Marvel vs. Capcom: Infinite

Marvel vs. Capcom: Infinite (MvCI) is a 2D 2-on-2 tag team fighter that lets players tag their partner in off of practically anything for no cost. The Active Switch tag system is very functional as it freezes the screen and gives the player tremendous freedom to create sick and creative combos. Infinity Storm is powered up state that also functions as a Roman Cancel. Each Infinity Stone is a bifunctional tool that enhances a character's playstyle.

Helpful Resources

The MvCI wiki.

Notation

Attack Notation

LP Light Punch
HP Heavy Punch
LK Light Kick
HK Heavy Kick
Switch Active Switch
Surge Infinity Surge

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward
ub u uf
b n f
db d df

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Marvel vs. Capcom: Infinite uses Modern frame data notation. If an attack has 7 frames of startup, it hits on the 7th frame.

There is air blocking and it blocks both grounded and air attacks. You cannot air block during the 4 pre-jump frames.

Press a down direction, an up direction, then back to a down direction to short hop. It has all the properties of a regular jump. You can do a forward or neutral short hop and steer the descent.

Proximity guard in MvCI is full screen. Dash around the screen to keep your character from being frozen while moving.

Pressing the Switch button performs an Active Switch, which is the game's default tag. Attacks can be canceled into Active Switch like a Roman Cancel. It's great for extending combos, applying block pressure, and creating mixups. The default Active Switch attack has 6 frames of startup. Active Switch into another attack is 6 frames plus the startup of that attack. Active Switch into blocking is 1 frame faster at 5 frames.

If you don't press anything during Active Switch, the incoming character slides past where their partner was and attacks with Tag Crash. Tag Crash is very advantageous on both hit and block. The slide is a good thing and bad thing; it adds extra range to the attack but it also makes it easier for the incoming character to get hit. To reduce range of the slide hold forward or back.

The incoming character faces where their partner was facing. Even though Black Panther is over Captain Marvel, he hasn't turned around to look at her so Ghost Rider will face the same direction. But when he super jumps he turns around sooner which allows his partner to tag in from the other side.

You can hold a button during the screen freeze of your opponent's Active Switch and your attack will happen as soon as the screen freeze ends. Use this technique to punish Active Switch in neutral. If they're close hold forward HP/back HP to throw the incoming character. If they're too far away hold a light attack to start pressure with frame advantage.

In hitstun, hold the Switch button to Counter Switch. It costs 2 Levels of Hyper Meter and calls the reserve character in. It doesn't guarantee a combo break but if the opponent does not stop their combo, the incoming character can interrupt it and start their own combo. The best time to Counter Switch is in the air during a juggle because the incoming character always tags in from the ground.

After Counter Switch, the outgoing character remains on the screen for a bit and is completely vulnerable. If the outgoing character is hit after Counter Switch they immediately leave the screen after they recover. If they weren't hit, they will taunt before leaving the screen. Try to time Counter Switch so that the outgoing character gets hit.

The best way to beat a Counter Switch is with an Active Switch. Your opponent's character is going to come in from the ground and yours will too.

I know Active Switch seems overpowered because it has few drawbacks but this is a 2-on-2 fighter and losing a character is devastating as it's losing half a team. I've seen players dominate 90% of a game, do a lazy Active Switch, then have both characters on the team killed in a single combo and lose the entire game.

Here's a simple option select. When close to your opponent press forward H/back H then immediately press Switch. If you're close enough, the outgoing character will perform a throw then Active Switch. If not they will perform HP and it inflicts enough blockstun to let the incoming character safely enter.

Press two attack buttons in blockstun to pushblock. Pushblocking in this series locks the character into around 20 frames of blockstun. It reduces chip damage and reflects projectiles.

Hitstun Deterioration

Marvel vs. Capcom's chain system is called the Magic series. It allows players to chain normal attacks from weakest to strongest, both on the ground and in the air. A very simple Magic combo can be something like LP > LK > HK > HP > launcher > air LP > air LK > air HK > air HP. Use the Magic series along with your other combo tools like links, assist calls, special cancels, and combo extenders to create some marvelous combos.

There are three combo extenders in MvCI. You get one of each extender per combo and if you repeat one, your opponent will fall out of the combo. You have wall bounce, ground bounce, and OTG (on-the-ground) extenders.

In a perfect world every combo would look like this: Magic chain > launcher > Magic chain > wall bounce > Magic chain > ground bounce > Magic chain > OTG > Magic chain > end combo with Hyper Combo.

But it's not that simple...

Hitstun deterioration is what prevents every combo from becoming a Touch of Death combo. As a combo becomes longer, the amount of hitstun inflicted per hit starts to scale similarly to damage scaling. After a certain point, hitstun is very short and any follow up attack will not be fast enough to combo, which causes the defender to recover and fall out of the combo.

The rules for hitstun deterioration differ from game to game. Hitstun deterioration is usually calculated by combo length, strength of hits, damage, and/or time. We don't know the exact data for hitstun deterioration and you don't need to know. Just know when in the combo your opponent falls out then modify the combo so the hit before is a reset, knockdown, or super attack. In MvCI, most players perform a Hyper Combo at around 6,000 damage as that's when hitstun deterioration starts to considerably scale.

Check out this combo.

Now Ultron will start the combo without using any combo extenders then tag in Sigma. Sigma performs the exact same combo he did earlier but the opponent falls out! She was able to recover from hitstun and escape the combo because of hitstun deterioration.

After selecting your character, select an Infinity Stone. Press the Surge button to perform Infinity Surge. Infinity Surge is an additional attack for your characters and builds Infinity Stone Gauge when used. The attack is based on the Stone picked but honestly Infinity Surge isn't that important.

With at least 50% Infinity Stone Gauge press both the Surge and Switch buttons at the same time to activate Infinity Storm. Infinity Storm powers up your character until the gauge empties. When activated at 100% instead of 50%, the duration is longer. Losing a character automatically fills the Infinity Stone Gauge by 50%. If a character is close to dying, it may be a good idea to tag them out and activate Infinity Storm as you're guaranteed another one after they die.

Infinity Storm's activation is like a Roman Cancel as it can be canceled into from normal attacks and special attacks. The activation can also be done in blockstun and it is invincible meaning you can use it defensively as a reversal.

During Infinity Storm you can perform a Level 3 Hyper Combo for free by pressing the Surge and Switch buttons together. This immediately ends Infinity Storm. A common tactic is to use the free Level 3 Hyper Combo just before the gauge is completely empty. There are no drawbacks to performing the Level 3 Hyper Combo this way and it is not weaker when activated at 50% gauge instead of 100% gauge.

The 3 Most Popular Infinity Stones

Power Stone's Infinity Surge is useful as it gives a wall bounce to characters that lack a good one. Infinity Storm increases hitstun, creating more combo opportunities. The Infinity Storm grants more damage, gives more wall bounces, and ignores the limits of ground bounces and wall bounces in combos.

Soul Stone brings your partner back from the dead on activation. During Infinity Storm you're able to control both characters at the same time. The Infinity Surge is an armor breaking attack that steals health.

Space Stone's Infinity Storm locks your opponent in a box. Your opponent's movement is greatly restricted there. The Infinity Surge moves your opponent if they're not blocking and gives you armor during the pull. A little advice, if you are cornered don't activate Infinity Surge because your opponent can keep you locked down in their box until Infinity Storm ends.

And last but not least... Marvel vs. Capcom 2.