Every time there’s a new Marvel vs. Capcom title, one of the first questions players ask: how will the game handle the infinite combos that the series has become known for? When Marvel vs. Capcom: Infinite was first announced, there was talk that the game would have some sort of system — likely the same hit-stun decay system from Marvel vs. Capcom 3.
With the Story Demo now available, players now have a chance to try to figure out exactly how the system in Marvel vs. Capcom: Infinite works. Combo wizard desk has uploaded a video showing that characters being comboed will flip out after a certain number of hits on the ground.
For series veterans, the system looks quite similar to Marvel vs. Capcom 2’s “undizzy” system. So named because it’s supposedly based on the dizzy or stun system from Street Fighter and the older Marvel games, the system had each attack deal a certain amount of “undizzy” value, that filled up a hidden meter that would flip them out when filled.
The system in Marvel vs. Capcom: Infinite however seems a bit less straightforward. As the video demonstrates, the opposing character flips out after only 20 grounded hits. However, anyone who’s tried the game out knows that combos can go on for much longer. Why this happens, no one outside of Capcom knows. It could be that grounded hits deal more “undizzy” value than aerial hits, or it could simply be — as desk postulates — that it only applies for grounded hits, or the first grounded portion of a combo.
Source: desk