The matriarch of the Mishima clan genuinely doesn’t care what stage you pick against her. Get an infinite stage and she can zone with running 2 without fear of getting cornered. If she gets a walled stage, her incredible wall carry comes into play in her juggles.
And if she lands those juggle starters while she’s in Rage? Then you should get ready for a world of hurt. As BloodHawkTR demonstrates here, Kazumi has wall-to-wall, 70%+ combos off of her ff+4, which is a safe 20 frame mid. The crux of the damage comes from the Rage Drive ender at the wall, which has the unusual property of giving a second wall-splat.
CO|Go1 has done very well since his emergence into the international scene last year. Scoring an Evo 2016 and Capcom Cup 2016 top 8 appearance, he has became a fixture on the circuit, and looks poised to once again reach the big stage in California at Capcom Cup 2017.
Matt Edwards talked to Go1 at EGX and they discussed his recent switch to Menat, which Go1 cites as being due to playing similar characters in other games. Go1 also postulates that shorter sets allow for Laura players to see more wins than usual, due to the differences in playstyles between Lauras which makes them difficult to read in the short term.
Marvel Entertainment’s behind-the-scenes look into the development and creative process of Marvel vs. Capcom: Infinite continues with Part 3, “Bringing the Game to Life.”
Once again, the game’s producer Mike Evans and Capcom Associate Brand Manager Brett Elston are joined this time by the Senior Producer of Marvel Games, Danny Koo, who specifically touched on something that’s proven to be a rather polarizing topic in the community: the new character themes.
“[The] Capcom side has their original theme music, and the natural course of action is to remix them and bring it more current, and on the Marvel side, we have decided that it should be classical influenced with rock, to make it more cinematic modern. With that in mind, we worked with the audio director and composer in Japan [Audio Director Kaori Oshima, Sound Designer Hiroshi Tamura, Audio Associate Producer Koutarou Hosoka and Kutan Kanno, who was in charge of sound design and implementation] and tried to understand each character’s personality in how we craft each piece.”
We also get a look at the original storyboards and initial animation from one of the first scenes in the Story Mode: where Ultron Sigma is fending off both Iron Man and Captain America during the initial battle we see in Xgard 88 days after the Convergence.
Evans then speaks on tuning the characters to ensure authentic gameplay, and the desire to push the game’s graphics forward on a new generation of consoles. This lead to the decision to abandon Marvel vs. Capcom 3‘s internal MT Framework engine to make full use of the graphical power of the Unreal Engine, which is seen in many top modern games in the fighting genre. They also discuss the wealth of modes in the game, which is much more robust than what Street Fighter V currently offers.
Brett Elston closed the piece by driving home how central Marvel’s six Infinity Stones are central to the entire MvC:I experience.
“So the Infinity Stones are central to everything in the game. They are a huge gameplay component, like when you strip all the story away, and you just get down to the nuts and bolts of this 2v2 fighting system — even after you pick your team — you still need to pick a Stone that either accentuates one of your strengths, or makes up for a weakness that you think your team might have.” Evans also added that, “The Infinity Stones are a huge core pillar to the gameplay. It’s one of the main aspects of the game that is really pushing it forward, and is different from anything we’ve done in the Versus series. We’re really excited to see how players take that, and just, you know, expand on the creativity and develop their own unique playstyle with the Infinity Stones.” You can see the entire 3-minute clip below, as well as links to the previous two parts of this series.
Here’s the scenario: you have a pixel of health left, no meter to spend, and Street Fighter V‘s Akuma does his Critical Art in an attempt to kill you with chip damage. What do you do?
KaZey77‘s found a surprising and creative answer for this situation: certain characters can do an early jumping heavy punch and completely avoid the super all together. For these characters (Ken, Ed, Bison, Vega, and Nash. This also applies to Laura’s jumping heavy kick), this technique alters their jump arc and hurt-box just enough to shimmy out of the situation.
The fire fox of Pokkén Tournament, Braixen, was nerfed in the transition from the Wii U to the Switch. Don’t make the mistake of thinking that the character that won Evo is unusable now, though — particularly if you’re playing a new character versus her.
In Double_FGC‘s latest video, “Super Light Screen Fighter IV – Arcade Edition”, he breaks down the strength of Braixen’s “Light Screen” counter versus the new cast. If you’re new to Pokkén, the Light Screen is one of the most powerful and unique counters in the game: it completely removes non-beam projectiles (even some counter piercing ones!), and has counter properties versus all over attacks.
If you’re close and the Light Screen counters an attack, you even get a crumple state. If all that’s not enough to impress you — it’s safe, too. In the practical sense; it is technically unsafe at -12 on block, but because of the incredible push-out it has, no retaliatory moves can actually reach her. Light Screen is a high-utility, versatile defense option that you should learn to use as a Braixen player, and be wary of as her opponent.
With how oppressive offense can get in Marvel vs. Capcom: Infinite many players are likely looking for a way to make defending a bit easier. Well, it seems that the game may have brought an old mechanic back that can help players who’re getting hit by one mix up too many.
In a recent tweet, Long “Shady_K” Tran demonstrated how pushblocking while standing, and then immediately going into crouch, allows players to block both overheads (or mids as the game calls them) and lows at the same time.
MVCI pushblock mechanics — high pushblock puts you in autoguard for a while? (Immediate ⬋ after high PB blocks subsequent highs) pic.twitter.com/23CCllrysY
For veterans of the series, this mechanic seems to works the same way that pushblocking works in Marvel vs. Capcom 2 (as well as in Skullgirls). In that game, pushblocking one way (either low or mid) and then immediately standing or crouching would allow players to block both ways at the same time.
Now, this version of this form of pushblock autoguard in Marvel vs. Capcom: Infinite does seem to have some limits. Shady_K has already confirmed that it doesn’t work against multi-hitting hypers.
No autoguard while pushblocking multihit supers either. At least in this example pic.twitter.com/GmoYUz2w9o
This means that tag mixups hidden behind these hypers are still quite effective. That said, this presence of this mechanic alone means that Marvel vs. Capcom: Infinite players have another defensive tool in their arsenal.
Falco is one of the best characters in Super Smash Bros. Melee with regard to taking quick stocks. His infamous pillar combo can not only be used for easy scrub kills early on in tournaments, but can also catch unsuspecting veterans off guard if they aren’t prepared to counter it.
What players new to the game don’t know is that this combo can be escaped, and can also open up your own potential to counter him should he be unprepared for your escape. SSBM Tutorials goes over exactly how — by using directional influence — you can escape the combo. It’s also of note that at early percentages, you can hit the ground and immediately punish the pillar combo.
With the game barely over a week old, players have been doing their best to explore the possibilities that Marvel vs. Capcom: Infinite‘s engine brings. For this roundup of videos for the game, we take a look at a number of combos, as well as a glitch, and even an infinite combo for the game.
We start off with FINAL SHOWDOWN, who has put out a combo guide for Ryu. The guide specifically covers Ryu’s hurricane kick loops: both a corner one, and the midscreen one that can carry to the corner.
Next up, rooflemonger has released his video guides for Captain Marvel. The first video focuses on her combos — something she seems to have a lot of — including one for players who’re having trouble pulling off her flight combos.
He follows that up with a video dedicated to some tips and tricks for her.
This video from VuVHO shows a combo for X that does its best to use every weapon in his arsenal, including both his special moves, and unique command normals.
For those looking for straight up damage over swag, Krullexneo has shared a combo for Ryu and Gamora, using the Power Stone, that does 11,000 damage. This is enough to take out characters in the game’s highest health tiers.
Pyro Dex meanwhile focuses on optimal bread-and-butter combos for the team of Dante and Morrigan.
Speaking of Dante, a glitch was recently discovered that turned his Stinger into a mid-hitting — or overhead — move, if it was cancelled out of a crouching light kick. XusesGB demonstrates how to reliably invoke this glitch in the video below.
Finally, it seems that we just can’t have a proper Marvel vs. Capcom game without some form of infinite combo. One was recently discovered for Spider-Man, using the capture state invoked by his Web Ball special, and then using a full screen Reality Stone Surge — and a bit of timing to pull it off. You can see this in action in the tweet below by luk_rakku.
While we don’t know if this’ll be patched out (I mean, it’s a Marvel Vs. game after all), that hasn’t stopped players from trying to find ways to set it up. BigSharkZ has shared a video showing how Zero can help set the infinite up for Spider-Man.
When we last left Frabisaur, he was able to teach a legion of Rookie and Bronze players how to climb their way out of the dredges of Bronze rank to Silver, using some of the absolute basics of learning fighting games. The climb, however, doesn’t stop there — as the goal should always be to go higher.
Frabisaur continues his series by teaching Silver ranked players how to climb to Gold and stay out of Silver. Building on what was learned in the Bronze tutorial, he builds up the technical aspects by teaching how to maximize every opportunity you get, but trains up the mental side of the game by instructing people to always anti-air and close out rounds, and to never willfully corner yourself.
Marcus “Packz” Parker has been on the bubble of Capcom Cup for quite a while, and is still on the verge of making the cut. He got even closer at EGX 2017, as he earned points for his top 32 finish.
While at EGX, Capcom community manager Matt Edwards talked to Packz about Karin, and her strengths and weaknesses. They also talk about his transition to Marvel vs. Capcom: Infinite, and his hopes that Europe will pick up the game competitively.