Marvel Vs. Capcom: Infinite Official Guide

Marvel Vs. Capcom Infinite Guide

Basic Moves

Unlike past games, Marvel Vs. Capcom 3: Infinite has simplified the control to make it more comfortable to play with a pad. The four front buttons equals punch and kick in their weak and strong versions. The triggers are reserved for the character change and the Infinity Surge, while the remaining two are, by default, the two kicks simultaneously and the two punches.

You can move quickly by quickly pressing an address twice, or both punches. This Dash can also run in the air, keep in mind because you can approach – or move away – from your opponent when you need to attack or move away from him. Keep in mind that some characters are not so agile to make this move.

The blocks in Infinite are made by pressing the opposite direction to the rival, as usually is usual in the genre. For low attacks you should be crouched and pressed diagonally down. What is different from other games is that you can defend yourself in the air, thus avoiding projectiles or blows of the opponent. In addition, if you block and press two buttons, you can make an Advancing Guard, with which you push the opponent back – you remove it. This movement also rebounds projectiles.

Press the trigger assigned to the Active Switch to give the relief to your partner. You can make this change while attacking, getting past the combo from one character to another. It’s one of the keys to crushing your opponent.

A combo is an attack in succession from which the opponent can not escape. In Infinite there are some combos common to all the characters, like the weak punch, weak kick, strong punch, strong kick, that will be useful regardless of your fighter. This combo can also be done in the air.

Pressing the weak punch button repeatedly performs a simple combo that ends with an air combo -eleva to the enemy-. It is a simple way to start a stronger attack or give way to our partner.