Marvel vs. Capcom Infinite’s hidden systems and glitches

MVCI has been out for over a month and the community has really started to pick the game apart. They found a number of systems that the game won’t tell you about, as well as a few game breaking glitches that are already being used in professional tournaments. If you have already mastered the basics and want to give your game a little boost, check out the info below. You might just find what you need to boost yourself a few ranks, provided that Capcom doesn’t patch any of this out.

Throws and Red Life

Throws do more than penetrate blocks in MVCI. They actually remove all recoverable life from the character you are throwing. This is especially useful against an opponent who has relied on one character more than another, since it’s likely that they will build up a lot of red life.

Tags and Red Life

Normally, hitting the opponent deals half of your damage in “black” or non-recoverable damage, and half of your damage in “red” or recoverable damage. However, tagging in the middle of a combo makes all your damage from the tag onward red damage. This is why having damaging single-character combos is so important. Any optimized combo will use tags as late as possible to maximize the amount of black damage done.

Aerial Chip Damage

While blocking on the ground, normals do no chip damage and special and super moves do very little chip damage. However, this damage is greatly increased while you are in the air. You can even take chip damage from normals in the air. This is to discourage chicken blocking, or holding up-back to block both highs and laws.

Jump Start-Up Vulnerability

Another system that discourages chicken blocking is jump start-up vulnerability. You cannot block on the first few frames of your jump. If you attempt to jump up-back to block an opponent’s mix-up, you are very likely to get hit if the opponent just waits until your jump starts. Hopefully this resolves the many “I was blocking that” controversies coming out of the casual crowd.

Infinity Storm Invincibility

Activating the Infinity Storm triggers an invincible animation preventing your character from getting hit. You can activate it while in block-stun, which allows you to use the activation as a sort of invincible reversal. Just use another invulnerable move and blow through whatever attack that is coming your way.

Input Priority

When pressing multiple buttons, the game will always attempt to do a special maneuver first, then it will attempt to execute any applicable command normals, and afterward will attempt to execute the highest strength normal possible. You can actually use this system of input priority to your advantage. For example, pressing light punch and heavy punch at the same time triggers a dash. However, pressing the same command during a dash will make the game search down the priority tree and find that the strongest normal it can execute is heavy punch. So tapping light punch + heavy punch twice in a row will give you a dash immediately canceled into a heavy punch. For air-dash and flight characters this is extremely useful, as pressing the same command again will cancel your heavy punch back into a dash, and then your dash back into a heavy punch, and so on. It makes flight combos super easy to do.

Hit-Stun Decay and Damage

 

 Hit-stun decay and damage are actually linked in MVCI. Each subsequent hit causes less hit-stun, but the amount of hit-stun it causes is based on the damage your combo has done. Exact numbers have not yet been figured out but hit-stun decay appears to max out at around 7,500 damage, at which point the opponent is guaranteed to flip out of the combo if you don’t put them into a special hit-state.

The Hit-Stun Decay Glitch

There is a way to bypass MVCI’s hit-stun decay system, due to a glitch in the way the game utilized OTGs and supers. The glitch is activated by putting the opponent into a knockdown state, hitting them with an OTG move, and then immediately comboing into a super with “fixed hit-stun.” These are supers that are guaranteed to hit in their entirety as long as they hit the opponent once. Beam supers are a good example, since no one ever flips out of a combo mid-beam.

You then have to somehow hit the opponent at the moment that the super ends, most commonly with some sort of tag attack. At this point, you will appear to have bypassed the hit-stun decay system and can continue comboing the opponent.

Here is what’s happening. The super causes all hits to cause a fixed amount of hit-stun on the opponent so they don’t flip out mid-super. Hitting the opponent as the super ends, however, confuses the hit-stun system into thinking that the super isn’t over. As a result, all of your hits will now do the same fixed hit-stun that the super did, allowing you to combo to your heart’s content, as long as you keep hitting the opponent.

The 20 Light Punch Limit

 

Early on in MVCI’s lifetime, it appeared as if there was some sort of infinite prevention system that would cause the opponent to flip out if you repeated your moves too much. It turns out that this isn’t true. There is, in fact, only a “light punch” prevention system. You can only perform a maximum of 20 light punches in any combo. Afterward the opponent will flip out. No other move in the game has this limit.

The Spider-Man Infinite

 

Spider-Man has the easiest infinite combo in MVCI. At full screen, he can fire a reality stone and a heavy web ball once after another, and they will contact the enemy at approximately the same time. The result? An opponent who is infinitely web balled. This works on any member of the cast and is easily set up by pinning the opponent with a multi-hit move or cinematic throw.

The Dante Overhead Glitch

 

Normally Dante’s “stinger” can be blocked high or low. However, when used immediately following a crouching light kick, it is counted as an overhead for some reason. This makes it one of the best mix-ups in the game, as opponents will have a hard time figuring out whether you are going for a low-high or double low hit.

The Fixed Hit-Stun Interrupt Glitch

 

Both Chun-Li’s EX Spinning Bird Kick and her Kikosho super have fixed hit-stun properties. If you tag during these attacks and push the opponent outside of the move’s hit-box, they will be temporarily stuck in a fixed hit-stun state. You can use this increased stun to connect with follow-ups you normally wouldn’t be able to.

 

 Dante can also do this by using Devil Trigger in the middle of Killer Bee.

That’s all we have for you today. Come back again when we give MVCI’s latest DLC characters a whirl.