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Welcome to the Marvel vs Capcom Infinite Wiki!
Throughout the guide there will be a lot of jargon thrown around and, unless you know what these terms are referring to, it might be difficult to understand some of the more complex lingo and slang used. For example, what is Hit Stun and Block Stun? What's a "Strike" or a "Wall Bounce" or a "Forced Ground Bounce?" What do we mean when we use the word "frames?" So before we begin, please take some time to look over the glossary to familiarize yourself with some of these terms so the rest of the guide will make more sense.
Combo Rules: Each character can ground bounce, wall bounce, and OTG once per combo. This means that multiple character combos can typically be much longer than single character combos, since you can use tags to exploit the other character's bounces and OTG. The exception to this is Power Storm, where you can use unlimited wall and ground bounces (which is good because a lot of stuff becomes a bounce in power storm and otherwise the storm would have very short combos, and allows you to get very high damage for relatively little effort in power storm.) Hit stun deteriorates with the player action count fairly quickly, preventing infinites and making touch of deaths very specific. It deteriorates faster using light attacks than heavies, specials, or supers, meaning you want to use lights as little as possible. Additionally, hitting with 20 light punches, no matter how you manage it, will always cause the opponent to flip out - this is very easy to observe if the opponent does a Space Storm while they are cornered and you have a character whose light punches chain.
Combos scale their damage based on their starter. Heavies, specials, and reality, soul, and power surges scale combos the least, followed by light kicks, then Active Switch, then light punches and counter moves, then normal throws. Mind surge falls under the normal grab scaling plus an additional scaling of about 50%. Jump and command normals scale with the button they are used with. Power Storm adds a slight damage bonus to every hit. This means that starting a combo with a heavy, special, or light kick is much more rewarding than starting with a light punch. However, while normal throws appear unrewarding at first since they scale combos a lot, they do a flat 1000 damage and remove all red health from the opponent, which can be quite valuable.