Marvel vs. Capcom: Infinite move list | Marvel vs. Capcom Wiki | Fandom
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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[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Light kick30px/Down30px + Light kick30px > Forward30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Down30px or Forward30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Forward30px + Light kick30px >
Heavy punch30px > Forward30px + Heavy kick30px > Heavy kick30px
Special Moves Input
Dagger Toss Can be used in air30pxQuarter circle forward30px + Light punch30px/Tap Light punch30px3x
> Double Jump Cancel Press Jump (during Aerial Dagger Toss)
Lance Toss Can be used in air30pxQuarter circle forward30px + Heavy punch30px/Tap Heavy punch30px2x
> Double Jump Cancel Press Jump (during Aerial Lance Toss)
Heavenly Slash Down30pxDown30px + Light punch30px
Hellbound Slash Down30pxDown30px + Heavy punch30px
Shield Deflect Down30pxDown30px + Any kick30px
Scatter Crossbow Can be used in air30pxQuarter circle back30px + Light punch30px
> Double Jump Cancel Press Jump (during Aerial Scatter Crossbow)
Fire Bottle Toss Can be used in air30pxQuarter circle back30px + Heavy punch30px
> Double Jump Cancel Press Jump (during Aerial Fire Bottle Toss)
Scythe Toss Can be used in air30pxQuarter circle back30px + Light kick30px
> Double Jump Cancel Press Jump (during Aerial Scythe Toss)
Ax Toss Can be used in air30pxQuarter circle back30px + Heavy kick30px
> Double Jump Cancel Press Jump (during Aerial Ax Toss)
Hyper Combos Input
Goddess' Bracelet Quarter circle forward30px + Any punch30pxAny punch30px
> Jump Cancel Press Jump (during Goddess' Bracelet)
>> Double Jump Cancel Press Jump again (during Goddess' Bracelet Jump Cancel)
Golden Armor Down30pxDown30px + Any kick30pxAny kick30px
For the Princess! (Level 3) Quarter circle back30px + Any punch30pxAny punch30px
Command Normals Input
Lance Charge Forward30px + Light kick30px
Cross Sword Forward30px + Heavy punch30px
Lance Impale Can only be used in air30pxForward30px + Light kick30px
Lance Thrust Can only be used in air30pxForward30px + Heavy kick30px

Black Panther[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Down-forward30px + Heavy kick30px > Down30px + Heavy punch30px
Ground B Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Forward30px + Heavy punch30px or Heavy kick30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Heavy kick30px
Special Moves Input
Chain of Hunting Quarter circle forward30px + Any punch30px (varied follow-up)
> Advance Claw Light punch30px (from Chain Hunting)
>> Dual Claw Light punch30px (from Advance Claw)
>> Divine Claw Heavy punch30px (from Advance Claw)
> Curved Claw Heavy punch30px (from Chain Hunting)
>> Dual Claw Light punch30px (from Curved Claw)
>> Divine Claw Heavy punch30px (from Curved Claw)
Predator Arts Can be used in air30pxQuarter circle forward30px + Any kick30px (varied follow-up)
> Dual Claw Light punch30px (from Predator Arts)
> Divine Claw Heavy punch30px (from Predator Arts)
Panther Bite Quarter circle back30px + Any punch30px
Wall Cling Can be used in air30pxQuarter circle back30px + Any kick30px or Can only be used in air30pxBack30pxBack30px (Near corner)
> Wall Jump Any punch30px or Any kick30px (from Wall Cling)
Hyper Combos Input
Hazard Zone Quarter circle forward30px + Any punch30pxAny punch30px
Sudden Death Quarter circle forward30px + Any kick30pxAny kick30px
Air Interceptor Can be used in air30pxQuarter circle back30px + Any kick30pxAny kick30px
Law of the Jungle (Level 3) Quarter circle back30px + Any punch30pxAny punch30px
Command Normals Input
Slash Claw Forward30px + Heavy punch30px
Wild Arch Forward30px + Heavy kick30px
Sliding Hook Down-forward30px + Heavy kick30px

Black Widow[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Down-forward30px + Heavy kick30px > Down30px + Heavy punch30px
Ground B Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Forward30px + Heavy punch30px or Heavy kick30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Down30px + Heavy punch30px > Heavy kick30px > Down30px + Heavy kick30px
Special Moves Input
Widow Gauntlets Can be used in air30pxQuarter circle forward30px + Any punch30px or Any kick30px
Spark Rush Down30pxDown30px + Any punch30px
Shock Bite Quarter circle back30px + Any punch30px
Convert Catch Can be used in air30pxQuarter circle back30px + Any kick30px
Strike Vector Can be used in air30pxAny kick30pxAny kick30px (can be directed)
> Widow Gauntlets Any punch30px or Any kick30px (from Strike Vector)
> Quick Line Can only be used in air30pxDown30px + Heavy kick30px (from Strike Vector)
Hyper Combos Input
Shock Therapy Quarter circle forward30px + Any punch30pxAny punch30px
Hyper Covert Catch Can be used in air30pxQuarter circle back30px + Any punch30pxAny punch30px
Secure the Target (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px
Command Normals Input
Straight Shot Forward30px + Light punch30px
Twirl Strike Forward30px + Heavy punch30px
Twirl Kick Forward30px + Heavy kick30px
Slide Down-forward30px + Heavy kick30px
Shot Can only be used in air30pxDown30px + Heavy punch30px
Quick Line Can only be used in air30pxDown30px + Heavy kick30px

Captain America[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px X∞ > Light kick30px/Down30px + Light kick30px > Light kick30px (TC only) > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px >
(Forward30px + Heavy punch30px > Down-forward30px + Heavy punch30px > Down30px + Heavy kick30px) can be repeated x∞ > Down30px + Heavy punch30px
Ground B Light punch30px x∞ <-> Down30px + Light punch30px X∞ > Light kick30px/Down30px + Light kick30px > Light kick30px (TC only) > Forward30px + Light kick30px
Air Light punch30px > Light punch30px (TC only) > Down30px + Light punch30px > Light kick30px > Light kick30px (TC only) > Heavy punch30px >
Forward30px + Heavy kick30px > Heavy kick30px
Special Moves Input
Shield Slash Can be used in air30pxQuarter circle forward30px + Any punch30px
Trick Shield Quarter circle forward30px + Any kick30px
Stars & Stripes Down30pxDown30px + Any punch30px
Charging Star Quarter circle back30px + Any punch30px
Liberty Shock Quarter circle back30px + Any kick30px
Backflip Any kick30pxAny kick30px
Hyper Combos Input
Hyper Charging Star Quarter circle back30px + Any punch30pxAny punch30px
Hyper Stars & Stripes Down30pxDown30px + Any punch30pxAny punch30px
Unyielding Justice (Level 3) Quarter circle forward30px + Any punch30pxAny punch30px
Command Normals Input
Leap Kick Forward30px + Light kick30px
Power Swing Forward30px + Heavy punch30px
Shield Bash Down-forward30px + Heavy punch30px
Air Chop Can only be used in air30pxDown30px + Light punch30px
Air Raid Kick Can only be used in air30pxForward30px + Heavy kick30px
Target Combos Input
Middle Kick (on hit) Light kick30px or Down30px + Light kick30px > Light kick30px

Captain Marvel[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Down-forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Forward30px + Heavy punch30px or Heavy kick30px > Down30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Down30px + Heavy punch30px > Heavy kick30px
Special Moves Input
Photon Blast Can be used in air30pxQuarter circle forward30px + Any punch30px
Photon Absorber Can be used in air30pxDown30pxDown30px + Any kick30px
Strike Flurry Can be used in air30pxQuarter circle back30px + Any punch30px
Takeoff Half circle back30px + Any kick30px
Blitz Blow Can be used in air30pxAny kick30pxAny kick30px (can be directed)
Flight Can be used in air30pxQuarter circle back30px + Any kick30pxAny kick30px
Hyper Combos Input
Power Blaster Can be used in air30pxQuarter circle forward30px + Any punch30pxAny punch30px (cost 5%+ Health)
Binary Ignition Can be used in air30pxDown30pxDown30px + Any kick30pxAny kick30px (cost 5%+ Health)
Stellar Stream (Level 3) Quarter circle back30px + Any punch30pxAny punch30px (cost 5%+ Health before hit)
Command Normals Input
Sliding Straight Down-forward30px + Light punch30px
Smash Hook Forward30px + Heavy punch30px
Turn Kick Forward30px + Heavy kick30px
Photon Impact Can only be used in air30pxDown30px + Heavy punch30px

Chris[]

MVCI 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 Light punch30px x∞ > Down30px + Light punch30px > Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Down-forward30px + Heavy kick30px > Down30px + Heavy punch30px
Ground B Light punch30px X∞ > Down30px + Light punch30px > Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Forward30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Down30px + Light punch30px > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Heavy kick30px
Special Moves Input
Gun Fire Can be used in air30pxQuarter circle forward30px + Any punch30px
Reload Can be used in air30pxQuarter circle forward30px + Light kick30px
Magnum Shot Can be used in air30pxQuarter circle forward30px + Heavy kick30px (Reload before the shot, if out of ammo)
Prone Position Down30pxDown30px + Any punch30px (Varied follow-up)
> Prone Movement Back30px or Forward30px/Hold Back30px or Hold Forward30px (during Prone Position)
> Get Up Up30px (during Prone Position)
> Prone Shot Light punch30px or Any kick30px (during Prone Position)
> Shoulder Tackle Heavy punch30px (during Prone Position)
Grenade Toss Down30pxDown30px + Any kick30px
Combination Punch Quarter circle back30px + Any punch30px (Varied follow-up)
> Straight Punch Light punch30px (from Light punch30px Combination Punch)
>> Magnum Light punch30px (from Straight Punch)
> Shotgun Heavy punch30px (from Heavy punch30px Combination Punch)
Hyper Combos Input
Grenade Launcher Quarter circle forward30px + Any punch30pxAny punch30px
Sweep Combo Quarter circle forward30px + Any kick30pxAny kick30px
Satellite Laser (Level 3) Quarter circle back30px + Any kick30pxAny kick30px
Command Normals Input
Stun Rod Forward30px + Light punch30px
Flamethrower Forward30px + Heavy punch30px/Hold Heavy punch30px
Slide

Down-forward30px + Heavy kick30px

Elbow Drop Can only be used in air30pxDown30px + Light punch30px

Chun-Li[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Down30px + Heavy punch30px
Air Down30px + Light kick30px (TC x3) > Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) >
Forward30px + Light kick30px > Heavy punch30px > Forward30px + Heavy punch30px > Forward30px + Heavy kick30px > Heavy kick30px
Special Moves Input
Kikoken Quarter circle forward30px + Any punch30px
Hyakuretsu Kyaku Can be used in air30pxQuarter circle forward30px + Any kick30px/Hold Any kick30px (Can be followed up)
> Sotengeki Heavy kick30px (from Ground Hyakuretsukyaku)
> Rechisu Heavy kick30px (from Aerial Hyakuretsukyaku)
Kikoanken Hold back30pxForward30px + Any punch30px
EX Spinning Bird Kick Can be used in air30pxHold down30pxUp30px + Any kick30px
Tenshokyaku Can be used in air30pxDown30pxDown30px + Any kick30px
Spinning Bird Kick Can be used in air30pxQuarter circle back30px + Any kick30px
> Hajinkyaku Heavy kick30px (from Spinning Bird Kick)
Hyper Combos Input
Kikosho Quarter circle forward30px + Any punch30pxAny punch30px
Hoyokusen Quarter circle forward30px + Any kick30pxAny kick30px
Gekko Senkukyaku Can only be used in air30pxQuarter circle forward30px + Any kick30pxAny kick30px
Shichisei Ranka (Level 3) Quarter circle back30px + Any kick30pxAny kick30px
Command Normals Input
Kakukyakuraku Forward30px + Heavy kick30px
Kakukyakuda Can only be used in air30pxForward30px + Light kick30px
Yosodokyaku Can only be used in air30pxDown30px + Light kick30px
Yoshirenken Can only be used in air30pxForward30px + Heavy punch30px
Kakuyokuda Can only be used in air30pxForward30px + Heavy kick30px
Wall Jump Can only be used in air30pxUp-forward30px (next to wall)

Dante[]

MVCI 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 Light punch30px <-> Down30px or Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Down30px + Heavy punch30px > Forward30px + Heavy kick30px
Ground B Light punch30px <-> Down30px or Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Forward30px + Heavy punch30px (LC) > Heavy punch30px (LC) > Any punch30px or Light kick30px
Ground C Light punch30px <-> Down30px or Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Forward30px + Heavy punch30px (LC) > Heavy punch30px (LC) > Heavy kick30px (LC) >
Heavy punch30px/Any kick30pxAny kick30px (Any kick30pxAny kick30px only on hit)
Air A Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Forward30px + Light punch30px >
Forward30px + Light punch30px (TC only) > Light kick30px > Heavy punch30px > Heavy kick30px > Down30px + Heavy kick30px
Air B Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Forward30px + Light punch30px >
Forward30px + Light punch30px (TC only) > Light kick30px > Heavy punch30px > Down30px + Heavy punch30px
Special Moves Input
Scatter Shot Quarter circle forward30px+ Light punch30px/Tap Light punch30px (Varied follow-up)
> Run 'N' Gun Back30px or Forward30px/Hold Back30px or Hold Forward30px (during Scatter Shot Tap)
> Prop Shredder Heavy punch30px (from Scatter Shot (Tap))
The Hammer Can only be used in air30pxQuarter circle forward30px + Light punch30px
Crystal Quarter circle forward30px + Heavy punch30px (Can be followed up)
> Revolver Heavy punch30px (from Crystal)
>> Million Carats Heavy punch30px (from Revolver)
Sky Dance Can only be used in air30pxQuarter circle forward30px + Heavy punch30px
Multi-Lock Quarter circle forward30px + Light kick30px/Hold and release Light kick30px
> Movements Any directions before releases Light kick30px (during Multi-Lock (Charge))
Air Play Can only be used in air30pxQuarter circle forward30px + Light kick30px/Hold Light kick30px
Acid Rain Quarter circle forward30px + Heavy kick30px
Killer Bee Can only be used in air30pxQuarter circle forward30px + Heavy kick30px
Reverb Shock Down30pxDown30px + Light punch30px (Can be followed up)
> Jam Session Light punch30px (from Reverb Shock)
Volcano Down30pxDown30px + Heavy punch30px (Can be followed up)
> Beehive Heavy punch30px (from Volcano)
> Jump Cancel Press Jump (from Volcano (on hit))
> Bold Move Any kick30pxAny kick30px (from Volcano (on hit))
> Bold Cancel Any special moves after Any kick30pxAny kick30px (from Volcano (on hit, before jump))
Air Trick Quarter circle back30px + Light punch30px
Jet Stream Quarter circle back30px + Heavy punch30px (Varied follow-up)
> Crazy Dance Light punch30px (from Jet Stream)
> Twister Heavy punch30px (from Jet Stream)
>> Tempest Heavy punch30px (from Twister)
Bold Move Any kick30pxAny kick30px
Thunder Bolt (in Devil Trigger only)

Can only be used in air30pxQuarter circle back30px + Light kick30px

Vortex (in Devil Trigger only)

Can only be used in air30pxQuarter circle back30px + Heavy kick30px

Air Raid (in Devil Trigger only)

Can be used in air30px Quarter circle back30px + Any kick30pxAny kick30px

Hyper Combos Input
Million Dollars Quarter circle forward30px + Any punch30pxAny punch30px
Devil Trigger Down30pxDown30px + Any kick30pxAny kick30px
Devil Must Die (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px
Command Normals Input
Raise the Flag Forward30px + Light punch30px
Stinger Forward30px + Heavy punch30px (Varied follow-up)
> Million Stabs Heavy punch30px/Hold Heavy punch30px (from Stinger)
>> Air Trick Light punch30px (from Million Stabs (before hit))
>> Million Stabs Quick Heavy punch30px/Hold Heavy punch30px (from Million Stabs (before hit))
>> Drive Light kick30px (from Million Stabs (before hit))
>> Volcano Heavy kick30px (from Million Stabs (before hit))
>>> Beehive Heavy punch30px (from Volcano)
>>> Jump Cancel Press Jump (from Volcano (on hit))
>>> Bold Move Any kick30pxAny kick30px (from Volcano (on hit))
>>> Bold Cancel Any special moves after Any kick30pxAny kick30px (from Volcano (on hit, before jump))
Clay Pigeon Forward30px + Heavy kick30px
Reverse Edge Can only be used in air30pxForward30px + Light punch30px
Helmet Breaker Can only be used in air30pxDown30px + Heavy punch30px
Rain Storm Can only be used in air30pxDown30px + Heavy kick30px

Doctor Strange[]

MVCI 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 Light punch30px > Down30px + Light punch30px > Forward30px + Light punch30px > Down-forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Forward30px + Heavy punch30px > Down30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Forward30px + Light punch30px > Light kick30px > Light kick30px (TC only) > Heavy punch30px >
Forward30px + Heavy punch30px > Heavy kick30px
Special Moves Input
Flames of the Faltine Can be used in air30pxQuarter circle forward30px + Light punch30px
Bolts of Balthakk Quarter circle forward30px + Heavy punch30px
Daggers of Denak Can be used in air30pxQuarter circle forward30px + Any kick30px
Mystic Sword Dragon punch; forward down down-forward30px + Any punch30px or Any kick30px
Grace of Hoggoth Can be used in air30pxQuarter circle back30px + Any punch30px (Varied follow-up)
> Spatial Magic - Cast A Any punch30px (from Grace of Hoggoth)
>> Spatial Magic - Cast B Any punch30px (from Spatial Magic - Cast A)
>>> Scatter Light punch30px or Light kick30px (from Spatial Magic - Cast B)
>>> Gather Heavy punch30px or Heavy kick30px (from Spatial Magic - Cast B)
Tears of Agamatto Can be used in air30pxQuarter circle back30px + Light kick30px
Eye of Agamotto Can be used in air30pxQuarter circle back30px + Heavy kick30px
> Impact Palm Can be used in air30pxForward30px + Heavy punch30px (from Eye of Agamotto (while active))
Teleportation Can be used in air30pxDown30pxDown30px + Any punch30px or Any kick30px
Flight Can be used in air30pxQuarter circle back30px + Any kick30pxAny kick30px
Hyper Combos Input
Spell of Vishanti Can be used in air30pxQuarter circle forward30px + Any punch30pxAny punch30px
Seven Rings of Raggadorr Quarter circle back30px + Any punch30pxAny punch30px
Crimson Band of Cytorrak (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px
Command Normals Input
Mysterious Slice Can be used in air30pxForward30px + Light punch30px
Spirit Circle Down-forward30px + Light punch30px
Impact Palm Can be used in air30pxForward30px + Heavy punch30px
Illusion Forward30px + Heavy kick30px

Dormammu[]

MVCI 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 Light punch30px/Down30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px > Down30px + Heavy punch30px/Forward30px + Heavy kick30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Forward30px + Heavy kick30px > Heavy kick30px
Special Moves Input
Dark Hole Can be used in air30pxQuarter circle forward30px + Any punch30px or Any kick30px
> Dark Spell - Destruction (Input-less) No input (from Any punch30px Dark Hole)
> Dark Spell - Creation (Input-less) No input (from Any kick30px Dark Hole)
> Liberation (Input-less) No input (from Dark Hole, if Dark Spell MAX is at 3)
Purification Dragon punch; forward down down-forward30px + Any punch30px or Any kick30px
> Dark Spell - Destruction (Input-less) No input (from Any punch30px Dark Hole)
> Dark Spell - Creation (Input-less) No input (from Any kick30px Dark Hole)
> Liberation (Input-less) No input (from Dark Hole, if Dark Spell MAX is at 3)
Mass Change Can be used in air30pxDown30pxDown30px + Any punch30px or Any kick30px
Dark Spell - Destruction Can be used in air30pxQuarter circle back30px + Light punch30px (goes to Liberation, if Dark Spell MAX is at 3)
Dark Spell - Creation Can be used in air30pxQuarter circle back30px + Light kick30px (goes to Liberation, if Dark Spell MAX is at 3)
Liberation Can be used in air30pxQuarter circle back30px + Heavy punch30px or Heavy kick30px
Dimension Fang Back30px or Down30px or N/Forward30px + Any kick30pxAny kick30px (can be repeated on 2nd move before Input-less Dark Spell or Liberation occurs)
> Dash Cancel Back30pxBack30px or Forward30pxForward30px or Any punch30pxAny punch30px or Back30px + Any punch30pxAny punch30px (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/Forward30px Dimension Fang) (goes to Liberation, if Dark Spell MAX is at 3)
> Dark Spell - Creation (Input-less) No input (from Back30px Dimension Fang) (goes to Liberation, if Dark Spell MAX is at 3)
> Liberation (Input-less) No input (from Down30px Dimension Fang)
Flight Can be used in air30pxQuarter circle back30px + Any kick30pxAny kick30px
Hyper Combos Input
Chaotic Flame Quarter circle forward30px + Any punch30pxAny punch30px
Stalking Flare Quarter circle back30px + Any punch30pxAny punch30px
Dark Dimension (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px
Command Normals Input
Dark Matter Forward30px + Heavy kick30px
Chaos Ripper Can only be used in air30pxForward30px + Heavy kick30px

Firebrand[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px or Down-forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Down30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Heavy kick30px > Down30px + Heavy kick30px
Special Moves Input
Hell Spitfire Can be used in air30pxQuarter circle forward30px + Any punch30px or Any kick30px
Demon Missile Can be used in air30pxDragon punch; forward down down-forward30px + Any punch30px or Any kick30px
Tornado Down30pxDown30px + Any punch30px
Wall Cling Can only be used in air30pxBack30pxBack30px (Near corner; Varied follow-up)
> Hell Spitfire Any punch30px or Light kick30px (from Wall Cling)
> Wall Cling Drop Heavy kick30px (from Wall Cling)
Hell's Elevator Quarter circle back30px + Any punch30px or Any kick30px
Hell Dive Can only be used in air30pxQuarter circle back30px + Any punch30px or Any kick30px
Hyper Combos Input
Dark Fire Can be used in air30pxQuarter circle forward30px + Any punch30pxAny punch30px
Luminous Body Can be used in air30pxDown30pxDown30px + Any punch30pxAny punch30px
Chaos Tide (Level 3) Down30pxDown30px + Any kick30pxAny kick30px
Red Blaze (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px
Command Normals Input
Demonic Knife Forward30px + Light punch30px
Twin Fang Down-forward30px + Light punch30px
Devil's Claw Can only be used in air30pxDown30px + Heavy kick30px

Frank West[]

MVCI 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 Light punch30px > Down30px + Light punch30px > Forward30px + Light punch30px > Down-forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Down30px or Forward30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Heavy kick30px > Down30px + Heavy kick30px
Special Moves Input
Tools of Survival Can be used in air30pxQuarter circle forward30px + Any punch30px
Hammer Throw Quarter circle forward30px + Any punch30px
Outside the Box Dragon punch; forward down down-forward30px + Any punch30px
Roundhouse Kick (in Post-Skill Lv. 1 only) Dragon punch; forward down down-forward30px + Any kick30px
Bottoms Up Down30pxDown30px + Light punch30px
Shot Time Down30pxDown30px + Heavy punch30px
Snapshot Can be used in air30pxQuarter circle back30px + Any punch30px
Giant Swing Quarter circle back30px + Any kick30px
Barrel Role (in Post-Skill Lv. 1 only) Any kick30pxAny kick30px
Hyper Combos Input
Case West Quarter circle forward30px + Any punch30pxAny punch30px
Blue Light Special Quarter circle forward30px + Any kick30pxAny kick30px
Funny Face Crusher (in post-Skill Lv. 3 only) Quarter circle back30px + Any punch30pxAny punch30px
Say CHEESE! (Level 3) Quarter circle back30px + Any kick30pxAny kick30px (goes to Skill Lv. 5)
Command Normals Input
This Looks Useful Forward30px + Light punch30px
Crude Sweep Down-forward30px + Light punch30px
Object Throw Forward30px + Heavy punch30px
Knee Drop Can only be used in air30pxDown30px + Heavy kick30px

Gamora[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Down30px + Heavy punch30px
Ground B Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Light kick30px/Down30px + Light kick30px > Forward30px + Light kick30px
Air A Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Down30px + Heavy punch30px > Heavy kick30px
Air B Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Forward30px + Light kick30px
Special Moves Input
Godslayer Quarter circle forward30px + Any punch30px (Can be followed up)
> Divine Slide Heavy punch30px (from Godslayer)
Shoot & Slice Quarter circle forward30px + Any kick30px (Varied follow-up)
> Godslayer Light punch30px (from Shoot & Slice)
> Divine Slide Heavy punch30px (from Shoot & Slice)
> Arch Shot Any kick30px (from Shoot & Slice)
Fatal Rise Down30pxDown30px + Any punch30px
Arch Shot Can be used in air30pxQuarter circle back30px + Any kick30px
Hyper Combos Input
Slash Rush Quarter circle forward30px + Any punch30pxAny punch30px
Shadow Combination Down30pxDown30px + Any kick30pxAny kick30px
Celestial Barrage (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px
Command Normals Input
Dagger Throw Forward30px + Light kick30px
Twin Shot Can only be used in air30pxForward30px + Light kick30px
Dagger Flip Can only be used in air30pxDown30px + Heavy punch30px

Ghost Rider[]

MVCI 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 Light punch30px x∞ > Down30px + Light punch30px (TC x∞) > Down-forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy punch30px (TC only) > Heavy kick30px/Down30px + Heavy kick30px > Down30px + Heavy punch30px
Ground B Down-forward30px + Heavy punch30px > Down30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Heavy kick30px/Down30px + Heavy punch30px
Special Moves Input
Chain of Rebuttal Quarter circle forward30px + Light punch30px
Judgement Strike Quarter circle forward30px + Heavy punch30px
Hellfire Quarter circle forward30px + Any kick30px/Hold Heavy kick30px to adjust angle on Heavy kick30px ver. only
Chain of Punishment Down30pxDown30px + Light punch30px
Hell's Embrace Down30pxDown30px + Heavy punch30px
Chaos Bringer Quarter circle back30px + Light punch30px
Conviction Slam Quarter circle back30px + Heavy punch30px
Seventh Circle - Punishment Quarter circle back30px + Any kick30px/Tap Any kick30px (varied follow-up)
> Seventh Circle - Whip Light punch30px (from Seventh Circle - Punishment (Tap))
> Seventh Circle - Anchory Heavy punch30px (from Seventh Circle - Punishment (Tap))
Hyper Combos Input
Hellfire Maelstrom Quarter circle forward30px + Any punch30pxAny punch30px
Spirit of Vengeance Quarter circle forward30px + Any kick30pxAny kick30px (varied follow-ups)
> Ender No Input or Any punch30px or Any kick30px (from Spirit of Vengeance)
Penance Stare (Level 3) Quarter circle back30px + Any punch30pxAny punch30px
Command Normals Input
Shoulder Slam Down-forward30px + Light punch30px
Wraith Whip Down-forward30px + Heavy punch30px
Damnation Whip Can only be used in air30pxDown30px + Heavy punch30px
Target Combos Input
Rage Whip (on hit) Heavy punch30px > Heavy punch30px

Haggar[]

MVCI 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 Light punch30px > Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px (Down30px + Heavy kick30px > Down30px + Heavy punch30px only via Forward30px + Heavy punch30px) > Forward30px + Heavy punch30px >
Down30px + Heavy punch30px
Air A Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Down30px + Heavy punch30px > Heavy kick30px
Air B Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Forward30px + Heavy punch30px
Air C Light punch30px > Light punch30px (TC only) > Down30px + Light kick30px > Heavy punch30px > Down30px + Heavy punch30px > Heavy kick30px
Air D Light punch30px > Light punch30px (TC only) > Down30px + Light kick30px > Heavy punch30px > Forward30px + Heavy punch30px
Special Moves Input
Violent Ax Quarter circle forward30px + Any punch30px
Hoodlum Launcher Quarter circle forward30px + Any kick30px
Wild Swing Can only be used in air30pxQuarter circle forward30px + Any kick30px
Flying Piledriver Half circle back30px + Any punch30px
Sky-High Back Drop Can only be used in air30pxHalf circle back30px + Any punch30px
Cleanin' Up The City Quarter circle back30px + Any kick30px (Varied follow-up)
> Move Back30px or Forward30px (during Cleanin' Up The City)
> Throw Any kick30px (from Cleanin' Up The City)
> Drop Any punch30px (from Cleanin' Up The City)
Air Cleanin' Up The City Throw Can only be used in air30pxQuarter circle back30px + Any kick30px
Double Lariat Any kick30pxAny kick30px (cost 25% Health)
Hyper Combos Input
Rapid Fire Fist Quarter circle forward30px + Any punch30pxAny punch30px
Giant Haggar Press Can be used in air30pxQuarter circle forward30px + Any kick30pxAny kick30px
Max Back Breaker (Level 3) Quarter circle back30px + Any punch30pxAny punch30px
Command Normals Input
Body Blow Forward30px + Light punch30px
Steel Pipe Can be used in air30pxForward30px + Heavy punch30px
Flying Bodyslam Can only be used in air30pxDown30px + Light punch30px
Headbutt Can only be used in air30pxDown30px + Heavy punch30px

Hawkeye[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Down-forward30px + Light kick30px >
Back30px or N or Forward30px + Heavy punch30px > Heavy kick30px/Down30px or Down-forward30px + Heavy kick30px > Down30px + Heavy punch30px
Ground B Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light kick30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Forward30px + Light kick30px > Heavy punch30px > Heavy kick30px
Special Moves Input
Quick Shot Can be used in air30pxQuarter circle forward30px + Any punch30px
Ragtime Shot Down30pxDown30px + Any punch30px
Trick Maneuver Quarter circle back30px + Any kick30px (Varied follow-up)
> Trick Shot Any punch30px or Any kick30px (from Trick Maneuver)
Hyper Combos Input
Gimlet Quarter circle forward30px + Any punch30pxAny punch30px
Kiss of Fire Quarter circle forward30px + Any kick30pxAny kick30px
Circus Act (Level 3) Quarter circle back30px + Any punch30pxAny punch30px
Command Normals Input
Arrow Scratch Forward30px + Light punch30px
Shock Value Forward30px + Light kick30px
Slide Down-forward30px + Light kick30px
Multi Shots Back30px or N or Forward30px+Hold and release Heavy punch30px
Bow Sweep Down-forward30px + Heavy kick30px
Thrust Shot Can only be used in air30pxForward30px + Light kick30px

Hulk[]

MVCI 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 Light punch30px/Down30px + Light punch30px > Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy kick30px/Down30px + Heavy kick30px >
Heavy punch30px/Down30px or Forward30px + Heavy punch30px
Air Light punch30px > Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy punch30px
Special Moves Input
Gamma Wave Quarter circle forward30px + Any punch30px
Gamma Charge Quarter circle forward30px + Any kick30px
Gamma Air Charge Quarter circle back30px + Any kick30px
Gamma Tornado Half circle back30px + Any punch30px
Hyper Combos Input
Gamma Tsunami Quarter circle forward30px + Any punch30pxAny punch30px
Gamma Crush Quarter circle forward30px + Any kick30pxAny kick30px
Gamma Quake (Level 3) Quarter circle back30px + Any punch30pxAny punch30px
Command Normals Input
Gut Punch Forward30px + Light punch30px
Impact Punch Forward30px + Heavy punch30px/Hold Heavy punch30px
Incredible Punch Can only be used in air30pxDown30px + Heavy punch30px
Wall Jump Can only be used in air30pxForward30px (next to wall)

Iron Man[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Down30px or Forward30px + Heavy punch30px
Air A Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Up30px + Heavy punch30px > Heavy kick30px
Air B Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Down30px + Heavy punch30px
Special Moves Input
Unibeam Can be used in air30pxQuarter circle forward30px + Any punch30px
Repulsor Ray Can be used in air30pxQuarter circle forward30px + Any kick30px (Can be followed up)
> Homing Repulsor Ray Any kick30px (from Repulsor Ray)
>> 2nd Homing Repulsor Ray Any kick30px (from Homing Repulsor Ray)
Smart Mine Can be used in air30pxQuarter circle back30px + Any punch30px
Flight Can be used in air30pxQuarter circle back30px + Any kick30pxAny kick30px
Hyper Combos Input
Proton Cannon Quarter circle forward30px + Any punch30pxAny punch30px or Any kick30pxAny kick30px
Iron Avenger (Level 3) Quarter circle back30px + Any punch30pxAny punch30px
Command Normals Input
Arm Missile Forward30px + Heavy punch30px
Focus Shot Can only be used in air30pxDown30px or Up30px + Heavy punch30px

Jedah[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light punch30px > Down-forward30px + Light punch30px > Light kick30px > Down30px + Light kick30px >
Heavy punch30px > Down-forward30px + Heavy punch30px/Down30px + Heavy kick30px > Down30px + Heavy punch30px
Ground B Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light punch30px > Down-forward30px + Light punch30px > Light kick30px > Down30px + Light kick30px >
Heavy punch30px > Heavy kick30px
Air Light punch30px > Light punch30px (TC only) > Forward30px + Light punch30px > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Heavy kick30px
Special Moves Input
Spirale Divina Can be used in air30pxQuarter circle forward30px + Any punch30px/Hold Any punch30px
Falce Inizio Quarter circle forward30px + Any kick30px
Dolore Oscuro Can only be used in air30pxQuarter circle forward30px + Any kick30px
Sangue Sacrificale Quarter circle back30px + Any punch30px
Falce Primordiale Can only be used in air30pxQuarter circle back30px + Any punch30px
Turbine dell'Ira Can only be used in air30pxQuarter circle back30px + Any kick30px
Flight Can be used in air30pxQuarter circle back30px + Any kick30pxAny kick30px
Hyper Combos Input
Finale Rosso Quarter circle forward30px + Any punch30pxAny punch30px
Spirale Infernale Can only be used in air30pxQuarter circle forward30px + Any kick30pxAny kick30px
Sigillo del Servo (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px
Command Normals Input
Dita del Lamento Forward30px + Light punch30px
Falce Mortale Down-forward30px + Light punch30px
Dita della Pieta Down-forward30px + Light kick30px
Colpo dell'Oscurita Down-forward30px + Heavy punch30px
Dita della Calma Can only be used in air30pxForward30px + Light punch30px

Monster Hunter[]

MVCI 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 Light punch30px > Down30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px >
Forward30px + Heavy punch30px or Heavy kick30px > Down30px + Heavy punch30px
Ground B Light punch30px > Down30px + Light punch30px > Forward30px + Light punch30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Heavy kick30px > Down30px + Heavy kick30px
Special Moves Input
Draw Slash Quarter circle forward30px + Any punch30px (Heavy punch30px version can be charged)
> 2nd Draw Slash Any punch30px (from Draw Slash)
> Dodge Any kick30pxAny kick30px (from Draw Slash)
> Demon Dodge (in Demon Mode only) Any kick30pxAny kick30px (from Draw Slash)
Arrow Strike Quarter circle forward30px + Light kick30px/Hold and release Light kick30px
> Dodge Any kick30pxAny kick30px (from Arrow Strike)
> Demon Dodge (in Demon Mode only) Any kick30pxAny kick30px (from Arrow Strike)
Arc Shot Quarter circle forward30px + Heavy kick30px/Hold and release Heavy kick30px
> Dodge Any kick30pxAny kick30px (from Arc Shot)
Arc Shot > Demon Dodge (in Demon Mode only) Any kick30pxAny kick30px (from Arc Shot)
Demon Flurry Can be used in air30pxQuarter circle back30px + Any punch30px
> Dodge Any kick30pxAny kick30px (from Ground Demon Flurry)
Demon Dance (in Demon Mode only) Can be used in air30pxQuarter circle back30px + Any punch30px
> Demon Dodge (in Demon Mode only) Any kick30pxAny kick30px (from Demon Dance)
Dodge Any kick30pxAny kick30px
Demon Dodge (in Demon Mode only) Any kick30pxAny kick30px
Hyper Combos Input
Tartarus Stampede Quarter circle forward30px + Any punch30pxAny punch30px
Meteor Fall Quarter circle forward30px + Any kick30pxAny kick30px
Demolisher Demon Dance Can be used in air30pxQuarter circle back30px + Any punch30pxAny punch30px (activates Demon Mode)
Hunter’s Pride (Level 3) Quarter circle back30px + Any kick30pxAny kick30px
Command Normals Input
Circle Slash Forward30px + Light punch30px
Overhead Slash Forward30px + Light kick30px
Lunging Strike Forward30px + Heavy kick30px
Jumping Shot Can only be used in air30pxDown30px + Heavy kick30px

Morrigan[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light punch30px > Light kick30px > Down30px + Light kick30px > Forward30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px > Down30px + Heavy punch30px
Ground B Down-forward30px + Heavy punch30px > Down30px + Heavy kick30px > Down30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Down30px + Heavy kick30px > Heavy kick30px
Special Moves Input
Soul Fist Can be used in air30pxQuarter circle forward30px + Any punch30px
Harmonious Spear Can be used in air30pxQuarter circle forward30px + Any kick30px/Hold and release Any kick30px
Shadow Blade Can be used in air30pxDown30pxDown30px + Any punch30px
Vector Drain Half circle back30px + Any punch30px
Flight Can be used in air30pxQuarter circle back30px + Any kick30pxAny kick30px
Hyper Combos Input
Finishing Shower Can be used in air30pxQuarter circle forward30px + Any punch30pxAny punch30px
Shadow Servant Down30pxDown30px + Any punch30pxAny punch30px
Astral Vision Down30pxDown30px + Any kick30pxAny kick30px
Darkness Illusion (Level 3) Can be used in air30pxQuarter circle back30px + Any punch30pxAny punch30px
Command Normals Input
Heart Piercing Forward30px + Light punch30px
Necro Desire Forward30px + Light kick30px
Mystery Arc Down-forward30px + Heavy punch30px
Shell Kick Can only be used in air30pxDown30px + Heavy kick30px

Nemesis[]

MVCI Nemesis T-Type
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 Light punch30px/Down30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px > Forward30px + Heavy kick30px >
Down30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Heavy punch30px > Forward30px + Heavy kick30px > Heavy kick30px
Special Moves Input
Clothesline Rocket Quarter circle forward30px + Any punch30px
Rocket Launcher Can be used in air30pxQuarter circle forward30px + Any kick30px/Hold and release Any kick30px on ground only
> Reload Any kick30px (from Ground Rocket Launcher)
Launcher Slam Quarter circle back30px + Any punch30px
Tentacle Slam Half circle back30px + Any kick30px
Hyper Combos Input
Biohazard Rush Quarter circle forward30px + Any punch30pxAny punch30px
Bioweapon Assault Quarter circle forward30px + Any kick30pxAny kick30px
Fatal Mutation (Level 3) Quarter circle back30px + Any punch30pxAny punch30px
Command Normals Input
Deadly Reach Can be used in air30pxForward30px + Heavy kick30px

Nova[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Down-forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Down30px + Heavy punch30px/Forward30px + Heavy punch30px or Heavy kick30px
Ground B Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Down-forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px > Heavy kick30px >
Heavy kick30px (TC only)
Air Light punch30px > Light punch30px (TC only) > Forward30px + Light punch30px > Light kick30px > Light kick30px (TC only) > Heavy punch30px >
Forward30px + Heavy kick30px > Heavy kick30px
Special Moves Input
Gravimetric Pulse Can be used in air30pxQuarter circle forward30px + Any punch30px
Nova Strike Can be used in air30pxQuarter circle back30px + Any punch30px
Centurion Rush Can be used in air30pxQuarter circle back30px + Any kick30px
Energy Javelin Can be used in air30pxDown30pxDown30px + Any punch30px
Flight Can be used in air30pxQuarter circle back30px + Any kick30pxAny kick30px
Hyper Combos Input
Gravimetric Blaster Can be used in air30pxQuarter circle forward30px + Any punch30pxAny punch30px
Super Nova Can be used in air30pxQuarter circle back30px + Any punch30pxAny punch30px
Nova Prime (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px
Command Normals Input
Shooting Punch Down-forward30px + Light punch30px
Nova Slam Forward30px + Heavy punch30px
Moon Tracer Kick Forward30px + Heavy kick30px
Aerial Uppercut Can only be used in air30pxForward30px + Light punch30px
Slash Kick Can only be used in air30pxForward30px + Heavy kick30px
Target Combos Input
Backstep Kick (on hit) Heavy kick30px > Heavy kick30px

Rocket Raccoon[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light punch30px > Light kick30px/Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Forward30px + Heavy punch30px > Down30px + Heavy punch30px
Air Light punch30px > Light punch30px (TC only) > Light kick30px > Light kick30px (TC only) > Heavy punch30px > Heavy kick30px
Special Moves Input
Spitfire Can be used in air30pxQuarter circle forward30px + Any punch30px (can be followed up)
> Spitfire Twice Any punch30px (from Spitfire)
Spitspark Can be used in air30pxQuarter circle forward30px + Any kick30px
Angel Gift Quarter circle back30px + Light punch30px
Grab Bag Quarter circle back30px + Heavy punch30px
Groot Slam Quarter circle back30px + Light kick30px
Groot Splinter Quarter circle back30px + Heavy kick30px
Tunnel Rat Down30pxDown30px + Any punch30px
> Movements Back30px or Forward30px/Hold Back30px or Forward30px (during Tunnel Rat (before exit))
> Exit Up30px (during Tunnel Rat)
Rocket Skate Can be used in air30pxAny kick30pxAny kick30px (can be directed)
Hyper Combos Input
Rock 'n' Roll Quarter circle forward30px + Any punch30pxAny punch30px
Mad Hopper Quarter circle back30px + Any punch30pxAny punch30px
Animal Combination (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px
Command Normals Input
Sucker Punch Forward30px + Light punch30px
Wild Ripper Forward30px + Heavy punch30px

Ryu[]

MVCI 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 Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light punch30px (TC only) > Light kick30px >
Forward30px + Light kick30px (TC only) > Heavy punch30px > Heavy kick30px/Down30px + Heavy kick30px > Down30px or Forward30px + Heavy punch30px
Ground B Light punch30px x∞ <-> Down30px + Light punch30px x∞ > Forward30px + Light punch30px (TC only) > Down30px + Light kick30px > Heavy punch30px >
Heavy kick30px/Down30px + Heavy kick30px > Down30px or Forward30px + Heavy punch30px
Air Down30px + Light kick30px > Light punch30px > Light punch30px (TC only) > Forward30px + Light punch30px > Light kick30px >
Light kick30px (TC only) > Heavy punch30px > Forward30px + Heavy kick30px > Heavy kick30px
Special Moves Input
Hadoken Can be used in air30pxQuarter circle forward30px + Any punch30px
Sen Hadoken Can be used in air30pxQuarter circle forward30px+Hold and release Heavy punch30px
Jodan Sokuto Geri Quarter circle forward30px + Any kick30px
Shoryuken Dragon punch; forward down down-forward30px + Any punch30px
Tatsumaki Senpukyaku Can be used in air30pxQuarter circle back30px or Can only be used in air30pxQuarter circle forward30px + Any kick30px
Hyper Combos Input
Shinku Hadoken Can be used in air30pxQuarter circle forward30px + Any punch30pxAny punch30px
Shinku Hadoken (no input) > Direct Up/Down Shot Hold Up30px or Down30px during the shot
Ground Shinku Hadoken > Aim Up Hold Up30px to aim before the shot
Aerial Shinku Hadoken > Aim Down Hold Down30px to aim before the shot
Shinku Hadoken (Aim Up/Down) > Direct Left/Right Shot Hold Back30px or Forward30px during the shot
Shinku Tatsumaki Senpukyaku Quarter circle back30px + Any kick30pxAny kick30px
Shin Shoryuken (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px (when Health is above 30%)
Metsu Shoryuken (Level 3) Quarter circle forward30px + Any kick30pxAny kick30px (when Health is at 30% - lower)
Command Normals Input
Collarbone Breaker Forward30px + Heavy punch30px