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Welcome to the Marvel vs Capcom Infinite Wiki!
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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.
In depth combo rules are covered here. Effort will be made to bring this doc into the wiki.
Combo Rules: Each character can ground bounce, wall bounce, and sliding knockdown once per combo. A single OTG is shared between both characters and ground bounce will consume this OTG. 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 (when hitting with normals) (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 roughly linearly with damage dealt with some exceptions in beams, some moves also modify an hsd scaling factor to make combos drop faster. Additionally, hitting with 20 light punches, no matter how you manage it, will always cause the opponent to flip out, power stone counts as 10 light punches for this count, so 2 power stones results in the same flipout, - 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.
Video showing basic combo rules and extensions
Combos scale their damage based on their starter. Heavies, specials scale at 1.0X, light kicks at 0.9X, lp Throws, Mind Stone surge and Active Switch at 0.8X (but throws and Mind surge add additional hsd damage to the combo so the combo ends sooner, but the hits scale damage at .8x), and Ultron Command Grab super at 0.72X. Jump and command normals scale with the button they are used with. While normal throws appear unrewarding at first since they can only lead to short combos, they do a flat 1000 damage and remove all red health from the opponent, which can be quite valuable. There are lots of random exceptions to these scaling rules. Dante st.hk, Venom st.lk, Strider's entire kit, all have non uniform combo scaling as starters.
The game had 2 major balance patches. The notes for these patches are linked below
ToolAssisted's Framedata sheet
and another sheet with the missing frame data