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Marvel vs. Capcom: Infinite Expert Tips

By GameSpot Staff on Sep 21, 2017 10:42 pm

Path to Mastery


Like other fighting games, Marvel vs. Capcom: Infinite is packed with mechanics that take time to master. While you can get by using the basics and intuiting from there, there are still plenty of strategies and concepts that require specific in-depth knowledge to utilize. To help you improve your skills, we've compiled 10 essential expert tips. This guide uses a lot of advanced terminology, so be sure to refer to our glossary of terms for newbies.

Marvel vs. Capcom: Infinite is out now for PlayStation 4, Xbox One, and PC. For more thoughts on the game, check out our MvC review, and be sure to check back soon for our final review. And if you're curious what others thought about the game, read our review roundup.

For more on how to better play Marvel vs. Capcom: Infinite, check out our in-depth guides below:


Air Combo


After you finish landing the basic light-to-heavy combo, press down and heavy punch to launch your opponent into the air. If you aren't holding the down button, your character will automatically jump into the air, making it easy to continue the combo. Press each attack button one at a time, but ending with heavy kick. The heavy kick will slam your opponent back to the ground. If you get back down there fast enough, you can continue the combo for one more cycle. The combo will end the second time your opponent is slammed to the ground.


Getting Your Teammate Into the Mix


By this point, you should already know the basic light-to-heavy combo on the ground, plus how to end with a launcher attack to continue that combo in the air. Once you've perfected that, when your opponent is slammed the ground for the first time, immediately tag in your teammate. They will charge forward and will be ready to continue the combo. Once you continue the ground combo and air combo, make the most of this combo by ending with a Hyper Combo.


Blocking Your Opponent's Infinity Storm


It's getting down to the wire in your match and you're winning, but you can't help but notice your opponent's full Infinity Meter featuring the Soul Gem. You don't want your opponent to bring back his or her teammate that you just KO'd. How do you do that? All you have to do is activate your own Infinity Meter. Only one Infinity Storm can happen at one time. So your opponent will have to wait until your Infinity Storm ends before they can activate theirs. Just make sure you knock them out for good before your meter drains.


Hit Confirming Your Hyper Combos


We've all been there. You're in a close match. You have enough meter left to pull of a quick level one Hyper Combo. You get desperate and you activate it out of nowhere, only for it to be easily blocked and you get KO'd shortly after. If only you would've hit confirmed your Hyper Combo! Hit confirming means that you add your hyper combo in the middle or at the end of a combo that's already landing. That Hyper Combo gets linked to the combo that is landing, thus guaranteeing that it can't be blocked because it's part of the larger combo. The Hyper Combo won't do as much damage due to combo damage scaling, but you can still guarantee that it will land.


Tag Often


If you just started a fight and you're getting crushed right out of the gate, get your starting fighter out of there and let them recharge their health. There's a good chance they'll recoup about half of their damage if they stay tagged out for long enough. Try to stay away from random tags if you can. Random tags that aren't paired with a combo will leave both teammates vulnerable to attacks. If you can, be sure to use the tag to continue a combo. Your partner will leave the battlefield faster, and you'll even have the opportunity to continue a combo.


Choosing an Infinity Stone


There are six stones to choose from in MvCI. The one you choose should depend on your experience level with the game, as well as the characters you are using. Beginners should absolutely stick with the Soul Stone. The Soul Stone revives a downed character and allows both members of your team to fight at the same time. When both characters are on the screen, you can activate both of their hyper combos to deal some serious damage. Make sure you hit-confirm you hyper combos in this case, so you're not just wasting precious meter.

Experts may want to consider the Mind Stone. The Mind Stone continuously recharges your Hyper Combo Meter at a rapid rate. This means you can unleash your character's level 3 Hyper Combo and immediately refill your meter for another powerful Hyper Combo. Just make sure you're using a character that you're familiar with if you choose the Mind Stone.

There really isn't a bad Infinity Stone in the game. They can all help even the playing field if you're coming from behind in a fight. For all the details about what each stone does and which characters are a good fit for them, check out the full Infinity Stone guide, as well as the character guides.


Building a Duo


There are a few different strategies when it comes to crafting your team of two. You can choose two characters that are similar to one another, or two characters that compliment one another thanks to their differences. There are benefits to both of these choices. Having two characters that have similar traits means that you don't need to shift gears when you tag. If both characters have great range with projectiles, you can stick to the same strategy with both characters. It also means your Infinity Stone fits both of your characters equally. However, if you're up against two opponents who who don't match well with range, you won't have a solution for them. That's where picking to different types of characters may help you. If you choose, say, Rocket Raccoon and Nemesis as your duo, you'll have a lot of bases covered. Just make sure you know the ins and outs of both of those characters. Chances are, you won't be able to pick an Infinity Stone that works well with both of them, so stick to a general Stone like the Mind Stone or Soul Stone.


Return to Combos in the Lab


Pros get as good as they are through hours of combo practice. You want to be able to pull off your strongest combos as soon as you see an opening, and you want to do that without dropping. MvCI's mission section shows some great combo for each character. It takes a ton of trial and error to pull them off properly. Don't quit, don't get discouraged and definitely don't move on after you finally land the combo for the first time. Practice it again, and again and again until it becomes second nature. There's nothing quite like unleashing a huge combo paired with a Hyper Combo in the online arena. Make all those attempts with it.


Master the Advancing Guard


Advancing Guard and defense in general is a major part of becoming a well-rounded player. If you rush into a fight with all offense, you'll get countered to death. Remember that being hit with counters deal more damage than if you were standing without attacking. Lead with a block and choose an opening rather than throwing an attack and just hoping that it will land. Follow the old adage that says "the best offense is a good defense." That can often be true in MvCI. Block a Hyper Combo and then punish it quickly.


Beware of the Tilt


It's been a long night, and you've just lost your third online match in a row in heartbreaking fashion. Your nerves are shot and your temper is starting to affect your gameplay. Take a break along with some deep breaths. The more competitive you are, the more likely you are to say "one more match" over and over until you get that one win after five losses. You won't do your online rank any favors with a record like that. Don't let the saltiness affect your play. It's best to enter the online arena with a clear head.



13 Sequels That Were Bigger, Louder, And Crazier Than The Original Movie

By Dan Auty on Sep 21, 2017 02:02 am


13 Sequels That Were Bigger, Louder, And Crazier Than The Original Movie

While the 2014 action spy hit Kingsman: The Secret Service was packed with outlandish action, crazy stuntwork, and ridiculous set-pieces, the sequel outdoes it in pretty much every department. Kingsman: The Golden Circle hits theaters this weekend (check out GameSpot's review here), so we've taken a look at some of the biggest, baddest, and wildest movie sequels ever made…


The Road Warrior/Mad Max 2 (1981)


Mad Max was a low-budget, small-scale Australian B-movie most notable for introducing the world to Mel Gibson (albeit redubbed with an American accent for US audiences). Although it did feature a few exciting car stunts, it mostly played out as an intense psychological revenge drama. But it was an international hit, and when director George Miller moved onto the sequel in 1981, everything got bigger and wilder. Miller strips the plot down to its basics and delivers some of the craziest, most exciting vehicular action ever put on film. At least half the movie is a car/truck/bike chase through the post–apocalyptic desert, combined with some unforgettably weird bad guys (Lord Humongous!) and Gibson's grizzled, monosyllabic hero trying his best to stay alive.


Evil Dead II (1987)


With the success of Ash vs Evil Dead, it's easy to forget that 1981's original Evil Dead was not really a comedy at all, but an intense horror movie. This changed in 1987, when director Sam Raimi and star Bruce Campbell returned for the sequel. Evil Dead II still has gallons of blood, but it is essentially an insane comedy remake of the first movie, with everything amped to 11. Campbell delivers a brilliant, hilarious performance as the beleaguered Ash, assaulted and tormented throughout one long night by creatures from beyond our world. Walls spray blood, eyeballs fly into mouths, trees attack girls, Ash is sent flying through the woods--all of which is delivered with breakneck, gleeful verve. In the film's most famous sequence, Ash severs his own possessed hand, and replaces it with a whirling chainsaw. Groovy!


The Raid 2 (2014)


In 2012, Indonesia-based Welshman Gareth Evans delivered The Raid: Redemption, a thrilling, brutal blast of action that woke up even the most jaded movie fan. With the sequel, Evans wisely didn't attempt to top the first movie in terms of intensity, but instead made a far more ambitious film. While The Raid has a single tower block setting, The Raid 2 spreads its action out across multiple Jakarta locations, and combines it with a complex story of undercover cops and gangsters reminiscent of movies like Heat and The Departed. The action sequences are still incredible, with Evans and star/choreographer Iko Uwais delivering a series of how-did-they-do-that moments that it's hard to see anyone topping anytime soon.


John Wick: Chapter 2 (2017)


Most of the sequels on this list are the result of the huge success of an earlier movie. One exception is John Wick 2. 2014's reluctant hitman thriller John Wick was only a modest success theatrically, but its reputation continued to grow once it hit home entertainment formats, ensuring a bigger, more expansive sequel with more than twice the budget. Director Chad Stahelski embraces his increased opportunity to expand the world of John Wick, with bigger, more inventive set pieces, multiple international locations, and a cast that includes not only returning star Keanu Reeves, but Laurence Fishburne, Ian McShane, and rapper Common. As a result, John Wick: Chapter 2 went onto make more than twice what the original film made at the box office, with Chapter 3 due in 2019.


Final Destination 2 (2003)


The 2000 horror movie Final Destination had a great premise--a group of students narrowly escape death, but then find death catching up with them. The film was a hit and a sequel was quickly put into development; while the plot of Final Destination 2 remains almost exactly the same, the death sequences are considerably more extravagant and bizarre. Characters are decapitated by an elevator, sliced into three by a flying chain fence, impaled by a fire escape ladder, blown into pieces by an exploding barbecue--it's all here!


Aliens (1986)


These days, the vast majority of high-profile studio sequels adopt the tried-and-tested formula of simply repeating what made the first movie so successful. James Cameron's Aliens was different; instead of copying the slow, creeping horror of Ridley Scott's Alien, Cameron's sequel flipped genres and delivered a breakneck, thrilling war movie, which pitches heavily armed space marines against dozens of slavering Xenomorphs. The result is one of the all-time great sequels, completely different to the original in almost every respect, but every bit as good.


Terminator 2: Judgment Day (1991)


Of course, Aliens isn't James Cameron's only spectacular sci-fi sequel. In 1991, Cameron returned to the property that made his name and delivered Terminator 2: Judgment Day. While the original Terminator was a tight, focused thriller that makes great use of a modest budget, T2 was--at the time--the most expensive movie ever made, with pioneering special effects and some unforgettable set-pieces. From the freeway chase and the hospital breakout to the terrifying, relentless T-1000 and the massive Cyberdyne headquarters siege, the style and scale of T2 makes other movies of the era seem positively anemic.


Indiana Jones and the Temple of Doom (1984)


On the face of it, the second Indiana Jones movie isn't that different to the first. Indy and his companions find themselves on a dangerous adventure in a far-off land, and like Raiders of the Lost Ark, the movie is packed with sly humor and thrilling action. But Temple of Doom is a much darker, weirder affair than Raiders, that really pushes what you can get away with in a PG-rated movie. From the ghoulish banquet ("snake surprise!") to the sight of villainous Mola Ram pulling a heart from a man's chest, Temple of Doom gave many a pre-teen nightmares in 1984. Even director Steven Spielberg thinks he went too far, subsequently stating that it was "too dark, too subterranean, and much too horrific."


Bad Boys II (2003)


Lets face it--Michael Bay doesn't really make movies that aren't big and loud. But back in 1995, when he made his debut hit Bad Boys, he was perhaps a little more restrained with his filmmaking style. By the time Bad Boys II arrived in 2003, Bay had movies such as Armageddon and Pearl Harbor under his belt, and all restraint was out of the window. Will Smith and Martin Lawrence fight Russian drug dealers, Haitian gangsters, and the KKK in a series of increasingly ridiculous, hyper-stylized, over-the-top action sequences, with little regard for logic or taste. The critics absolutely hated its combination of violent action and vulgar comedy, but audiences lapped it up.


Crank: High Voltage (2009)


Jason Statham has starred in a lot of movies that are a bit interchangeable--Homefront, The Mechanic, Parker, Safe, Wild Card…. the list goes on. The big exception is Crank and its sequel; wild, self-referential action comedies in which Statham plays the wonderfully named hitman Chev Chelios. If Crank was unstable, Crank: High Voltage is unhinged, as Chev attempts to keep his artificial heart charged by any means necessary--jumper cables, public sex on a racetrack--while trying to get his real heart back. In one scene, Chev and his foe get electrocuted, grow to 100 feet and fight it out like Godzilla and Mothra. In another, ex-Spice Girl Geri Halliwell plays Statham's mum, and the movie ends with a flaming Stath giving the audience the finger while REO Speedwagon plays on the soundtrack. Glorious.


The Texas Chainsaw Massacre 2 (1986)


The one of the great misconceptions about Tobe Hooper's 1974 horror classic The Texas Chainsaw Massacre is that it's a graphic, gory movie. It's certainly terrifying but actually very restrained in terms of violence, and its power coming from what you don't see. This was not the case with the sequel, made 12 years later. Texas Chainsaw 2 is everything the original was not--gory, flashy, silly, loud, and as subtle as a chainsaw to the face. But it's also deliriously entertaining--from the punk rock soundtrack to vfx master Tom Savini's gruesome effects work, Hooper took full advantage of his bigger budget and gave gore-and-metal crazed teenagers of the 1980s exactly what they wanted. Plus, Dennis Hopper delivers one of his wildest performances, which is really saying something.


Universal Soldier: Day of Reckoning (2012)


There's no reason to expect that the sixth movie in a 20-year-old action franchise should be anything other than a lame retread of past glories. But there's not really another movie like Universal Soldier: Day of Reckoning. The film does feature both Jean Claude Van Damme and Dolph Lundgren, stars of the original 1992 sci-fi action hit, but that's where the similarities end. In the hands of director John Hyams, this is an art action movie that has as much in common with the films of Stanley Kubrick, Gaspar Noe, and David Lynch as it does Roland Emmerich. Complex, intense, and disturbing, but with some insanely violent action sequences courtesy of British martial arts icon Scott Adkins, Day of Reckoning is not just the best movie in the franchise, it's one of the best action movies of the decade so far.


Gremlins 2: The New Batch (1990)


Gremlins 2 is the Godfather 2 of wild and crazy sequels. Director Joe Dante resisted studio offers for a sequel to his 1985 comedy horror hit for years, but eventually agreed, on the condition that he was given complete creative control. With total freedom and a budget five times bigger than the first movie, Dante delivers an utterly berserk live action cartoon which he later described as "one of the more unconventional studio pictures ever." As Gremlins take a over a state-of-the-art Manhattan office building owned by an egotistical billionaire businessman named Daniel Clamp (sound familiar?), Dante throws in a joke or cameo every seconds, mercilessly pastiches the first Gremlins, and ends the movie with a musical sequence in which the Gremlins sing "New York, New York" in the building's lobby. The film was, unsurprisingly, a box office bomb. But the madness of Gremlins 2 is still celebrated today, not least by Key and Peele in this hilarious script brainstorm sketch.



Marvel Vs. Capcom: Infinite Tips - Which Infinity Stone Is Right For You?

By GameSpot Staff on Sep 21, 2017 01:46 am

Power of the Stones.


There's a new mechanic in Marvel vs. Capcom: Infinite focusing on items called Infinity Stones, which provide your team with special effects that. Each provide different tactical advantages that can be used to create special set ups for combos. Here's what you need to know about each of the game's Infinity Stones, their differences, and which one might be right for you. And if you'd rather watch our tips in video form, here's our guide to Infinity Stones in movie form.

Marvel vs. Capcom: Infinite is out now for PlayStation 4, Xbox One, and PC. For more thoughts on the game, check out our MvC review, and be sure to check back soon for our final review. And if you're curious what others thought about the game, read our review roundup.

For more on how to better play Marvel vs. Capcom: Infinite , check out our in-depth guides below:


Infinity Surge and Infinity Storm: What's the difference?


Each infinity Stone has two abilities: the Infinity Surge and Infinity Storm. The Surge is achieved from a simple press of L1 or LB. The Infinity Storm activates by pressing L1 and R1 or LB and RB simultaneously. The Surge builds your Infinity Meter, while the Storm burns all of it. The Surge is the more powerful effect and can completely turn the tide of battle. For instance, the Power Stone's Surge knocks your opponent back in order to extend a combo, while the Storm raises all attack power and causes every hit to knock your opponent backward. Infinity Storm can be activated when the meter is at least 50% full.


Mind Stone


Strategy: This stone is best for experts who know their character's three levels of Hyper Combos. It recharges very fast, so it's an easy way to get a Level 4 meter right after using a Hyper Combo.

  • Infinity Surge: Throw attack that renders the enemy immobile
  • Infinity Storm: Hyper Combo gauge rises continuously



Soul Stone


Strategy: This is a great stone to use for beginners, and it doesn't really matter which character you use. Every character is a good fit for the Soul Stone. With double the offense on the screen, you can now dish out some serious damage. Hyper Combos work for both characters. The best time to use this stone is when you have a full HC meter and when one of your teammates is already down. That way, you can unleash your strongest Hyper Combo and do twice the damage.

  • Infinity Surge: Far-reaching attack that leeches the enemy's vitality
  • Infinity Storm: Revive a fallen partner and rush the opponent, fighting as one



Reality Stone


Strategy: The Reality Stone is a good stone for slow characters, or ones that don't have great projectiles. Most characters have projectiles, but the Reality Stone can help further mix up attacks. The Reality Stone can be overwhelming to opponents and very difficult to defend against.

  • Infinity Surge: Launches an energy burst that homes in on the enemy
  • Infinity Storm: Unleashes a different elemental attack depending on the button pressed.

Time Stone


Strategy: A rare case where the Infinity Surge may be more useful than the Infinity Storm. This is a great stone to use for slow characters. The Surge allows characters to quickly dash toward your opponent. It even goes through projectiles, and can teleport you to the other side of your opponent. It makes slow characters surprisingly nimble. The best part: there's no cooldown, so you can zip around using the Surge as much as you want. Your opponent can't hit when he or she can't see.

  • Infinity Surge: Move a set distance at super speed
  • Infinity Storm: Enables quick comboing into other attacks when you land a hit. Raises Active Switch Speed

Space Stone


Strategy: The Space Stone is one of the best stones in the game. When Storm is active, your opponent can't move out of the force cage and can't tag in their partner. This is best to use against fast characters who use range to their advantage. It's not a bad choice to use this gem if you're playing as a slow character. The Infinity Surge brings your opponent to you, and the Storm ability allows slow characters to close the distance.

  • Infinity Surge: Draws the enemy toward you
  • Infinity Storm: Seals the enemy in a force cage, restricting their movements



Power Stone


Strategy: Like the Soul Stone, the Power Stone is a good fit for pretty much every character in the game. More power is always a good thing in Infinite, especially when you need to finish off an opponent who just won't go away. I prefer to pair it with slow, but already strong characters to make their strength truly devastating. Thanos, Nemesis, Hulk, Dormammu, and Captain America can all benefit from the awesome force of the Power Stone.

  • Infinity Surge: Powerful attack that launches the enemy backward
  • Infinity Storm: Raises attack power, and every hit smashes the enemy backward





Marvel Vs. Capcom: Infinite Character Tips

By GameSpot Staff on Sep 21, 2017 01:46 am

Infinite Heroes and Villains


With 30 characters at your disposal in Marvel vs. Capcom: Infinite, there are some tough decisions to make. How will you fill out your team of two? Will you go slow and powerful like Thanos and Nemesis, or quick and nimble like Spider-Man and Nova? Choices don't end there either. You'll also need to figure out which Power Stone fits your characters. Check out this quick character to guide to give you the basics on each character, along with their strengths and weaknesses.

Marvel vs. Capcom: Infinite is out now for PlayStation 4, Xbox One, and PC. For more thoughts on the game, check out our MvC review, and be sure to check back soon for our final review. And if you're curious what others thought about the game, read our review roundup.

For more on how to better play Marvel vs. Capcom: Infinite, check out our in-depth guides below:


Arthur


Like Rocket Raccoon, he's close to the ground so his hit box is small, but so is his hurt box. Because of his limited reach, it's difficult for him to get in close and start basic combos. Also like Rocket, he has a ton of projectiles to give him so reach. His Dagger Toss is a bread and butter move to keep your opponent at bay. Mash out the attack button during Dagger Toss to throw more than just one. All of his special attacks are a variety of projectiles, whether they're faster and weaker or slower and more powerful. The Scythe Toss acts as a boomerang. The good thing about Arthur's variety of special moves is that they're easy to remember. They are all quarter circle turns. The attack depends on the attack button pressed.

Arthur can jump during his level one Hyper Combo, which means you can at the very least get some chip damage if your opponent blocks it. Like in MvC3, Arthur has his Golden Armor Hyper Combo that beefs up his special moves' strength and speed. This lasts a limited time. If Arthur takes too much damage, he'll lose the golden armor and will run around in his underwear. Unlike other characters, Arthur is great at dodging projectiles thanks to his double jump.

Arthur's small stature makes it difficult for him to cover a lot of ground in a hurry. The Time Stone is a good solution for this problem.



Captain America


Captain America's speed is a little surprising. He's one of the slower characters on the ground and the air, but his dash covers a lot of ground. His dash is longer than most characters. That dash can be canceled by pressing down or up mid-dash. Thanks to his shield, he has a variety of projectile attacks that can be strung together with combos or can create openings with as a good mix-up. His Liberty Shock move acts as a counter move, and even works against Hyper Combos. He might not have much speed, but he does have a backflip special move that has some invincibility frames and allows him to switch spots with his opponent. Because of that backflip, that takes away from some of the usefulness of the Time Stone Surge. His juggles and attacks are pretty brutal, which makes him a good fit for the Power Stone to lay on the most damage as possible.


Captain Marvel


Captain Marvel is slightly similar to Ultron. She can fly, has medium speed and fast projectiles that span the stage with her Proton Blast. Her Photon Absorber special move repels certain damage. Her Blitz Blow is a fantastic special move that propels her in any direction up or down, making it a good opening attack for a combo and juggle. The Blitz Blow is also a good attack to get her in close to perform two of her command throws.

Her movement is versatile thanks to Blitz Blow and flight, so stay away from the Time Stone. Instead, give her some more projectiles with the Reality Stone. That will quickly mix up her attacks up close and at a distance, making her difficult to read and block.



Chris Redfield


Chris Redfield may seem like a boring character when he's among Marvel superheroes and Capcom's crazy lineup of characters, but he's actually a lot of fun to use. His attacks are mostly projectile based. He has an unusual meter above his Hyper Combo Meter that shows how many Magnum shots he has. Another special moves reloads those shots. He's not a bad character for beginners thanks to his combination punch special moves. These can be extended by mashing the same button. His Flame Thrower basic move can also extend combos and juggles easily. His movement speed is medium, but he doesn't have much elusiveness when in the air. This makes him a good candidate for the Space stone. That way, he can box up his opponents and rely on projectiles, or quickly get in and use a combination of attacks and projectiles.



Chun-Li


Chun-Li is the only character in the game with directional charge special moves. This means that you have to hold a specific direction before flicking the stick in the opposite direction before hitting an attack button. These can be tricky to pull off unless you're used to charge moves in Street Fighter games. Other than the unique nature of these moves in MvCI, Chun-Li is similar to the Street Fighter version of her character. Since Chun-Li is pretty fast, she's a good fit for the Power Stone. That way, she can get inside and lay down some powerful attacks during the Infinity Surge.


Dante


Dante is a great character to use for beginners and experts. Thanks to his sword, Dante has great reach for even his basic attacks. These attacks get basic combos started with ease. Dante does, however, have a long list of unique basic attacks that change depending on the direction and attack button pressed. These can also change depending on if Dante is in the air. His long list of moves continues into his special moves. He has, by far, the longest list of Special Moves in the game. It's mostly quarter circle moves, making them easy to remember, and many of the moves can be comboed by mashing out an attack button after a special move. Since Dante's moves and movement are so versatile, it's a good call to use the Power Stone or the Mind Stone to give him lots of Hyper Combo meter.


Doctor Strange


Doctor Strange is another character for the experts. He's fast in the air, but slow on the ground. For some reason, even though he can fly he doesn't have an air dash, but makes up for it with abilities of teleportation and flight. He's one of the more complex characters in the game due to his slow movement and long list of special moves, many of which take planning to successfully pull off. The Grace of Hoggoth makes three orbs, which takes a while for Doc to conjure. Then, that move transitions into Cast A, Cast B, Scatter and Gather. Basically, you can perform different special moves to control the three orbs.

The Time Stone, Mind Stone or Reality stone are great for Doctor Strange. It's fitting that Doc can utilize almost any stone in the game.



Dormammu


Dormammu is a tricky character for beginners, but absolutely deadly for pros. His specials are unlike anyone else in the game. Quarter turn and any attack button puts his Dark Hole attack anywhere. That hole will stay there, which can be particularly dangerous when used in a separate combo. His moves do different actions and damage depending on if they're stacked. Each special move charges the ability of his next special move. His hand turns red, then his forearm, then his entire arm. The more of his arm that is glowing, the more powerful his special attack will be. The more powerful attacks add range and power to his special moves. One that power is drained, he'll have to start the charge process over again with more special moves. He seems slow, on the ground, but pros have already figured out how to wave dash with him to make him nimble on his feet. In the air, he has a flight ability. Dormammu could utilize the Power Stone or the Reality Stone to add to his strength and give him some tricky projectiles.


Firebrand


Meet the most elusive character in MvCI. His Hell's Elevator special move in just a collection of strange movements, whether it's flying straight upward, swooping forward or flying backward. From his new location, Firebrand can rain projectiles down at his opponent. He can also plant tornados which stay on the ground for about five seconds. Putting all this together into a tricky offense isn't for beginners. He definitely needs some time in the lab to perfect these strategies. As if he wasn't tricky enough, he can make a clone of himself with a Hyper Combo, adding to combos and damage output.

Stay away from the Time and Space Stone with Firebrand. He's best with the Reality stone to add to his projectiles, or the Mind gem to give him some extra meter to work with.


Jedah


Jedah is a complicated character with a simple set of moves. His Spirale Divina attack throws buzz saws that angle upward. Those can be placed in the air and then used later for combos. His special moves consist of a few projectiles and close quarter moves. He also has a command throw as well as one in the air that swoops down to surprise your opponent. His dashes are slow and angle him upward, which may make it difficult to get in close. They're pretty telegraphed, so good opponents should be able to spot this and punish when you're just trying to close the gap. Spirale Divina remains his most useful tool in mixing up his attacks. Opponents may have a tough time dodging Jedah's attacks on his own, let alone hovering projectiles around the stage. Since Jedah's projectiles are already tricky, the Reality Stone is perfect for him. This gives him even more projectiles to work with and to include in his mix-up game.



Frank West


Frank West is one of the more complex characters. He has a leveling system throughout each match, which is a nod to the RPG nature of Dead Rising and similar to his system from UMvC3. He has access to more special moves depending on his level. His level can be raised with the Snapshot special move. The higher his level, the more effective his attacks will be in both range and strength. Landing his third Hyper Combo will automatically bring him to level 5, which super charges his attacks. He has a collection of close-quarter and projectile moves, which mostly involve him utilizing zombies to his advantage. He also has a move where he drinks wine to take less damage. The trade off is that he is susceptible to attacks when he throws it up a few seconds later. In order to get him quickly to level 5, using the Mind Stone is a good way to build his Hyper Combo Meter, to land the Combo that can get him there.



Gamora


Gamora is a really fun character to use. She has a good combination of projectiles and close-quarter attacks. Almost all of her special moves can easily be comboed by pressing another attack button after the special move. Her sword is her main weapon of attack in close quarters, but she has other gun attacks that cause her to lunge into her opponent. Her sword attacks give her a lot of opportunities to get opponents off of you in a pinch. Also great for anti-air. With lunge abilities and strong sword attacks, Gamora can benefit from the Power Stone get the most bang for her buck.


Ghost Rider


Ghost Rider may be slow, but his chain makes it possible for him to reach a ton distance. He has one of the longest list of special moves in the game. Most characters have heavy and light versions of the same special moves, while Ghost Rider just has different special moves depending on if you press heavy or light. It's a lot to remember, so he's best for experts of the game, or someone who spends a lot of time playing with him.

Since Ghost Rider can combo with the distance of his chain special moves, he would benefit from the Reality Stone. The Reality Stone Storm will give him even more projectiles at his disposal.



Haggar


Haggar's movement isn't great, just like it wasn't in UMvC3, but he's balanced by strong throws, attacks and specials. His special moves have strong knockback like the Violent Ax. If a heavy version of these is landed, it will knock your opponent against the wall of the sage, opening the opportunity for great juggle combos. The Hoodlum Launcher does what it's advertised to do and launches your opponent in the air after landing a strong hit. His projectile called Cleanin' Up The City launches a barrel at your opponent. It even has a chance to drop consumables that can give him meter or vitality depending on what drops. Like other slow characters, he would benefit from using the Time Stone allowing him to get in close with his powerful attacks and strong command grabs.


Hawkeye


This might be shocking, but the character whose main weapon is a bow and arrow relies heavily on projectiles. All of his moves are variations of arrow shots with the exception of the Trick Maneuver; a move where Hawkeye rolls backward. However, that move can be comboed into four different special moves by pressing another attack button, and those are all different arrow attacks. Other than all of his special moves, his other attacks don't provide much range. He lives and dies by those special moves. He has a tricky level three Hyper Combo. It attacks from the air with an arrow shooting downward. It will miss if you're directly against your opponent. Plan wisely.


Hulk


Hulk is a great character for beginners. He doesn't have a lot of speed to work with, so he's easy to control. His special moves are all quarter turns and an attack button. Because he's the Hulk and a large character, his basic moves have a lot of reach. If they connect, they're particularly devastating. His Impact Punch special move can be charged, and when it's fully charged it has armor making it particularly difficult to deal with. Because he's not very fast, he would be even better with the use of the Time Stone. That way he can teleport directly in front of his opponent and get through any opponents projectiles. Once inside, he can punish with his strong power.


Iron-Man


Iron-Man is quite possibly the most balanced character in the game, making him perfect to pick up for beginners. He has projectiles that span the length of the stage. His Repulsor Ray auto combos by mashing the same attack button. The Smart mine lays traps for a limited time above the ground. All of these moves can be achieved by simple quarter circle turns. He also has the gift of flight like the other flying characters. He's just a great all-around character who isn't too complicated. His projectiles are great at creating distance or opening up your opponent for strong combos on the inside. Since he's so well balanced, he can pretty much use any Infinity Stone to help him out.


Morrigan


Morrigan is a pretty straight forward character. She isn't the fastest, but makes up for it with long reaching special moves. This isn't a bad character to try for beginners. She has a collection of projectiles and moves for combat up close. This includes the Shadow Blade launcher that can be chained together with additional Shadow Blades to keep your opponent in the air for a nice juggle. She has an Astral Vision Hyper Combo, which creates the mirror image of herself. This returns from UMvC3, and can lay on some additional damage for combos. Her dash is a little slow, so she could benefit from the Time Stone. That way, she can cover more ground with the help of the Stone's Surge.


Nemesis


Nemesis is quite possibly the least nimble character in the game. Not only is he slow on the ground, but he doesn't have much of a jump either, which puts him at a big disadvantage. He makes up for that lack of speed with devastating power. Even his basic combos do a ton of damage. So if you're a Nemesis player, get in close to the action. He would absolutely benefit from the Time Stone. A Nemesis that can quickly get in close and get out of the way of projectiles is dangerous. He does have some projectiles of his own though. His rocket launcher ability launches a relatively slow projectile, but can be charged to shoot at the right time. Mashing out either kick button during the rocket launcher will launch another. This can be repeated infinitely. His level 3 Hyper Combo is a grab that transforms nemesis into his true from. It has devastating power of its own and also has acid burn, so damage is continuously taken for a short time afterward.

Solid Power Stone options for Nemesis Time and Power. You can choose to give him some balance with the Time Stone, or go all in on his power and super charge him with the Power Stone. We suggest the latter.



Nova


Nova is worth the attention of beginners. He's fast and nimble on the ground and in the air thanks to his air dash. He even has flight special move just like Captain Marvel or the other flying characters. He doesn't have many distance projectiles since many of his specials create a short-range blast of energy. Gravimetric Pulse is the closest thing, but its short distance. The other special moves launch him into his opponent. Because he's already fast, he doesn't need to use the Time Stone. Give him some more projectile help with the Reality Stone. Use those projectiles with his short-range attacks to create a crazy mix-up game that will be hard to block.



Rocket Raccoon


Small characters can be tricky to use because it seems like you're always out of reach of your opponent. That's why it takes a lot of knowledge of Rocket's command list in order to utilize his projectiles. He's small, which mean he has a small hitbox, but his normal attacks don't reach very far. Fortunately, he has a deep bag of tricks when it comes to his special moves. He has numerous projectiles at his disposal, as well as two types of mines. He also has a move where he burrows under the ground. He can also call upon his buddy groot to help him close the gap between him and his opponent.

Because it might be hard for him to get inside and land hard combos, the Time Gem is a good fit for Rocket in order to teleport right next to your opponent.



Ryu


The good thing about Ryu is that his special moves are basically identical to his Street Fighter move set. So, if you're familiar with him in the Street Fighter series, you'll feel right at home in MvCI. That also makes him a pretty good character for beginners. He doesn't have a long list of special moves and all of them are familiar. Ryu's Hypers are interesting because they can be directed and even activated in the air. This makes his Hyper game dangerous because opponents will never know where it is coming. His Shinku Hadoken can be a straight beam on the ground, straight up in the air when on the ground, straight in the air or angled downward from above. There's really no excuse for whiffing this Hyper Combo. Because his Hyper Combos are versatile and powerful, the Mind Stone is a good fit for him to give him more opportunities to throw those Hyper Combos.



Spencer


Spencer, as you can probably guess, puts that robotic grappling hook arm to good use. Quarter circle and any attack button launches his arm as a projectile. The direction depends on what button is pressed. His arm can be launched straight up, forward, or two angles in between. Once that attack hits, he can bring his opponent to him or land a follow up attack by pressing a different action button. Spencer arguably has the best movement set in the game. His arm allows him to move anywhere on the screen thanks to the Zip Line special move. He can grapple to either side of the stage or swing from the top. These can be chained together three times before Spencer has to hit the ground. Use this move to mix up your attacks against your opponent. You can quickly swing in front of or behind your opponent, which can make it difficult to block attacks.

There's no reason for him to use the Space Stone since he can already bring his opponent to him with his special moves. Don't use the Time Stone either since he can move quickly.



Spider-Man


Spider-Man is one of the most fun characters to use. He's fast, he's strong, he has projectiles, his Web Swing special move is a great way to quickly approach opponents or get out of the way. He's a wonderfully balanced character. Those strong combos with basic attacks can be easily started thanks to his Web Ball special, which freezes opponents like Sub-Zero's freeze. He even has a distance throw called Web Throw. He has great Hyper Combos, which coincidentally is his easy combo, that can be tricky to dodge since it's a throw and approaches from above. For that reason, the Mind Stone is a good fit to give him plenty of meter to work with. The Space stone isn't a bad idea to consider either. With your opponent trapped in a box, Spidey can get in close and lands some of his quick combos.



Strider Hiryu


Strider is a good character for experts. His moveset provides attacks that are a combination of getting in close when he needs to and keeping your opponent away from you. His formation special moves call upon an animal to drop a bomb on the opposite end of the stage, while Formation B creates an orb that circles Strider. That orb can then be launched at your opponent low with another special move. He also has a wall cling ability and a new set of special moves that can be performed when on the wall. The Time Stone, might not be the best choice for Strider because he's already fast and has a teleportation ability of his own that can warp through projectiles.


Thanos


Thanos is slow, but quite mighty. He's deadliest when he's on the inside throwing his huge, bruising first. Those strong punches and kicks can easily be strung together with basic attacks to really lay on the damage. Thanos isn't all offense, though. He has a great defensive move called Titan's Shield is a counter shield, but can be thrown by using heavy kick instead of light. Has a teleportation that can get you on the other side of your opponent quickly, which helps with his mix-up game. Since Thanos is already powerful, double down on that strength with the Power Stone. Activate it and watch your opponent's health bar fade away.


Ultron


Some pros have already found creative ways to utilize Ultron's mix of speed and power. That balance makes him a good starting character, or even great for pros who know the ins and outs of the game. His special moves are as basic as they come. It's just a collection of quarter circles with different attack inputs. Those special attacks are projectiles, a drone attack, command throws and up close energy blasts. This may seem like an overly simplified character, but those tools along with Ultron's speed can be strung together to make a great mix-up game. Ultron is one of the unique characters where he could potentially benefit from any of the Infinity Stones. There really isn't a bad choice. I'd recommend the mind gem to give him plenty of meter to burn through.


X


X's move set hinges on his X Buster special move. That special move can be chained into a variety of special moves. By pressing any attack button after the X Buster, X performs another offensive or defensive maneuver. He has to rely on those projectiles and abilities because the reach of his basic attacks isn't very far. Because of his relatively slow movement speed, X users will have to utilize his Buster Combo special moves in order to stay quick and elusive. When used effectively, this makes X hard to track, and has the potential to give him a strong mix-up game.


Zero


Zero is much more nimble than X thanks to his Hienkyaku special move. This ability, depending on what attack button pressed, can dash forward, backward and up in the air. All of his basic attack buttons can be held to charge his Hyper Zero Blaster, which gives Zero the easiest projectiles in the game to activate. Zero's Hienkyaku makes his mix-up game strong. He can chain those fast dashes into combos in front and behind your opponent, making it very difficult to block when done effectively. Hyper Zero Blaster can be comboed after any of his special moves. Just hold the attack button and add a quick projectile to continue a combo after a special move.

Zero has a unique Hyper Combo called Sougenmu that creates a clone of himself. This has the potential to double his damage output since Zero's shadow helper can aid in continuing combos and juggles.



Thor


Thor may seem like a slow character at first because of the slow sleep of his basic attacks, but he's surprisingly well balanced. His movement speed on the ground is average, and being the God of Thunder means he has the ability to fly. His short list of special moves make it extremely easy to work them into a combo. Mjolnir has two hit opportunities when it's thrown: headed toward your opponent and the return trip. If it connects on the second hit, it will send your opponent flying toward you in the air, which sets up perfectly into an air combo or juggle. The Mighty Smash special, which has a delayed hit, also acts as a good launcher, making it a prime candidate for a combo starter. If you're looking to mix his special moves in the middle of combos, the Mighty Spark move can be activated in the air. It's possible to pull this out multiple times before your opponent hits the ground. Thor also has the unique ability to charge his own Hyper Combo meter with the Mighty Speech ability. Down, down, heavy kick can be held to continuously charge Thor's Hyper Combo meter.

Since Thor is already pretty nimble, has the ability to fly and is a bruiser when it comes to getting up close and personal, check out the Space Stone if you're planning on using him. The Space Stone can draw your opponent into his punches. If you have them boxed with the Space Stone's Infinity Surge, you can make them pay with combos that mix in his basic attacks with his special moves.



Marvel Vs. Capcom: Infinite Beginner's Tips

By GameSpot Staff on Sep 21, 2017 01:45 am

Infinite Training


Marvel vs. Capcom: Infinite is one of the most accessible fighting games to come out in recent memory. Capcom has implemented several gameplay mechanics for players to feel comfortable from the first time they pick up the controller and select a character. We've compiled some beginner's tips to help players form a game plan as they face off in the online arena, as well some basic gameplay mechanics and terms to be aware of. But these will only take a player so far. Be sure to hit the training arena with the character of your choice and study character command lists and combos so they become ingrained in your muscle memory. For more high-level advice, check out our Marvel vs. Capcom: Infinite tips for experts guide.

Marvel vs. Capcom: Infinite is out now for PlayStation 4, Xbox One, and PC. For more thoughts on the game, check out our MvC review, and be sure to check back soon for our final review. And if you're curious what others thought about the game, read our review roundup.

For more on how to better play Marvel vs. Capcom: Infinite , check out our in-depth guides below:


Dashing


Quickly double tap forward or backward on the d-pad or joystick to dash. You can also do so by pressing heavy punch and light punch together. Hold the direction you want to travel.


Air Dash


Double tap forward or backward in the air to perform an air dash. If the character can fly, chances are they can also air dash. Not all characters have the ability to dash in the air, but do have a special move that aids in their air movement. Be sure to study your character's command list to find out what you have at your disposal.


Super Jump


Tap down and then up for a Super Jump. This is a good tool to get out of the way of projectiles, even for characters who don't have a great jump.


Throws


Throws are unblockable (but cancelable), so it's a good way to mix up the action if your opponent is blocking everything. Heavy punch when close to your opponent to throw them. All characters can also air throw.


Throw Escape


Pressing the throw button as soon as you are being thrown will cancel the throw.


Blocking


Like nearly all fighting games, Infinite has high, mid, and low attacks. A standing block will guard high and mid attacks, but leaves you vulnerable to low attacks. A low block will block low attacks, but leaves you vulnerable to mid and high attacks. Don't judge an attack by what it looks like. For instance, Spider-Man has a ducking attack that looks like it hits at the feet, but it's considered high. Check the training stage if you're curious about your moves to see how they hit.


Advancing Guard


Hit any combination of the two attack buttons simultaneously (or the shoulder buttons) while blocking to knock your opponent slightly back. If this is timed perfectly with a projectile, it will send the projectile back at your opponent.


Active Switch


R1 or RB switches places with your partner character. You can do this in the air or on the ground.


Combo


Combos are made easy in Infinite. Every character has the same standard combo, going from weak to strong: light punch, light kick, heavy punch, heavy kick. The same combo can also be used to air juggle. Just start with a launch attack (crouching heavy punch) while on the ground and then go to work. The best part is that you don't even need to jump: A launch attack that connects automatically carries your character into the air to complete the combo.

The beauty of the standing combo and aerial combo is that they can be strung together. Start and complete the standing combo, add on a launch attack (crouching heavy punch) and complete the aerial combo to tack on some extra damage.

The challenge becomes stringing together those combos with your character's special moves to make the most out of your combos.


Auto Combo


You can also just mash light attack, which carries into an air attack. The Auto Combo is a quick and easy chain of attacks that activates when continuously mashing the light punch button, which will follow up into an air combo. An auto combo doesn't do as much damage as a light to heavy combo from the ground to the air, but can be handy when you need to get a quick series of hits in.


Easy Hyper Combo


Press heavy punch and heavy kick to expend one bar of the HC gauge and perform a hyper combo. This makes the game more accessible so anybody can pull off a Hyper Combo, even if you've never used a particular character before.


Your Meters


There are three meters to keep an eye on in Infinite. The Vitality Gauge, Infinity Stone Gauge, and Hyper Combo Gauge. Vitality, of course, is you life bar that is the staple of any fighting game. The Infinity Stone Gauge is the rounded gauge in the corner of the screen. This fills by taking damage or using Infinity Surge. The Infinity Storm ability uses all of it, unleashing a more powerful Infinity ability unique to each Stone. The Hyper Combo Gauge fills by landing hits and taking damage. There are four stages to the Hyper Combo Bar. You can use those bars with your character's Hyper Combo attacks. Each character has three Hyper Combos. The lowest uses one Hyper Combo bar, the second uses two, and the most powerful uses three.


Managing Your Infinity Powers


One thing to be mindful of are the opportunities to use your Infinity Surge abilities. Essentially sub-abilities tied to each Infinity Stone, these moves can help you out quickly and should be used whenever possible--as it fills your Infinity Meter rather than draining it. For instance, the Time Stone allows fighters to teleport to close the gap between you and your opponent. The Infinity Meter is designed to make matches closer; which gradually fills when taking damage. Use the Infinity Storm when you're in a pinch, but don't wait until you're down to your last character. Both characters can utilize its power, so it's best to have your two teammates take advantage of it rather than one.


The Mission Area


The Mission Area is the best place for newbies to get their feet wet in Infinite. It shows off all the basics of the game, but it also has missions for every character in the game. Those character-specific missions lay out each character's special moves and how they can be utilized in their best combos. It can be frustrating, since some of the combos call for expert-level timing, but building that muscle memory in the lab is what separates the pros from the noobs.



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