Marvel vs. Capcom: Infinite

Marvel vs. Capcom: Infinite

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mjordan79 Sep 28, 2017 @ 4:32pm
Practicing combos.
Practicing combos in this game is near to impossible for me. First, they're extremely long, they can't be visualized in their entirety on screen and it's extremely difficult to remember all the pieces. Second, some parts of a combo start with an opponent on the ground after a specific hit, that cannot be done alone, but again, it's part of a previous sequence of commands.
Third, everything is so fast that the game seems more like a roulette than a thought game.

Really, not having any fun at this point. Stuck at mission 9 for X and I already feel I don't have any hope to complete his missions.

I don't really know if I will start any other mission for other characters if this is the trend. I hate games that make you complete something and become impossible towards the end. I just feel frustration.
Last edited by mjordan79; Sep 28, 2017 @ 4:36pm
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Sp00kyFox Sep 28, 2017 @ 4:42pm 
the last 2 missions for each character are basically combo exhibitions, they are supposed to be very difficulty. don't make the mistake and think you need to learn them to be competent with these characters. even professional players prefer to use combos that are simpler and therefore more reliable to perform.

if you wanna learn some combos, I suggest you start with same basic ones that involve the magic series (LP, LK, HP, HK, cr.HP and again in air) and try add some of the specials on certain points. that's kind of the appeal here to experiment and come up with your own stuff. as some inspiration you could take a look in the short character tutorial videos from the official youtube channel to the game:

https://www.youtube.com/playlist?list=PLHglovmi_8IajC2JbPCESQAqoxr7LgSmQ
Last edited by Sp00kyFox; Sep 28, 2017 @ 4:43pm
Basic combo structure is universal and pretty easy to understand (lights > heavies > launcher > lights > heavies > HK > ground bounce > normal > launcher > anything you want). You can just do LP LK HP HK with any character and you'll have your basic combo to confirm into cr.HP and launch. If they block you just stop at HK, you'll be safe and you have a large time window to confirm into launcher.

As said by Sp00kyFox, the final combos are usually just to show you the potential of the engine. If you want some relatively easy combo trials to finish, try these characters:
- Hulk
- Nemesis
- Ultron
- Ghost Rider
They all have big slow normals and their hardest trials are simply a question of timing the moves right.
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Date Posted: Sep 28, 2017 @ 4:32pm
Posts: 2