This is a list of the moves of all the characters in Marvel vs. Capcom: Infinite. This page is based on the English controls of the home console version, and includes every characters' Command Normals, Special Attacks and Hyper Combos.
Italics denotes the moves and air mobility which has the main Unique Traits.
Arthur [ ]
| Unique Traits | Notes |
| Special/Hyper Jump Cancel | Arthur can jump cancel some of his projectile-based special moves while in the air and chain multiple attacks together. While the applications in combos are certainly there, this gives him access to some very devastating projectile lock down. As for Goddess' Bracelet can be jump cancel from ground to air during the continuous projectile moves. |
| Chain Combo Strings | Notes |
| Ground | x∞ <-> + x∞ > / + > + > > / + > or + |
| Air | > (TC only) > > (TC only) > + > > + > |
| Special Moves | Input |
| Dagger Toss | + /Tap 3x |
| > Double Jump Cancel | Press Jump (during Aerial Dagger Toss) |
| Lance Toss | + /Tap 2x |
| > Double Jump Cancel | Press Jump (during Aerial Lance Toss) |
| Heavenly Slash | + |
| Hellbound Slash | + |
| Shield Deflect | + |
| Scatter Crossbow | + |
| > Double Jump Cancel | Press Jump (during Aerial Scatter Crossbow) |
| Fire Bottle Toss | + |
| > Double Jump Cancel | Press Jump (during Aerial Fire Bottle Toss) |
| Scythe Toss | + |
| > Double Jump Cancel | Press Jump (during Aerial Scythe Toss) |
| Ax Toss | + |
| > Double Jump Cancel | Press Jump (during Aerial Ax Toss) |
| Hyper Combos | Input |
| Goddess' Bracelet | + |
| > Jump Cancel | Press Jump (during Goddess' Bracelet) |
| >> Double Jump Cancel | Press Jump again (during Goddess' Bracelet Jump Cancel) |
| Golden Armor | + |
| For the Princess! (Level 3) | + |
| Command Normals | Input |
| Lance Charge | + |
| Cross Sword | + |
| Lance Impale | + |
| Lance Thrust | + |
Black Panther [ ]
| Unique Traits | Notes |
| Wild Arch | One of Black Panther's main mobility options that may allow him to cancel either his unique air dash-like Wall Cling or air version of the special move Predator Arts. The cancellation speed from Wild Arc to Wall Cling is far much greater for Panther to evade incoming attacks and utilizes combo extensions. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > / + > > / + > + > + |
| Ground B | x∞ <-> + x∞ > / + > > / + > + or |
| Air | > (TC only) > > (TC only) > > |
| Special Moves | Input |
| Chain of Hunting | + (varied follow-up) |
| > Advance Claw | (from Chain Hunting) |
| >> Dual Claw | (from Advance Claw) |
| >> Divine Claw | (from Advance Claw) |
| > Curved Claw | (from Chain Hunting) |
| >> Dual Claw | (from Curved Claw) |
| >> Divine Claw | (from Curved Claw) |
| Predator Arts | + (varied follow-up) |
| > Dual Claw | (from Predator Arts) |
| > Divine Claw | (from Predator Arts) |
| Panther Bite | + |
| Wall Cling | + or (Near corner) |
| > Wall Jump | or (from Wall Cling) |
| Hyper Combos | Input |
| Hazard Zone | + |
| Sudden Death | + |
| Air Interceptor | + |
| Law of the Jungle (Level 3) | + |
| Command Normals | Input |
| Slash Claw | + |
| Wild Arch | + |
| Sliding Hook | + |
Black Widow [ ]
| Unique Traits | Notes |
| Quick Line | This move allows Black Widow to return to the ground as quickly as possible while in the air. It can also can be cancelled from Strike Vendor for mix-up tag combos. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > + > / + > > / + > + > + |
| Ground B | x∞ <-> + x∞ > + > / + > > / + > + or |
| Air | > (TC only) > > (TC only) > > + > > + |
| Special Moves | Input |
| Widow Gauntlets | + or |
| Spark Rush | + |
| Shock Bite | + |
| Convert Catch | + |
| Strike Vector | (can be directed) |
| > Widow Gauntlets | or (from Strike Vector) |
| > Quick Line | + (from Strike Vector) |
| Hyper Combos | Input |
| Shock Therapy | + |
| Hyper Covert Catch | + |
| Secure the Target (Level 3) | + |
| Command Normals | Input |
| Straight Shot | + |
| Twirl Strike | + |
| Twirl Kick | + |
| Slide | + |
| Shot | + |
| Quick Line | + |
Captain America [ ]
| Unique Traits | Notes |
| Super Soldier | Captain America has extended mobility thanks to the modification of his body back in the 1940s that made him the world's greatest soldier. His double jump allows him to get around in the air as well as create new combo opportunities or more chances for an overhead. His Backflip allows him to pass through attacks thanks to its invincibility frames and helps Cap get in range to punish the opponents mistakes. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + X∞ > / + > (TC only) > > / + > ( + > + > + ) can be repeated x∞ > + |
| Ground B | x∞ <-> + X∞ > / + > (TC only) > + |
| Air | > (TC only) > + > > (TC only) > > + > |
| Special Moves | Input |
| Shield Slash | + |
| Trick Shield | + |
| Stars & Stripes | + |
| Charging Star | + |
| Liberty Shock | + |
| Backflip | |
| Hyper Combos | Input |
| Hyper Charging Star | + |
| Hyper Stars & Stripes | + |
| Unyielding Justice (Level 3) | + |
| Command Normals | Input |
| Leap Kick | + |
| Power Swing | + |
| Shield Bash | + |
| Air Chop | + |
| Air Raid Kick | + |
| Target Combos | Input |
| Middle Kick | (on hit) or + > |
Captain Marvel [ ]
| Unique Traits | Notes |
| Photon Absorber | Captain Marvel has the ability to activate a passive effect which can grant her armor in neutral and over power foes. Combining this with Blitz Blow and you can stack the armor to make it even more difficult for opponents to pierce her defense. |
| Chain Combo Strings | Notes |
| Ground | x∞ <-> + x∞ > + > / + > > / + > + or > + |
| Air | > (TC only) > > (TC only) > > + > |
| Special Moves | Input |
| Photon Blast | + |
| Photon Absorber | + |
| Strike Flurry | + |
| Takeoff | + |
| Blitz Blow | (can be directed) |
| Flight | + |
| Hyper Combos | Input |
| Power Blaster | + (cost 5%+ Health) |
| Binary Ignition | + (cost 5%+ Health) |
| Stellar Stream (Level 3) | + (cost 5%+ Health before hit) |
| Command Normals | Input |
| Sliding Straight | + |
| Smash Hook | + |
| Turn Kick | + |
| Photon Impact | + |
Chris [ ]
| Unique Traits | Notes |
| Prone Position | Chris can enter this stance to avoid any sorts of non-floor hit-based attacks, and can both shoot pistol and exit stance charge attack. |
| Chain Combo Strings | Notes |
| Ground A | x∞ > + > + > / + > > / + > + > + |
| Ground B | X∞ > + > + > / + > > + |
| Air | > (TC only) > + > > (TC only) > > |
Chun-Li [ ]
| Unique Traits | Notes |
| EX Charges | Chun-Li has the ability to charge some of her specials which grant additional benefits. Holding down or back for a set time will make Chun-Li glow, letting you know her more powerful EX Spinning Bird Kick or Kikoanken are available. |
| Chain Combo Strings | Notes |
| Ground | x∞ <-> + x∞ > / + > > / + > + |
| Air | + (TC x3) > > (TC only) > > (TC only) > + > > + > + > |
| Special Moves | Input |
| Kikoken | + |
| Hyakuretsu Kyaku | + /Hold (Can be followed up) |
| > Sotengeki | (from Ground Hyakuretsukyaku) |
| > Rechisu | (from Aerial Hyakuretsukyaku) |
| Kikoanken | + |
| EX Spinning Bird Kick | + |
| Tenshokyaku | + |
| Spinning Bird Kick | + |
| > Hajinkyaku | (from Spinning Bird Kick) |
| Hyper Combos | Input |
| Kikosho | + |
| Hoyokusen | + |
| Gekko Senkukyaku | + |
| Shichisei Ranka (Level 3) | + |
| Command Normals | Input |
| Kakukyakuraku | + |
| Kakukyakuda | + |
| Yosodokyaku | + |
| Yoshirenken | + |
| Kakuyokuda | + |
| Wall Jump | (next to wall) |
Dante [ ]
| Unique Traits | Notes |
| Bold Cancel | Dante has the ability to cancel normals and certain specials (mostly on Volcano) into Bold Cancel which is a type of jump that can create new combo opportunities or keep him safe on block where he is normally not. He also has the ability to cancel specials into a new version of themselves by double tapping the input, often unlocking a very strong special attack. |
| Chain Combo Strings | Notes |
| Ground A | <-> or + > / + > > / + > + > + |
| Ground B | <-> or + > / + > > / + > + (LC) > (LC) > or |
| Ground C | <-> or + > / + > > / + > + (LC) > (LC) > (LC) > / ( only on hit) |
| Air A | > (TC only) > > (TC only) > + > + (TC only) > > > > + |
| Air B | > (TC only) > > (TC only) > + > + (TC only) > > > + |
Doctor Strange [ ]
| Unique Traits | Notes |
| Special Magic | Doctor Strange has the ability chain Grace of Hoggoths together and place them in locations around the screen at a distance. He can mix and match the different graces together as well as space them out in unique ways. Using a Flames of the Faltine, he can create a projectile that tracks the Graces around the screen before eventually tracking down the opponent. |
| Chain Combo Strings | Notes |
| Ground | > + > + > + > / + > > / + > + > + |
| Air | > (TC only) > + > > (TC only) > > + > |
| Special Moves | Input |
| Flames of the Faltine | + |
| Bolts of Balthakk | + |
| Daggers of Denak | + |
| Mystic Sword | + or |
| Grace of Hoggoth | + (Varied follow-up) |
| > Spatial Magic - Cast A | (from Grace of Hoggoth) |
| >> Spatial Magic - Cast B | (from Spatial Magic - Cast A) |
| >>> Scatter | or (from Spatial Magic - Cast B) |
| >>> Gather | or (from Spatial Magic - Cast B) |
| Tears of Agamatto | + |
| Eye of Agamotto | + |
| > Impact Palm | + (from Eye of Agamotto (while active)) |
| Teleportation | + or |
| Flight | + |
| Hyper Combos | Input |
| Spell of Vishanti | + |
| Seven Rings of Raggadorr | + |
| Crimson Band of Cytorrak (Level 3) | + |
| Command Normals | Input |
| Mysterious Slice | + |
| Spirit Circle | + |
| Impact Palm | + |
| Illusion | + |
Dormammu [ ]
| Unique Traits | Notes |
| Dark Spells | Dormammu has the ability to stack Dark Spells together maxes 3 stacks and unleash them for powerful Liberation attacks. He can combine his Destruction and Creation spells together to create unique versions and deadly zoning patterns. His special attacks also automatically cancel into a Dark Spell and once he has reached a maximum of three spells, he will automatically unleash his dark magic at the end of his specials. Dimensional Fang is the only special moves that can be cancelled through dash or other special moves without automatically unleash his Dark Spells or Liberation. |
| Chain Combo Strings | Notes |
| Ground | / + > / + > > / + > + / + |
| Air | > (TC only) > > (TC only) > > + > |
| Special Moves | Input |
| Dark Hole | + or |
| > Dark Spell - Destruction (Input-less) | No input (from Dark Hole) |
| > Dark Spell - Creation (Input-less) | No input (from Dark Hole) |
| > Liberation (Input-less) | No input (from Dark Hole, if Dark Spell MAX is at 3) |
| Purification | + or |
| > Dark Spell - Destruction (Input-less) | No input (from Dark Hole) |
| > Dark Spell - Creation (Input-less) | No input (from Dark Hole) |
| > Liberation (Input-less) | No input (from Dark Hole, if Dark Spell MAX is at 3) |
| Mass Change | + or |
| Dark Spell - Destruction | + (goes to Liberation, if Dark Spell MAX is at 3) |
| Dark Spell - Creation | + (goes to Liberation, if Dark Spell MAX is at 3) |
| Liberation | + or |
| Dimension Fang | or or N/ + (can be repeated on 2nd move before Input-less Dark Spell or Liberation occurs) |
| > Dash Cancel | or or or + (from Dimension Fang (2nd move) before Dark Spell or Liberation occurs) |
| > Spell Cancel | Any special moves (from Dimension Fang (2nd move) before Dark Spell or Liberation occurs) |
| > Dark Spell - Destruction (Input-less) | No input (from N/ Dimension Fang) (goes to Liberation, if Dark Spell MAX is at 3) |
| > Dark Spell - Creation (Input-less) | No input (from Dimension Fang) (goes to Liberation, if Dark Spell MAX is at 3) |
| > Liberation (Input-less) | No input (from Dimension Fang) |
| Flight | + |
| Hyper Combos | Input |
| Chaotic Flame | + |
| Stalking Flare | + |
| Dark Dimension (Level 3) | + |
| Command Normals | Input |
| Dark Matter | + |
| Chaos Ripper | + |
Firebrand [ ]
| Unique Traits | Notes |
| Chaos Tide | Much like Strider Hiryu was back in Ultimate Marvel vs. Capcom 3 before him in this game, Firebrand is the only one in the game who has two level 3 hypers, one is an attack based and another is a boost-up-like type. Chaos Tide summons another Firebrand that will do your bidding depending on the button pressed. Utilizing a second Firebrand, Firebrand can create unique lock down sequences and self made mix-ups. |
| Chain Combo Strings | Notes |
| Ground | x∞ <-> + x∞ > or + > / + > > / + > + |
| Air | > (TC only) > > (TC only) > > > + |
| Special Moves | Input |
| Hell Spitfire | + or |
| Demon Missile | + or |
| Tornado | + |
| Wall Cling | (Near corner; Varied follow-up) |
| > Hell Spitfire | or (from Wall Cling) |
| > Wall Cling Drop | (from Wall Cling) |
| Hell's Elevator | + or |
| Hell Dive | + or |
| Hyper Combos | Input |
| Dark Fire | + |
| Luminous Body | + |
| Chaos Tide (Level 3) | + |
| Red Blaze (Level 3) | + |
| Command Normals | Input |
| Demonic Knife | + |
| Twin Fang | + |
| Devil's Claw | + |
Frank West [ ]
| Unique Traits | Notes |
| Level Up | Frank can gain access to higher strength attacks after taking a snap shot of the enemy. You gain higher levels based on the number of hits in the combo prior to taking the picture. Getting well over 50 hits will give Frank access to the ever powerful chain saw attacks and new specials. |
| Chain Combo Strings | Notes |
| Ground | > + > + > + > / + > > / + > or + |
| Air | > (TC only) > > (TC only) > > > + |
| Special Moves | Input |
| Tools of Survival | + |
| Hammer Throw | + |
| Outside the Box | + |
| Roundhouse Kick | (in Post-Skill Lv. 1 only) + |
| Bottoms Up | + |
| Shot Time | + |
| Snapshot | + |
| Giant Swing | + |
| Barrel Role | (in Post-Skill Lv. 1 only) |
| Hyper Combos | Input |
| Case West | + |
| Blue Light Special | + |
| Funny Face Crusher | (in post-Skill Lv. 3 only) + |
| Say CHEESE! (Level 3) | + (goes to Skill Lv. 5) |
| Command Normals | Input |
| This Looks Useful | + |
| Crude Sweep | + |
| Object Throw | + |
| Knee Drop | + |
Gamora [ ]
| Unique Traits | Notes |
| Shoot & Slice | Gamora has the ability to cancel her guns into themselves and vault herself forward towards her enemy. An aggressive trait to be sure, being able to pin her opponent down and get up close is exactly what she wants and makes it challenging for opponents to keep her away. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > / + > > / + > + |
| Ground B | x∞ <-> + x∞ > / + > + |
| Air A | > (TC only) > > (TC only) > > + > |
| Air B | > (TC only) > > (TC only) > + |
| Special Moves | Input |
| Godslayer | + (Can be followed up) |
| > Divine Slide | (from Godslayer) |
| Shoot & Slice | + (Varied follow-up) |
| > Godslayer | (from Shoot & Slice) |
| > Divine Slide | (from Shoot & Slice) |
| > Arch Shot | (from Shoot & Slice) |
| Fatal Rise | + |
| Arch Shot | + |
| Hyper Combos | Input |
| Slash Rush | + |
| Shadow Combination | + |
| Celestial Barrage (Level 3) | + |
| Command Normals | Input |
| Dagger Throw | + |
| Twin Shot | + |
| Dagger Flip | + |
Ghost Rider [ ]
| Unique Traits | Notes |
| Heavy Chains | Ghost Riders normal heavy attacks have the most range in the game and can frustrate an opponent from a distance. Not only does he have long range normals, but specials too that can help keep your opponent boxed in to where Rider wants them. Heavy attacks also break armor, so Rider naturally can beat out armored attacks at a distance. |
| Chain Combo Strings | Notes |
| Ground A | x∞ > + (TC x∞) > + > / + > > (TC only) > / + > + |
| Ground B | + > + |
| Air | > (TC only) > > (TC only) > > / + |
| Special Moves | Input |
| Chain of Rebuttal | + |
| Judgement Strike | + |
| Hellfire | + /Hold to adjust angle on ver. only |
| Chain of Punishment | + |
| Hell's Embrace | + |
| Chaos Bringer | + |
| Conviction Slam | + |
| Seventh Circle - Punishment | + /Tap (varied follow-up) |
| > Seventh Circle - Whip | (from Seventh Circle - Punishment (Tap)) |
| > Seventh Circle - Anchory | (from Seventh Circle - Punishment (Tap)) |
| Hyper Combos | Input |
| Hellfire Maelstrom | + |
| Spirit of Vengeance | + (varied follow-ups) |
| > Ender | No Input or or (from Spirit of Vengeance) |
| Penance Stare (Level 3) | + |
| Command Normals | Input |
| Shoulder Slam | + |
| Wraith Whip | + |
| Damnation Whip | + |
| Target Combos | Input |
| Rage Whip | (on hit) > |
Haggar [ ]
| Unique Traits | Notes |
| Cleanin' Up The City | This trash projectile is a good way for Haggar to zone his opponents and make them respect his ranged game. There is a small chance that after the trash goes away that it leaves behind a small gem that can either restore health or grant stone meter. What's more, on the ground Haggar can hold this projectile and if it's broken while holding it he gains some invincibility. |
| Chain Combo Strings | Notes |
| Ground | > + > / + > > / + ( + > + only via + ) > + > + |
| Air A | > (TC only) > > (TC only) > > + > |
| Air B | > (TC only) > > (TC only) > > + |
| Air C | > (TC only) > + > > + > |
| Air D | > (TC only) > + > > + |
| Special Moves | Input |
| Violent Ax | + |
| Hoodlum Launcher | + |
| Wild Swing | + |
| Flying Piledriver | + |
| Sky-High Back Drop | + |
| Cleanin' Up The City | + (Varied follow-up) |
| > Move | or (during Cleanin' Up The City) |
| > Throw | (from Cleanin' Up The City) |
| > Drop | (from Cleanin' Up The City) |
| Air Cleanin' Up The City Throw | + |
| Double Lariat | (cost 25% Health) |
| Hyper Combos | Input |
| Rapid Fire Fist | + |
| Giant Haggar Press | + |
| Max Back Breaker (Level 3) | + |
| Command Normals | Input |
| Body Blow | + |
| Steel Pipe | + |
| Flying Bodyslam | + |
| Headbutt | + |
Hawkeye [ ]
| Unique Traits | Notes |
| Trick Maneuver | Hawkeye can flip and roll around the screen and cancel into a variety of Trick Shot arrows. Canceling Trick Maneuver into Trick Shot with any of the attack buttons will give you a unique arrow that can make it difficult for the opponent to assault you. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > + > / + > + > or N or + > / or + > + |
| Ground B | x∞ <-> + x∞ > + |
| Air | > (TC only) > > (TC only) > + > > |
| Special Moves | Input |
| Quick Shot | + |
| Ragtime Shot | + |
| Trick Maneuver | + (Varied follow-up) |
| > Trick Shot | or (from Trick Maneuver) |
| Hyper Combos | Input |
| Gimlet | + |
| Kiss of Fire | + |
| Circus Act (Level 3) | + |
| Command Normals | Input |
| Arrow Scratch | + |
| Shock Value | + |
| Slide | + |
| Multi Shots | or N or +Hold and release |
| Bow Sweep | + |
| Thrust Shot | + |
Hulk [ ]
| Unique Traits | Notes |
| Wall Jump | A new tool for Hulk is a unique wall jump that can act as a type of air dash. Using this, Hulk can quickly vault himself across the screen to get close to the opponent and keep them in check with his hard hitting attacks. |
| Chain Combo Strings | Notes |
| Ground | / + > + > / + > / + > / or + |
| Air | > > > / + |
| Special Moves | Input |
| Gamma Wave | + |
| Gamma Charge | + |
| Gamma Air Charge | + |
| Gamma Tornado | + |
| Hyper Combos | Input |
| Gamma Tsunami | + |
| Gamma Crush | + |
| Gamma Quake (Level 3) | + |
| Command Normals | Input |
| Gut Punch | + |
| Impact Punch | + /Hold |
| Incredible Punch | + |
| Wall Jump | (next to wall) |
Iron Man [ ]
| Unique Traits | Notes |
| Superior Tech | Iron sports a large arsenal of attacks including long reaching normals, full screen beams such as Unibeam, Repulsor Ray and Proton Cannon, and even air mines known as Smart Mines). His Focus Shot can be used at different angles allowing him to air-to-air effectively or to help adjust to your opponents body position in a combo. |
| Chain Combo Strings | Notes |
| Ground | x∞ <-> + x∞ > / + > > / + > or + |
| Air A | > (TC only) > > (TC only) > > + > |
| Air B | > (TC only) > > (TC only) > > + |
| Special Moves | Input |
| Unibeam | + |
| Repulsor Ray | + (Can be followed up) |
| > Homing Repulsor Ray | (from Repulsor Ray) |
| >> 2nd Homing Repulsor Ray | (from Homing Repulsor Ray) |
| Smart Mine | + |
| Flight | + |
| Hyper Combos | Input |
| Proton Cannon | + or |
| Iron Avenger (Level 3) | + |
| Command Normals | Input |
| Arm Missile | + |
| Focus Shot | or + |
Jedah [ ]
| Unique Traits | Notes |
| Demon Dashes | Similar to Morrigan, Jedah's dashes all travel at unique angles (except back Air Dash), even his ground dash will put him in the air giving him access to fast overheads. Holding forward or back during his dashes will allow him to continue traveling in the direction of your choosing. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > + > + > > + > > + / + > + |
| Ground B | x∞ <-> + x∞ > + > + > > + > > |
| Air | > (TC only) > + > > (TC only) > > |
| Special Moves | Input |
| Spirale Divina | + /Hold |
| Falce Inizio | + |
| Dolore Oscuro | + |
| Sangue Sacrificale | + |
| Falce Primordiale | + |
| Turbine dell'Ira | + |
| Flight | + |
| Hyper Combos | Input |
| Finale Rosso | + |
| Spirale Infernale | + |
| Sigillo del Servo (Level 3) | + |
| Command Normals | Input |
| Dita del Lamento | + |
| Falce Mortale | + |
| Dita della Pieta | + |
| Colpo dell'Oscurita | + |
| Dita della Calma | + |
Monster Hunter [ ]
| Unique Traits | Notes |
| (Demon) Dodge | Monster Hunter has access to a roll that can be canceled out of normals on hit, block or even whiff! She can also cancel the recovery frames of her specials into dodge. Ending combos into Demolisher Demon Dance will power her up into Demon mode and make her Dodges even faster with more invincibility. |
| Chain Combo Strings | Notes |
| Ground A | > + > / + > > / + > + or > + |
| Ground B | > + > + |
| Air | > (TC only) > > (TC only) > > > + |
| Special Moves | Input |
| Draw Slash | + ( version can be charged) |
| > 2nd Draw Slash | (from Draw Slash) |
| > Dodge | (from Draw Slash) |
| > Demon Dodge | (in Demon Mode only) (from Draw Slash) |
| Arrow Strike | + /Hold and release |
| > Dodge | (from Arrow Strike) |
| > Demon Dodge | (in Demon Mode only) (from Arrow Strike) |
| Arc Shot | + /Hold and release |
| > Dodge | (from Arc Shot) |
| Arc Shot > Demon Dodge | (in Demon Mode only) (from Arc Shot) |
| Demon Flurry | + |
| > Dodge | (from Ground Demon Flurry) |
| Demon Dance | (in Demon Mode only) + |
| > Demon Dodge | (in Demon Mode only) (from Demon Dance) |
| Dodge | |
| Demon Dodge | (in Demon Mode only) |
| Hyper Combos | Input |
| Tartarus Stampede | + |
| Meteor Fall | + |
| Demolisher Demon Dance | + (activates Demon Mode) |
| Hunter's Pride (Level 3) | + |
| Command Normals | Input |
| Circle Slash | + |
| Overhead Slash | + |
| Lunging Strike | + |
| Jumping Shot | + |
Morrigan [ ]
| Unique Traits | Notes |
| Harmonious Spear | Morrigan has the ability to throw out these special attacks which act as traps, if the opponent is struck they enter a debuff where all of Morrigans next Soul Fists will grant her more meter. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > + > > + > + > > / + > + |
| Ground B | + > + > + |
| Air | > (TC only) > > (TC only) > > + > |
| Special Moves | Input |
| Soul Fist | + |
| Harmonious Spear | + /Hold and release |
| Shadow Blade | + |
| Vector Drain | + |
| Flight | + |
| Hyper Combos | Input |
| Finishing Shower | + |
| Shadow Servant | + |
| Astral Vision | + |
| Darkness Illusion (Level 3) | + |
| Command Normals | Input |
| Heart Piercing | + |
| Necro Desire | + |
| Mystery Arc | + |
| Shell Kick | + |
Nemesis [ ]
| Unique Traits | Notes |
| Bio Armor | Nemesis gains armor on all of his heavy attacks, including some of his special/hyper combo moves which can make it especially frustrating for opponents to counterattack. Deadly Reach is a long range multi-hitting armored attack that can help keep the opponent from running away. |
| Chain Combo Strings | Notes |
| Ground | / + > / + > > / + > + > + |
| Air | > (TC only) > > > + > |
| Special Moves | Input |
| Clothesline Rocket | + |
| Rocket Launcher | + /Hold and release on ground only |
| > Reload | (from Ground Rocket Launcher) |
| Launcher Slam | + |
| Tentacle Slam | + |
| Hyper Combos | Input |
| Biohazard Rush | + |
| Bioweapon Assault | + |
| Fatal Mutation (Level 3) | + |
| Command Normals | Input |
| Deadly Reach | + |
Nova [ ]
| Unique Traits | Notes |
| Gravimetric Projectiles | Nova's Gravimetric projectiles (both special/Pulse and hyper/Blaster) gain increased strength based on how much hyper meter he has stocked. When Nova has 4 meters, his projectiles become ridiculously strong with long reach and new hitstun properties. As for Gravimetric Pulsa will get wall bounce, should Nova level up the Hyper Combo gauge to 4 meters. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > + > / + > > / + > + / + or |
| Ground B | x∞ <-> + x∞ > + > / + > > > (TC only) |
| Air | > (TC only) > + > > (TC only) > > + > |
| Special Moves | Input |
| Gravimetric Pulse | + |
| Nova Strike | + |
| Centurion Rush | + |
| Energy Javelin | + |
| Flight | + |
| Hyper Combos | Input |
| Gravimetric Blaster | + |
| Super Nova | + |
| Nova Prime (Level 3) | + |
| Command Normals | Input |
| Shooting Punch | + |
| Nova Slam | + |
| Moon Tracer Kick | + |
| Aerial Uppercut | + |
| Slash Kick | + |
| Target Combos | Input |
| Backstep Kick | (on hit) > |
Rocket Raccoon [ ]
| Unique Traits | Notes |
| Shifty Creature | Rocket can use the special move Tunnel Rat which grants him the ability to tunnel underground to avoid attacks or create unseen mix ups. He also has the ability to "air dash" with Rocket Skates to travel in 8 directions and use it up to twice in the air. |
| Chain Combo Strings | Notes |
| Ground | x∞ <-> + x∞ > + > / + > > / + > + > + |
| Air | > (TC only) > > (TC only) > > |
| Special Moves | Input |
| Spitfire | + (can be followed up) |
| > Spitfire Twice | (from Spitfire) |
| Spitspark | + |
| Angel Gift | + |
| Grab Bag | + |
| Groot Slam | + |
| Groot Splinter | + |
| Tunnel Rat | + |
| > Movements | or /Hold or (during Tunnel Rat (before exit)) |
| > Exit | (during Tunnel Rat) |
| Rocket Skate | (can be directed) |
| Hyper Combos | Input |
| Rock 'n' Roll | + |
| Mad Hopper | + |
| Animal Combination (Level 3) | + |
| Command Normals | Input |
| Sucker Punch | + |
| Wild Ripper | + |
Ryu [ ]
| Unique Traits | Notes |
| Shoryuken Hyper Combo | Suppressing the Dark Ki known as Satsui no Hadou only lasts so long. Once Ryu's health reaches 30% - below, his level 3 gains increased strength, turning Shin Shoryuken into a Metsu Shoryuken. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > + (TC only) > > + (TC only) > > / + > or + |
| Ground B | x∞ <-> + x∞ > + (TC only) > + > > / + > or + |
| Air | + > > (TC only) > + > > (TC only) > > + > |
Sigma [ ]
| Unique Traits | Notes |
| Overload Laser | Sigma's Overload 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. |
| Chain Combo Strings | Notes |
| Ground | / + > / + > > / + > or + |
| Air | > > > |
| Special Moves | Input |
| Arc Divide | + or (Can be followed up) |
| > Second Divide | (from Arc Divide) |
| Mirage Claw | + |
| Counter Teleport | + |
| Straight Divide | + |
| Reflector Magnum | + |
| Hyper Combos | Input |
| Doom Buster | + |
| Blazing Line | + |
| Rave Divide | + |
| Final Sigma (Level 3) | + |
| Command Normals | Input |
| Overload Laser | + |
Spencer [ ]
| Unique Traits | Notes |
| Zip Line | Spencer sports a pseudo air dash with Zip-Line which allows him to fly around the screen at different angles on the ground or in the air. What makes Zip-Line especially good is that his movement doubles as an attack and many of his corner carry combos rely on this move. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > + > / + > > ( > + only via + ) > + > + > + |
| Ground B | x∞ <-> + x∞ > + > / + > > + |
| Air | > (TC only) > > (TC only) > > + > |
| Special Moves | Input |
| Wire Grapple | + or (Varied follow-up on ground only) |
| > Wire Grapple (No input) | No input (from ground Wire Grapple) |
| > Reel In Punch | (from Ground Wire Grapple) |
| > Come 'ere! | (from Ground Wire Grapple) |
| Jaw Breaker | + (Can be followed up) |
| > Critical Kick | (from Jaw Breaker) |
| > Smash Kick | (on the hit) (from Jaw Breaker (Just Frame)) |
| Armor Piercer | + |
| Hand Grenade | + |
| Bionic Bomber | + |
| Zip Line | (can be directed) |
| Hyper Combos | Input |
| Bionic Maneuvers | + |
| Bionic Lancer | + |
| Coup de Grace (Level 3) | + |
| Command Normals | Input |
| Throat Shock | + |
| Right Hook | + |
| Leg Breaker | + |
| Head Smasher | + |
Spider-Man [ ]
| Unique Traits | Notes |
| Web Glide | Spider-Man has additional mobility and options thanks to Web Glide's zip which also doubles as a projectile attack. Spider-Man can cancel his special attacks into Web Glide and it's available on the ground or in the air. |
| Chain Combo Strings | Notes |
| Ground | x∞ <-> + x∞ > / + > + > > / + > + > + |
| Air | > (TC only) > > (TC only) > > + > |
| Special Moves | Input |
| Web Ball | + |
| Spider Cannon | + |
| Spider Sting | + (can be followed) |
| > Spider Bite | (from Spider Sting) |
| Web Swing | + |
| Web Throw | + /Hold to adjust angle on ver. only |
| Web Glide | (can be directed) |
| Hyper Combos | Input |
| Crawler Assault | + |
| Ultimate Web Throw | + |
| Maximum Spider | + |
| Watch Out Spidey (Level 3) | + |
| Command Normals | Input |
| Hidden Kick | + |
| Straight Arrow | + |
| Flying Roundhouse | + |
Strider Hiryu [ ]
| Unique Traits | Notes |
| Wall Cling | Strider's Wall Cling let you scheming up and down the edge of the screen before catching his opponent off-guard with one or more follow-ups. |
| Chain Combo Strings | Notes |
| Ground | x∞ <-> + x∞ > / + / + > + > > > + > + / + or / + |
| Air | > (TC only) > + > > (TC only) > > |
| Special Moves | Input |
| Ame-no-Murakumo | + |
| Excalibur | + or |
| Wall Cling | + (Varied follow-up) |
| > Cypher Lateral Strike | (during Wall Cling) |
| > Raikiri Slash | (during Wall Cling) |
| > Ladder Kick | (during Wall Cling) |
| > Leaping Kick | (during Wall Cling) |
| > Climb | /Hold (during Wall Cling) |
| > Descend | /Hold (during Wall Cling) |
| > Wall Exchange | + (during Wall Cling) |
| > Dismount | (during Wall Cling) |
| Vajra | + or |
| Gram | + |
| Formation C | + |
| Formation B | + (Can be followed up) |
| > Shot | + (during Formation B) |
| Hyper Combos | Input |
| Legion | + |
| Brionac | + |
| Ouroboros | + |
| Ragnarok (Level 3) | + |
| Command Normals | Input |
| Lateral Slice | + |
| Arch Cut | + |
| Formation A1 | + |
| Formation A2 | + |
| Slide | + |
Thanos [ ]
| Unique Traits | Notes |
| Hands of Titan | Thanos has a wide array of attacks but his strength relies on his electric-based punching command normals (Hand Bomb and Palm Breaker) which allows him to extend his combos past their limit and grant huge damage. Many of his advanced combos will take advantage of these attacks, some of which have deceptively long range. |
| Chain Combo Strings | Notes |
| Ground A | > + > + > / + > > / + > + / + |
| Ground B | > + > + > / + > > + |
| Air | > > > / + |
| Special Moves | Input |
| Titan Charge | + |
| Emperor's Stance | + |
| Titan's Deceit | + |
| Titan's Shield | + |
| Insurrection's End | + |
| Hyper Combos | Input |
| Final Judgement | + |
| Sovereign Decree | + |
| Cosmic Fall (Level 3) | + |
| Command Normals | Input |
| Hand Bomb | + |
| Insolence Crusher | + |
| Titan's Gaze | + |
| Palm Breaker | + |
Thor [ ]
| Unique Traits | Notes |
| Mighty Speech | This special taunt-like boost up allows Thor to build meter. Without pressing any button nor being hit by the opponents' attacks while Thor is in this taunt-like boost stance, the meter build keeps increasing. |
| Chain Combo Strings | Notes |
| Ground A | > + > + > / + > > / + > + > + |
| Ground B | + > > / + > + > + |
| Air | > (TC only) > > > + > |
| Special Moves | Input |
| Mighty Spark | + (can be followed up) |
| > Mjolnir | (from Ground Mighty Spark) |
| Mighty Blow | + |
| Mighty Strike | + /Hold and release |
| Mighty Smash | + |
| Mighty Hurricane | + |
| Flight | + |
| Hyper Combos | Input |
| Mighty Tornado | + |
| Mighty Punish | + |
| God of Thunder (Level 3) | + |
| Command Normals | Input |
| Hammer Straight | + |
| Spinning Thunder | + |
| Lightning Swipe | + |
| Divine Drop | + |
| Mighty Speech | + /Hold and release |
Ultron [ ]
| Unique Traits | Notes |
| Ultron Drones | Ultron has the ability to summon up to two drones in a row and can vary their angle of attacks depending on where Ultron is on the screen. Summoning drones allows Ultron to cover himself as his very own "assist" and create havoc on the battlefield. The drones can be called in pairs. |
| Chain Combo Strings | Notes |
| Ground | x∞ <-> + x∞ > + > / + > + > > / + > + > + |
| Air | > (TC only) > > (TC only) > > |
| Special Moves | Input |
| Death Ray | + |
| Melt Blast | + |
| Fatal Swipe | + |
| Protonium Emitter | + |
| Smash Drone | + |
| Blaster Drone | + |
| Flight | + |
| Hyper Combos | Input |
| Destruction Wave | + |
| Encephalo-Ray | + |
| Sentry Legion (Level 3) | + |
| Command Normals | Input |
| Spear Needle | + |
| Raid Slash | + |
| Eraser | + |
Venom [ ]
| Unique Traits | Notes |
| Venom Predate | The mid-long ranged Venom Predate command move puts his opponent into a crumple state on hit outside juggling, allow him to set traps, mix-up and extended combo set-ups if this move is used as command ender. |
| Chain Combo Strings | Notes |
| Ground | / + > / + > > / + > + > + |
| Air | > (TC only) > > (TC only) > > + > |
| Special Moves | Input |
| Venom Fang | + |
| Venom Rush | + |
| Venom Trap | + /Hold and release on ver. only |
| Venom Barrel | + |
| Venom Throw | + |
| Venom Glide | (can be directed) |
| Command Normals | Input |
| Venom Web | + |
| Death Bite | + |
| Venom Bash (Level 3) | + |
| Command Normals | Input |
| Venom Predate | + |
| Venom Creep | + |
Winter Soldier [ ]
| Unique Traits | Notes |
| Metal Shield | When Metal Shield stance is activated, Winter Soldier can block any non-unblockable property-based moves including Hyper Combos without having a chip damage. In this stance, Winter Soldier also gains access on any followups, such as Counter Thrust and Air Raid. The Counter Thrust has a stiff counter punch that can be special cancellable, while the Air Raid has the lunging overhead which is good for catching the opponents. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + X∞ > + > > (TC only) > > / + > + or > + |
| Ground B | x∞ <-> + X∞ > + > + > > / + > + or > + |
| Air | > (TC only) > + > > (TC only) > > or + / + > |
| Special Moves | Input |
| Hard Blow | + |
| Rifle Burst | + |
| Metal Shield | + |
| > Move | or /Hold or Hold (during Metal Shield) |
| > Dash Cancel | or / or / (during Metal Shield) |
| > Jump | Press Jump (during Metal Shield) |
| > Counter Thrust | (during Metal Shield) |
| >> Air Raid | (during Counter Thrust) |
| >> Arsenal Special Move Cancel | Any -based special moves (from Counter Thrust) |
| > Air Raid | (during Metal Shield) |
| > Pistol Shot | (during Metal Shield) |
| >> Counter Thrust | (during Pistol Shot) |
| >>> Air Raid | (during Counter Thrust) |
| >>> Arsenal Special Move Cancel | Any -based special moves (from Counter Thrust) |
| >> Release | + (from Pistol Shot) |
| > Arsenal Special Move Cancel | Any -based special moves (during Metal Shield) |
| > Release | + (from Metal Shield) |
| Patriot | + |
| Grenade Toss | + |
| Hyper Combos | Input |
| Silver Patriot | + |
| Mag Purge | + |
| Unyielding Justice (Level 3) | + |
| Unyielding Justice (with Captain America) (Level 3) | + (if Captain America is his partner) |
| Command Normals | Input |
| Sharp Strike | + |
| Pistol Shot | or + |
| Flip Kick | + |
| Quick Slice | + |
| Air Raid Kick | + |
| Target Combos | Input |
| Middle Kick | (on hit) > |
X [ ]
| Unique Traits | Notes |
| Maverick Weapon Rekka | X has the ability to chain rekka the specials he learned from other Mavericks twice in succession to create unique zoning patterns. |
| Chain Combo Strings | Notes |
| Ground A | x∞ <-> + x∞ > / + > > / + > + > + |
| Ground B | x∞ <-> + x∞ > / + > > + |
| Ground C | (In Armor of Light only) x∞ <-> + x∞ > / + > > + > / + > + > + |
| Air | > (TC only) > > (TC only) > > + > |
| Special Moves | Input |
| X Buster | + /Hold and release (Varied follow-up on ground only) |
| > Buster Combo: Dash | (from Ground X Buster) |
| > Buster Combo: Buster Hammer | (from Ground X Buster) |
| > Buster Combo: Backstep | (from Ground X Buster) |
| > Buster Combo: Slide | (from Ground X Buster) |
| Frost Shield | + |
| > Frost Shield | + (from Frost Shield) |
| > Rising Fire | + (from Frost Shield) |
| > Sonic Slicer | + (from Frost Shield) |
| > Boomerang Cutter | + (from Frost Shield) |
| Rising Fire | + |
| > Frost Shield | + (from Rising Fire) |
| > Rising Fire | + (from Rising Fire) |
| > Sonic Slicer | + (from Rising Fire) |
| > Boomerang Cutter | + (from Rising Fire) |
| Sonic Slicer | + |
| > Frost Shield | + (from Sonic Slicer) |
| > Rising Fire | + (from Sonic Slicer) |
| > Sonic Slicer | + (from Sonic Slicer) |
| > Boomerang Cutter | + (from Sonic Slicer) |
| Boomerang Cutter | + |
| > Frost Shield | + (from Boomerang Cutter) |
| > Rising Fire | + (from Boomerang Cutter) |
| > Sonic Slicer | + (from Boomerang Cutter) |
| > Boomerang Cutter | + (from Boomerang Cutter) |
| Hyper Combos | Input |
| Full-Power Charge Shot | + |
| Double Charge Shot | (With Armor of Light only) + |
| Special Weapon Rush (S.W.R.) | + |
| Armor of Light | + |
| Ultimate Strike (Level 3) | + |
| Command Normals | Input |
| Buster Blow | + |
| Shoulder Tackle | + |
| Point Blank Buster | + |
Zero [ ]
| Unique Traits | Notes |
| Hyper Zero Blaster | By holding down any of the attack buttons, Zero can charge his buster up to three levels. Once charged to level 3 maxes, Zero can cancel any of his special attacks by letting go of Buster to cancel into a new version of the special which can create new attack angles and keep the opponent guessing. However, Hienkyaku can still be cancelled from any Buster levels like the previous games. Combine this with his Sougenmu shadow clone ability, and you can make life a living hell for your opponent. |
| Chain Combo Strings | Notes |
| Ground A | / + > + > / + > > > + > + / + |
| Ground B | / + > + > / + > > + > + |
| Ground C | + > > + > + / + |
| Ground D | + > + > + |
| Air | > (TC only) > > (TC only) > / + > + > |
| Special Moves | Input |
| Hadangeki | + (Can be followed up) |
| > Rakuhouha | Release or (from Hadangeki during Max Hyper Zero Blaster Charging) |
| Raikousen | + (Can be followed up) |
| > C-Sword | Release or (from Raikousen during Max Hyper Zero Blaster Charging) |
| Sentsuizan | + (Can be followed up) |
| > F-Splasher | Release or (from Sentsuizan during Max Hyper Zero Blaster Charging) |
| Ryuenjin | + (Can be followed up) |
| > Hyouretsuzan | Release or (from Ryuuenjin during Max Hyper Zero Blaster Charging) |
| Hienkyaku | + or |
| Hyper Zero Blaster | Hold or to charge, then release to attack |
| > Movements | Any directions before releases or (during Hyper Zero Blaster Charging) |
| Hyper Combos | Input |
| Rekkoha | + |
| Raijinshou | + |
| Sougenmu | + |
| Genmu Zero (Level 3) | + |
| Command Normals | Input |
| Youdantotsu | + |
| Shippuga | + |
| Koketsuga | + |
| Reshoukyaku | + |
| Kuenzan | + |
| Rasenkyaku | + |
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