Marvel VS Capcom: Infinite/Sigma

From SuperCombo Wiki

Mvci logo.png

Story

The primary antagonist of the Mega Man X series, Sigma was originally a robot (known in the X series as a Reploid) created as the pinnacle of those who fight against rogue robots in the future, known as Maverick Hunters. Eventually infected with a deadly virus, his thoughts slowly became more corrupted over time until he became a Maverick himself. Using his experience as the former commander of Maverick Hunters, he leads the rest of the Mavericks into a war on the human race and seeks to rid the world of all organic life. He has appeared in many forms, as he dies and is resurrected in each game, but his look and abilities draw largely from possibly his most iconic appearance, from the very first Mega Man X game.

Gameplay

Sigma is the absolute best in one important area: screen coverage. Although his giant body can be a hindrance on defense, he puts it to great use on offense with his laser sword, taking up a large portion of the screen with every attack. He has great tools in other areas, but playing neutral with Sigma especially can be incredibly challenging.

Strengths Weaknesses
  • Hitboxes: Sigma can fill half the screen with massive normals like 5HP, leave lingering projectiles out with Arc Divide, and even lock the opponent down with his Rave Divide hyper.
  • Combos: On top of his massive hitboxes, Sigma is able to convert off of them solo from almost anywhere on screen. Arc Divide has generous amounts of hitstun, and Straight Divide sends him flying forward as much as some hypers wish they could. There's also never a bad time to tag your partner in during these combos, allowing him to convert from even the furthest of ranges.
  • Arc Divide: This single move rounds out the previous two points perfectly. Giant hitbox, has an extension for easier confirming, can then be cancelled into Straight Divide for full extensions, lots of time for tagging in a partner, and more. This single move will do you the dishes even after making you dinner.
  • Damage and Meter Gain: Sigma's combos not only deal great damage for the low amount of hits they usually consist of, but it's not uncommon for those same combos to build a whole hyper meter for you to end your combo with.
  • Slow Frame Data: Despite his overwhelming ability to cover the screen with hitboxes, his best moves for doing so are quite slow. Against an aggressive opponent who likes running in, it can be difficult to make use of Sigma's best feature.
  • Weak Defense: If you can get in on Sigma, not only do you prevent him from capitalizing on his strengths, but you also capitalize on his lack of good defensive options. He has slow normals and a bad counter, but nothing else.
  • Limited Mix: Sigma doesn't have good ways of opening the opponent up, so if he's fighting on a life deficit or without a partner, he can struggle to get anything started. His command grab is slow and leads to limited followups, and his movement is somewhat clunky despite having an air dash.
MVC2 Sigma art.png


Move List

Unique Trait

Overlord Laser: Sigma's Overlord Laser is an eye beam projectile that is extremely versatile to screen away his opponents. It can cover many options and easily be followed up with heavy screen-based moves.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 8 3 16 -1 -4
-
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 13 4 30 -9 -14
Can be used as an anti-air.
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 10 7 25 -12 -15
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 12 4 45 -6 -28 Knockdown
Knocks opponents back into a spinning state.
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 7 6 20 -8 -11
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 14 4 48 -1 -32 Launch
An excellent anti-air, can blow up an opponent's box dash.
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Low 9 6 29 -16 -19
-
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Low 13 6 34 +38 -17 Hard Knockdown
Doesn't seem to be too useful, can't follow up.
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 5 6 26 - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 High 14 4 47 - -
A long reaching sword attack that hits below him and can potentially enable fuzzy guards, can air dash Cancel.png this into another j.HP and follow up with a combo on the ground.
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 7 4 44 - -
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 High 14 6 38 - - During Air Combo: Groundbounce Hardknockdown Aircombofinisher
A strong overhead when used with short hops.

Command Normals

Overload Laser
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 18 9 24 +71 -8 Proj. Hard Knockdown
A far reaching eye laser that hits the opponent's feet and sweeps them, can be followed up with most of his special attacks even at long distance. If used later on in a combo after a ground bounce has already been used, it will put opponent into a Force Tech where they can only neutral tech or air tech. A strong neutral tool that can Cancel.png into any special and allows combo follow up.

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - - Hardknockdown
Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - - Hardknockdown
Additional damage scales by 50%. Flings opponent full screen, may be impossible to confirm.
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in.

Specials

Arc Divide
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 700 + 200x3 (1132) Mid 18 2 33 +38 +14 Knockdown Proj
Mvci hp.png 700 + 200x3 (1132) Mid 19 2 37 +42 -20 Knockdown Proj
Sigma slices his sword that leaves a digital trail and creates a projectile with long active frames.
Mvci lp.png version is a ground slice that leaves a stationary projectile on the field in Front.png of Sigma. These projectiles are a major threat as they can't be reflected and can help negate your opponents options in neutral.
Mvci hp.png version is an anti-air slice that leaves a stationary projectile in the air above Sigma, sword attack does not hit crouching opponents.
Arc Divide
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 800 + 200x3 (1232) Mid 26 4 37 +13/+74 -22 Knockdown Proj
Mvci hk.png 800 + 200x3 (1232) Mid 25 3 48 +23/+32 -32 Knockdown Proj
An alternate version that has the longest reaching attacks.
Mvci lk.png version is a ground slice that leaves a long range stationary projectile in the air.
Mvci hk.png version is ground slice that leaves a long range stationary projectile on the ground.
Second Divide
During Arc Divide

Mvci lk.png or Mvci hk.png

Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 800 + 200x3 (1232) Mid Knockdown Proj
Mvci hk.png 800 + 200x3 (1232) Mid Knockdown Proj
Canceling Arc Divide into this move allows Sigma to chain these together and create combinations of projectiles on the field.
Mvci lk.png version is a ground slice that leaves a long range stationary projectile in the air.
Mvci hk.png version is ground slice that leaves a long range stationary projectile on the ground.
If Mvci qcf.pngMvci lk.png or Mvci hk.png is then canceled into Mvci lk.png or Mvci hk.png Sigma will always place a long range Arc projectile on top or below the other no matter which order you choose or which button you chain with.
Straight Divide
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 500 + 800 (1300) Mid 20 20(6)5 24 +37 -36 Airok.png
Knockdown Armored
Absorbs Proj
Mvci hp.png 500 + 800 (1300) Mid 20 17(6)6 24 +65 -4 Airok.png
Hardknockdown Wallbounce Armored
Absorbs Proj
Sigma charges his foe which can extend his combos.
Mvci lp.png version knocks opponents into the air, can usually follow up with an air attack into an air Straight Divide. Does not hit crouching opponents.
Mvci hp.png version is a shoulder tackle that causes a wall bounce and can be followed up.
Air Straight Divide
j.Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 500 + 800 (1300) Mid 18 20(10)5 20 +43 0 Hardknockdown Armored
Absorbs Proj
Mvci hp.png 500 + 800 (1300) Mid 18 17(6)6 23 +70 -3 Wallbounce Hardknockdown Armored
Absorbs Proj
The air version covers new angles of attacks.
Mvci lp.png version is a dive attack that knocks opponents down on the ground, good for ending combos or extending them.
Mvci hp.png version is an air shoulder tackle that causes a wall bounce and can be followed up.
Reflector Magnum
Mvci qcb.pngMvci lk.png or Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400x2 (800) Mid 20 - 32 +15 -7 Knockdown Proj
Sigma shoots two rockets from his hands that bounce around the field.
Mvci lk.png version is a double rocket attack that strikes the ground and reflects off all surfaces, can be reflected.
Mvci hk.png version is an anti-air double rocket attack that strikes the walls and reflects off them, can be reflected.
Mirage Claw
Mvci down.pngMvci down.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 1500 Throw 7 3 52 +50 - Hardknockdown
Mvci hp.png 2000 Throw 18 3 53 +79 - Groundbounce
Sigma's command grab can only hit grounded opponents.
Mvci lp.png version throws his opponent full screen.
Mvci hp.png version throws his opponent into a confirmable ground bounce.
Counter Teleport
Mvci down.pngMvci down.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 1000 Mid 6 25 19 Counter Hardknockdown
Mvci hk.png 1000 Mid 12 26 15 Counter Hardknockdown
Sigma's Counter.png can stop physical attacks and projectiles, if the projectile can be normally reflected he will simply reflect it back, if he counters a projectile that cannot be reflected, such as a beam, he will treat the Counter.png like a physical and teleport.
Mvci lk.png version teleports above and in Front.png of his enemy and strikes them.
Mvci hk.png version teleports above and behind the enemy and strikes them.

Hypers

Doom Buster
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500x5 (2200) Mid 6+6 (12 total) - 57/60 +47/- -12/- Airok.png
Invuln frame 6
Projectile
Hard Knockdown
Frame data is ground/air. A full screen multi-hitting projectile. Can confirm with an Otg.png in the corner.
Blazing Line
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500x2 + 600x4 (2800) Mid 11+4 (15 total) - 65 +2 ~ +20 +58 ~ +76 Invuln frame 11
Projectile
Hard Knockdown
A full screen eye beam that strikes the ground starting from Sigma's left that travels to the other side, after which a secondary wave of explosions follows.
Rave Divide
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800x6 (3530) Mid 11+10 (21 total) 3(26)4(17)2(30)6(22)3(8)3 62 +28 -46 Invuln frame 11
Hard Knockdown
A series of sword attacks that allows combo follow up from a partner.
Final Sigma
Lvl 3

Mvci qcb.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
9 hits (5635) Mid 11+3 (14 total) 3 68 +24 -52 Invuln frames 1-17
Hard Knockdown
Invincible on start up

Hitboxes


Videos


Technology

HSDR concept
overload laser reset concept on neutral tech
overload laser reset concept where opponent air techs

Combos


Desks Sigma Video
showing off combo potential with Zero's starters

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Sigma

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