in our Marvel vs. Capcom: Infinite moves database.

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'I'm a stick player now' - Punk tells us why he showed up to CEO primarily using an arcade stick, instead of his trademark Sony Dualshock

Punkthagod, The Alpha, the Eleague Champ... Victor "PG|Punk" Woodley identifies under a lot of different titles, but "stick user" has never been one of them, until now.

If you've been watching CEO 2017, you may have noticed that the young champion has been using a fight stick instead of his traditional PlayStation controller.

We wouldn't hold it against you if you didn't catch it, as it seems the transition hasn't slowed The Alpha's dominating gameplay in the slightest.

I approached Punk while he was playing a casual match with CYG|PR Balrog (thanks for the top tier photo bomb, Ed) to ask him about the switch.

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'I'm definitely gonna play Infinite but... something just feels empty about it' - Floe's early review of Marvel vs. Capcom: Infinite

He's watched the reveals, he's played the demo and now Floejisan is ready to tell us all what he thinks about Marvel vs. Capcom: Infinite.

Floe has released a video in which he reviews the early footage that has been released and gives a reaction review immediately after finishing playing the MvCI demo.

The California player goes on a bit of a roller coaster as he is extremely hype seeing the footage for the first time. After watching the more recent reveals from E3 however, his excitement wanes a bit.

Watching Thanos perform his level three Hyper combo actually took the wind out of Floe's sails a bit, and he went as far as to say "when's Dragon Ball?" when the recent round of reveals were said and done.

Floe then played the demo, and again turned back to a more optimistic outlook. It's new, and there are some big hesitations, but Floe ultimately deems the game "actually enjoyable."

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Every character can reflect projectiles in Marvel vs. Capcom: Infinite

Marvel vs. Capcom: Infinite looks to be a game of near constant movement, high speeds and tyrannical offense.

As we've seen in Versus games before, a single stray hit can spell absolute disaster, and often lead to a KO.

As players try to keep track of the two million simultaneous happenings on screen, a usually innocuous, slow moving projectile can very easily become a daunting fireball of death that interrupts a flow or locks a player down in defense.

Infinite already has a few characters capable of tossing out projectiles like this, but the Reality Stone power up grants the ability to produce a slow-moving, homing fireball to any player that chooses to utilize it.

We can already imagine the set ups players like EG|ChrisG will be able to generate with this kind of tech. Sounds fairly overpowered doesn't it?

Luckily the developers for MvCI have already put something of a counter measure in place to help balance this.

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'We have a demo and we have a real build; the difference is night and day' - Filipino Champ on MvCI

BornFree is back with another player interview. This time he is interviewing Ryan "SPLYCE|Filipino Champ" Ramirez.

There are quite a number of interesting topics that need to be covered with a player like Filipino Champ. After all, he is considered to be one of the best players of UMvC3.

This is a great opportunity to get his opinions on not only Marvel vs. Capcom: Infinite, but Dragon Ball FighterZ. Both games can be considered to be successors to UMvC3, whether actually or spiritually.

Of course, there is also a brief conversation about the SFV experience within the video as well. It is mentioned that players feel like they are coming out a little burnt from this.

If you've been following Twitter, then you may know about how many professional players have been praising MvCI. As a result, a lot of players have been accused of being paid off by Capcom to say such things.

Filipino Champ gets an opportunity to comment on these accusations. He notes that the build playable at E3 is better than the demo build released to the public, specifically saying that the difference is night and day.

Hit the jump below to check out the video.

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Jab loops, double Groot assist, and tons of tagging: Desk releases two Marvel vs. Capcom: Infinite combo videos

Desk is back with more epic combo videos. Deviating from the recent Injustice 2 CMVs, the combo wizard takes his first trek into the world of Marvel vs. Capcom: Infinte.

Using the story demo currently available for download on PlayStation 4 and Xbox One, Desk performs a number of intricate sequences with the pre-selected teams offered. From crazy relaunches to combos that extend beyond the top of the screen, there's a lot to check out here.

One interesting thing that Desk utilizes is the Space stone's Infinity Storm. Using the boundaries of the box, Spencer is able to get 20 jabs in a row before the opponent goes spiraling out of the combo.

We also get to see several characters performing combos that use several relaunches with out the assistance of their partners. You can see one such sequence for Mega Man X below.

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You can check out both combo videos after the jump.

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Major Carol Danvers DLC costume for Captain Marvel coming to Marvel vs. Capcom: Infinite, PlayStation 4 exclusive

It looks like PlayStation 4 players will be receiving exclusive content in Marvel vs. Capcom: Infinite.

Over on Capcom's Japanese website, the pre-order page for the game shows the different packages offered to fans and what each one entails. Among the listings, a new DLC costume for Captain Marvel is shown.

The costume is listed as "Major Carol Danvers," and according to the text provided this alternate outfit is exclusive to PlayStation 4. From what we can see, details on how this costume is obtained were not included.

We are currently unsure if this will be a pre-order bonus or if we will simply see it available for purchase at launch. The listing also does not specify if this DLC will make its way stateside.

The alternate costume is a reference to Captain Marvel's first appearance. Major Carol Danvers (Captain Marvel's real name) made her debut as a member of the US Air Force in Marvel Super-Heroes #13 back in 1968.

As soon as we know more about this DLC costume we will update our story. So, be sure to stay tuned.

Marvel vs. Capcom: Infinite hits store shelves on September 19th. In the meantime, check out the Major Carol Danvers costume below.

Major Carol Danvers DLC  image #1
Click images for larger versions

Sent in by silentgamer.

Infinite combo discovered in Marvel vs. Capcom: Infinite demo

The Marvel vs. Capcom: Infinite story demo has been live on PlayStation 4 and Xbox One since Monday. Fans have been running through the handful of bouts offered to them in order to get as much practice time in as possible.

Already, an infinite combo has been discovered. It didn't take long for YouTube user TEAMLAGO to find a loop with Chun-Li that can be repeated indefinitely.

This combo begins with a quick three-hit sequence that ends with heavy kick. Because Chun-Li's heavy kick is jump cancellable, she can head into the air, air dash forward, and continue the combo before the opponent recovers from hitstun.

It goes without saying that the story mode demo is clearly an earlier build of the game and is not finalized in anyway. However, it's good to send this stuff out into the open so that the developers can nix it before the game hits store shelves.

One thing to note is that Marvel vs. Capcom: Infinite does have a counter switch mechanic that lets players bring in their second team member in order to save the point character from being hit. So, if this does happen to make its way into the final build of the game (which it very likely won't), players could still escape if they have enough meter to do so.

You can check out the Marvel vs. Capcom: Infinite Chun-Li Infinite combo (say that five times fast) after the jump.

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Combofiend: You can tag over and over in combos, but it gets progressively harder to do so; here's how switching works in Marvel vs. Capcom: Infinite

During Capcom Unity's E3 coverage stream yesterday, Capcom's own Peter "Combofiend" Rosas, Marvel's Mike Jones, and Michael "IFC|Yipes" Mendoza sat down to run through the intricacies of Marvel vs. Capcom: Infinite. There was a massive amount of information relayed here, so today we're going to touch on how tagging your partner in works.

By default, when you switch your character in they will run right up to your opponent. This makes it so that the player can continue combos more easily and keep the action moving.

Combofiend explained that players can choose to alter the character's incoming actions, though. Holding a direction will cut the run short, allowing the character to pick a better position on screen. Not only that, but the incoming character can also launch right into a hyper combo, Infinity Stone activation, or any attack shortly after they enter the battle.

But the most interesting thing, perhaps, is the way tagging works during combos. Rosas notes that there is no real limitation to how many times a player can switch characters during a combo to keep the sequence going. This is regulated, however, by the fact that it gets progressively more difficult to continue the combo the more you tag.

Every time you tag in your partner during a combo, they enter further and further away from the opponent. Though it will be possible to continue combos from a distance, it's won't be easy to do so.

Click images to view the clips

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