Marvel vs. Capcom: Infinite

Marvel vs. Capcom: Infinite

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Shaun C Dec 22, 2024 @ 7:15am
So Much Better With The Beyond Mod
I bought the deluxe version about a month or so back for the Beyond mod and hated the original game.
I didn't pay a lot for it but wow it was so ugly in terms of character design, I found it wasn't balanced well either and when you won and sent the opponent flying straight up in the air it seemed really corny to me. This mod has pretty much fixed all the issues I had and plays really nicely.
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Showing 1-6 of 6 comments
BigTplaysGamesTTV Dec 22, 2024 @ 8:20am 
what new balances were noticed by you?
Shaun C Dec 22, 2024 @ 8:38am 
Originally posted by BigTplaysGamesTTV:
what new balances were noticed by you?
I mean I don't know exactly what they've done but sure they'll be listed somewhere.
Shaun C Dec 22, 2024 @ 9:08am 
If you go on this page and scroll down it does say they've made balance changes -
https://www.mvcib.com/
kohnking Dec 22, 2024 @ 9:24am 
The game is still incredibly unbalanced. The lack of updates and x-men killed the game, not the graphics or gameplay
Bumblescrump Dec 22, 2024 @ 10:21am 
System Changes:
Tag crash universally starts up 2 frames slower (from 5 to 7 frames).
Tag crash is an advancing, plus-on-block tool that can and should be used in a huge number of situations. Previously, most characters could only punish tag crash on reaction with throw, provided that they were fully neutral, not dashing, and grounded. Now, most characters can punish tag with jab, giving more combo opportunities and slightly reducing the penalty for being mid-dash when your opponent happens to tag.
Just like you could hold 4/6hp during the super freeze to punish with throw, holding LP will guarantee the jab punish for characters with jabs 6f or faster.

All characters now linger on the screen for one second after tagging out during a super.
“Supertag,” or supering and then tagging, is a notorious tactic that allows for very skewed risk/reward situations. Supertagging allows you to create long lockdown situations for mix or throw out invincible supers while staying plus.
Our goal with this change is to make supertag a little bit riskier and more interactive. By having the supering character linger on the screen, the player performing the supertag must play without access to tag for a full second longer. This means that unsuccessful supertags lead to a much larger advantage for the defender, while successful supertags lead to a much more pleasant counter-switch for the defender since the attacking player will not be able to tag crash into early counter-switches

Throws remove red health. ALL of them.
Command grabs were lackluster options that felt unrewarding, even when they worked. This change makes command grabs feel much more impactful, meaning you’ll see them sprinkled in with other offensive options much more.

Grounded mind surge starts up in 7f (from 21). Grounded mind now builds twice as much storm meter.
Grounded mind surge still loses to tag crash
Grounded mind surge was previously jumpable on reaction. It is now a very fast, very scary command grab with unique followup options. Like other command grabs, it removes red life immediately.

All tag crashes now break Winter Soldier's blue arm.

Storm Changes:

Our goal with these changes is to reduce the frustration (the time you have to spend blocking), while increasing the fun factor (being able to actually do a combo) at the same time.

We’ve adjusted the duration of Time, Reality, Mind, Space, and Soul storms. Power is unchanged.

Combos Lengthened:
While you’re in storm, your storm gauge goes down based on the damage you deal to your opponent.
This drain has been reduced by 66% for Time, Space, Reality, and Mind storms.
Power and Soul are unchanged.

Time Storm:
Time is very character-specific, situational, and janky. We wanted to give it a bit more utility as a lockout, while also giving it the same combo duration increase as several other storms. It’s called “time” storm; it makes sense that it’s the longest.

Duration increased
At 50% storm, Time Storm lasts for 11 seconds (from 10)
At 100% storm, Time Storm lasts for 22 seconds (from 20)
Combos lengthened (see above)


Mind Storm:
Previously, Mind Storm could be exceedingly frustrating to both play and play against due to the long duration, slow meter build, and the interaction with counter-switch. Our changes make it much better at giving you meter that you can use, while also making it less frustrating for your opponent.

Meter gain rate doubled

Duration massively reduced
At 50% storm, Mind Storm lasts for 6.8 seconds (from 10)
At 100% storm, Mind Storm lasts for 12.8 seconds (from 20)

When combined, Mind Storm gives you between 28-36% more meter per use.

Combos lengthened (see above)

Reality Storm:
Reality storm dramatically reduces your opponent’s ability to play the game. We’ve reduced its duration, but when you get the hit, you’re able to do significantly longer combos while preserving your storm. This rewards good defense while ensuring the reality player still has fun when they get the hit.

Duration slightly reduced:
At 50% storm, Reality Storm lasts for 8.5 seconds (from 10)
At 100% storm, Reality Storm lasts for 16 seconds (from 20)

Combos lengthened (see above)

Space Storm:
Space storm dramatically reduces your opponent’s ability to play the game. We’ve reduced its duration, but when you get the hit, you’re able to do significantly longer combos while preserving your storm. This rewards good defense while ensuring the space player still has fun when they get the hit.

Duration reduced:
At 50% storm, Space Storm lasts for 6.8 seconds (from 8)
At 100% storm, Space Storm lasts for 12.8 seconds (from 16)

Combos lengthened (see above)

Soul Storm:
Used well, Soul storm reduces your opponent’s ability to play the game. We reduced Soul storm duration. We felt that getting a character back is more than strong enough, so we did NOT adjust the drain on your storm while you do damage to the opponent. Soul is just shorter, period.

Duration reduced:
At 50% storm, Soul Storm lasts for 8.5 seconds (from 10)
At 100% storm, Soul Storm lasts for 16 seconds (from 20)

Combo length NOT adjusted

Power Storm:
While we experimented with changes to power, we found that adjustments either broke existing routes in ways that weren’t fun or allowed for character kills in places we weren’t comfortable with.

Power Storm is unchanged.

Scaling Changes:
Adjusted general combo starter scaling
To make the following changes more impactful, we’ve made the following adjustments:
Tag crashes now scale the resulting combo to 75% damage (from 80%)
LK starters now scale the resulting combo to 85% damage (from 90%)
LP starters are unchanged from vanilla (still 80%)

With this change, players will need to be more mindful of the moves that they use to start their combos.
Adjusted stone and super combo starter scaling
All supers, except for grab supers that you can’t follow up after, Frank’s air grab, and Strange’s projectile counter super, are now LK starters (85%)

This means that it’s better to start a combo with a button rather than a super. This makes punishing a bit more nuanced and encourages challenging your opponent more accurately.

Reality, Soul, and Power Stone are now LK starters (85%)

Previously, it frequently felt like you were playing against a stone rather than playing against a character. This change promotes the use of character-specific tools instead of relying on stones for neutral. You can still use the stones, but you’ll get more reward if you use your unique character-specific tools instead.

Specific Move Scaling Changes:

We wanted to adjust some of the game’s more degenerate, frustrating, and safe tools. As a community patch, however, we wanted to respect the folks who have been playing this game for 7 years. In order to do that, we’re adjusting the combo starter scaling of several tools.

To be clear: none of the other properties of these moves are changing. They’ll just make your combo do a bit less damage if you start your combos with them. This should mean that players who continue to get most of their hits with these tools will need about one more hit to kill a character.

Our goal here is to promote more interactive play and encourage more accurate callouts. Previously, there was often no difference between starting a punish with a fast, fullscreen, safe-on-block projectile or dashing up and hitting your opponent with a raw launcher. Why challenge with Zero’s 3HP when you could DP instead? Now, the options that require more accuracy, carry more risk, and allow your opponent more counterplay in neutral do more damage.

It’s worth noting that Capcom used this to balance a number of moves across their patches. Some specials (like Spencer and Spiderman zips, Sigma’s paintbrush, and Widow / Venom traps) and some normals (like Dante j.hk) already had unusual starter scaling.

The following moves are now LK/85% starters, unless specified otherwise:
Morrigan:
Shadow Blade (all versions)

Captain America:
Trick Shield (all versions)
DP (all versions)

Strider:
Vajra (22hk)
Other than Vajra, all of Strider’s moves now have the same combo starter damage as comparable strength moves from other characters

Spider-Man:
Spider Sting (dp)(all versions)

Chun-Li:
Tenshokyaku (dp)(all versions)
J2LK is now a LP/80% starter

Hulk:
Gamma Air Charge HK (214hk)

Ultron:
Drones (all versions)
Melt Blast (up choke)(all versions)

Nemesis:
J.lk (previously was a 100 / HP starter, now LK / 85)

Hawkeye:
Ragtime Shot LP (22lp)

Spencer:
No changes

Dormammu:
Purification (pillar)(all versions)
Dark Hole (all versions)
All spells (incl empty spell release)
J.HP
J.lp is now a LP starter (80%)

Arthur:
Heavenly/Hellbound Slash (dp)(all versions)


X
Rising fire (22p)(all versions)

Gamora:
All special guns (arch shot, air and ground, shoot & slash)
DP
Jedah:
Falce Primordiale (dumpster dive)(all versions)
Spirale Divina (fireball)(all versions)
Thanos:
No specific changes
Stones are 85% starters for all characters
Tags are 75% starters for all characters
Ryu:
No changes
Captain Marvel:
No changes

Dante:
5hk (shotguns)
2hk (second hit only)
J2hk (rainstorm/down guns)
J2hp (helmbreaker)
Killer bee (divekick, 236hk)
Multilock
Lightning (dt 214lk)
Vortex (dt 214hk)

Iron Man:
No changes

Firebrand:
Tornado (all versions)
Thor:
Air Mighty Strike (the air divepunch)
Chris:
No changes
Rocket Raccoon:
Traps (both)
Frank West:
No changes
Doctor Strange:
Eye of Agamotto (214hp)(both air and ground)
Bolts of Balthakk (236hp)
Daggers of Denek (214k)(all versions)
Zero:
Rryuenjin + Hyouretsuzan (DP + followup) (both versions)
Sentsuizan + F-Splasher (Divekick + followup) (both versions)
Level 3 buster
Nova:
Nova Strike HP (214hp), grounded
Energy Javelin (22p) (all versions)
Haggar:
Double Lariat
Ghost Rider:
Chain of Rebuttal LP (236lp) (lp only)
Chain of Punishment / Hell’s Embrace (22p) (both versions)
J2hp
236lk (low hellfire)
Venom:
Venom Glide (zip) (all)
j.lp is now a lp/80% starter
Sigma:
Straight Divide (tackle) (all versions)
j.lp is now a lp/80% starter
Black Panther:
Panther Bite (DP) (all versions)
Winter Soldier:
All pistol shots
Patriot (the armored uppercut)(both versions)
Black Widow:
Bomb (ground and air)
Monster Hunter:
No changes


Character Changes:

Strider:
Bird bomb now has slightly more hit stun, matching Strange LK dagger
Bird bomb is fairly awkward, especially outside of dedicated teleport setups. This should make the move a bit more user-friendly in neutral without allowing trivial conversions.

Captain America:
Cap’s air hurtbox was erroneously flipped with his collision box. This has been fixed, making him much easier to combo

Frank:
5lk now moves Frank forward a bit, to allow him to combo off of 5lp at most ranges
Air command grab super is much easier to pick up off of after tag
Tripod now recovers normally while drunk
Frank’s air wall bounce special offers much more generous follow-up potential

Venom:
LK Venom Rush (236lk) now hits very slightly closer to venom, to prevent weird edge cases in the corner against skinny characters.

Thanos:

Thanos has now completed the infinity gauntlet (214+stone, 236+stone, 22+stone, 22+lk, 22+hk, 22+lk+hk)
236lk now has half as much hitstun damage (2% per hit instead of 5% per hit)
Other powerful assist / lockdown tools do not scale the resulting combo as heavily. This change leaves the move far less user-friendly than comparable options, like Strange bolts, Gamora guns, Ultron ball, or Jedah fireballs, but still allows for a modest combo on-hit

Nova:
Gravimetric Pulse has been buffed
Gravimetric Pulse was generally a bad move and was almost never used. It’s been buffed with the idea of making it situationally useful, especially in combos.
All versions of pulse start up slightly faster and have slightly more recovery, meaning they still have the same number of total frames
LP pulse has *significantly* increased hitstun.
Creative corner combos can now use the move early in the combo with no meter or even a couple of times per combo with 2 or fewer bars. At 3 or more bars, the move now causes 5% hitstun decay, rather than 10%
HP pulse has slightly increased hitstun.
It’s still not good, but it’s far better than it was, and may see some use before 3 bars in some team combos. At 3 bars, it now causes 5% hitstun decay instead of 10%.
Bumblescrump Dec 22, 2024 @ 10:21am 
Hulk:
Gamma Crush now is invulnerable until the first active hitbox. After the hitbox becomes active he has armor (vs light attacks) all the way to the top of the screen. Once at the top of the screen he has super armor (vs all attacks) all the way down. He will lose to meaty lockdown supers done far away.
Gamma Crush is now safe on-hit at all damage values.
Gamma Crush now does about 250 more damage at HP starter scaling.
Gamma Charge up and up forward now have super armor (full armor against all attacks) starting at frame 6. The move originally had damage reduction starting at frame 8. Now super armor and damage reduction start at frame 6.
Gamma wave has a higher hitbox.
X:
X’s ice attacks have had their freeze duration lengthened to be more in line with Hawkeye and Dante ice attacks.
Sonic Slicer’s hitbox has been increased to better match the projectile and fall more in line with Arthur’s attacks.
Sonic Slicer’s hitstun has been increased to combo into EX Sonic Slicer vs close grounded opponents. This changes the knockback of airborne opponents and may change slicer combo routes.
EX Sonic Slicer now knocks the opponent more vertically and has more knockback to allow more time for a tag confirm off hit.
Armored EX Sonic Slicer now gives an OTG knockdown on hit.
Rising fire has omni pierce in armor

Chris:
Air shotgun hitstun greatly increased
Air SMG hitstun GREATLY increased, added hsd scaling to each bullet (think mighty spark).
Jumping Heavy Punch knockback reduced to make air to air conversions easier
Ground shotgun hitstun increased, midrange multi bullet hit fixed to not instantly drop, this allows cancel combo into SMG or Magnum.
Ground SMG hitstun greatly increased to allow cancel combo into Magnum
All ground and air gun moves can now cancel into higher level gun moves (Shotgun->SMG->Magnum/reload) (Shotgun->Magnum/reload also ok)
Grenade now can cancel into any gunshot move to allow better placement control of the trap.
Grenade, grounded SMG, and grounded Shotgun can now cancel into Prone Position (22p)
This allows Chris to dodge reflected bullets at some ranges
Prone Shot can now cancel into Shoulder Tackle or up (to cancel stance)
Prone Shot has massively reduced recovery
Iron Man:
Smart Mine has had its hitstun greatly increased.
Extended tag crash hitbox down to break Winter Soldier blue arm.
Dr. Strange:
Strange’s air hurtbox has been lowered so that it reaches the top of his knees.
While all characters have vertically truncated hurtboxes in the air, Strange’s model features long dangling legs that are present in almost all of his animations. These legs did not line up with his hurtbox. This change aims to alleviate that situation somewhat without making Strange’s air hurtbox a huge outlier.
Strange’s projectile counter super (Rings of Raggadorr) is now fully invincible if he shoots the beam. He’s no longer punishable if you tag or cause the beam to whiff.
Black Widow:
The sticky bomb created by Gauntlets (Widowmaker) (236hp, etc) no longer despawns when Widow blocks.
Ryu:
Can dash cancel HP hadouken earlier
Can special cancel standing overhead (6hp) on hit or block
Black Panther:
Now fully invulnerable while moving backwards during wall or ground cling. Panther is vulnerable when reaching his final location when landing on the wall or ground (ground landing has 6 frames of landing animation). When clinging from ground 4 frames startup vulnerability, from air, invulnerable frame 1.
Can act immediately on landing after Air Interceptor
Can special cancel standing overhead on hit or block
3hk lower hurtbox
Spiderman:
Can web zip twice in the air. You can now back-up or back-down zip once after any zip
Both versions of heavy web throw (63214HP, 63214[HP]) adjusted so the hitgrab continues to connect late in the move’s animation
Previously, there was a window of about 15 frames where the projectile could hit while Spiderman was still stuck doing the move and the hitgrab transition would fail to trigger. Spiderman now correctly executes the hitgrab in these circumstances.
In extreme edge cases, the projectile may still connect after Spiderman has fully recovered from Web Throw. In these circumstances, the hitgrab transition will continue to not occur.
Maximum Spider has a larger ground bounce to allow more characters to pick up than just Venom.
Captain Marvel:
3lp goes farther
3lp was a very strange and borderline unusable command normal that had some forward movement, but not enough to be useful in most situations. It’s still not anywhere near as good as Nova 3lp, but it’s a thing you can work into pressure sequences if you don’t expect your opponent to jump
All supers do red health self-damage
previously, Captain Marvel’s supers did non-recoverable health to her whenever she used one. This self-damage is now recoverable
Captain Marvel’s install super (Binary Ignition) now gives her a speed boost
Binary Ignition was previously of questionable value, since it damages Captain Marvel and changes all of your combo routes. While it adds damage to individual moves, it’s not a net gain in terms of combo damage unless you combine it with additional supers. This should incentivize some additional Binary Ignition usage in neutral, rather than as a way of doing a level 4 at the end of a combo or a way to bail out of an unsafe blitz blow
Unfly is now 1 frame
Other than Jedah, all other flight characters could unfly at will, enabling them to block, change directions, or otherwise take advantage of instantly recovering from a dash or air button. This is an interesting, pilot-skill-intensive option that should allow Captain Marvel players to be a bit more creative and belligerent.
Extended tag crash hitbox down to break Winter Soldier blue arm.
Jedah:
Unfly is now 1 frame
See Captain Marvel notes above
Thor:
Fly startup time reduced

Hawkeye:
Poison Arrow (both versions) now add a small amount of hitstun decay (3%)
This reduces your ability to use poison arrow in long combos, similar to moves like Venom trap or Dorm’s 6hk
Poison arrow deals unscaled damage that’s only limited by the length of your combo. In order to reduce edge cases where players were deliberately optimizing for time-length and make starter scaling matter, we made it much more difficult to fit 3+ poison arrows into a single combo.
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