Capcom Answers Your Burning Questions About Marvel Vs. Capcom: Infinite

We got a chance to play Marvel Vs. Capcom: Infinite at this year’s E3, and while we weren’t too impressed with its story mode, we still had some fun playing around with the newly-revealed characters and Reality Stone. Although character models have a tendency to look plastic and lifeless in stills, they look much better in motion, and combos still move with a speed and flashiness that many fighters lack. The tag system works fluidly, too, and even though I didn’t have time to learn any particular team’s combos well, I was able to improvise some decent combos simply by using a mix of auto-combos, basic combos, and tagging. If you think of some cool new combo or set up, you can probably pull it off, and as a result, Infinite feels as malleable as other Marvel games, which I appreciated.

We also got to talk to producer Peter “Combofiend” Rosas about the some of finer details about the game’s combat system. The biggest detail we learned was that long-winded combos of Ultimate Marvel Vs. Capcom 3 are being curbed, to some degree, for Infinite. In high-level matches, it was commonplace for a stray hit to mean death for many characters. For Infinite, touch-of-death combos will be much more rare, thanks to the increased hitstun deterioration (a system where every hit causes the next hit to stun the opponent for a shorter amount of time). When it comes to longer combos, Rosas said, “You’re fighting for pixels.”

I then asked Rosas about whether one of his favorite characters, Spencer, would retain some his tricks from the last game. Specifically, Rosas told me that one of his signature combo tools, which involved using an airborne version of his claw-grab move to extend combos, would be much harder to use. For example, it’s no longer possible to grab someone who’s been hit by his Bionic Lancer super. However, due to the way tagging works, players should be able to find new ways to use that airborne claw to grab opponents using another character’s moves.

Finally, we asked Rosas several of your burning questions about the series. Here are his answers.

Will there be any improvements coming to the faces for characters like Chun-Li, Dante, or Chris?
We’ve heard the feedback from the community and are looking into it, but we have no specific announcements at this time. 

Will we get remixes of the MvC3 character themes? Rocket Raccoons and Nova’s in particular?
Character themes in MvCI are different from those in MvC3 as this is a completely new game. Some are completely new, while some carry influences from classic themes. 

Can nova still do his elevator combo from MvC3?
Nova’s been adjusted and he can still perform fly combos, but players will have to figure out how they work in MvCI.  

Does Dante still have some form of Bold-cancelling?

Can you still “Tiger Knee” certain attacks like you could with Spencer’s hook in UMvC3?

Will there be any sort of character customization (mainly cosmetic customization)?
We have nothing to announce at this time.

Can you still do tri-jumps with certain characters?

Will there be fly/unfly mechanics? Will they be as fast or have more recovery?
They’re still present as the fly/unfly mechanic really opens up creativity with those characters who can fly. It’s pretty fast. 

If you go into training room does the announcer say “MUH MUH MUH MAXIMUM” when the bars fill up?
The announcer does say maximum when your meter is full. 

Does Spencer’s Up Grapple into Reel-in Punch still deal 80,000 damage?
No. Damage
is calculated differently in MvC:I. 

Is damage still measured by the absurdly high numbers of UMvC3?
No. Damage is much easier to keep track of and measure in MvC:I.

Do reflected fireballs deal the same damage as regular ones?

Are Chris’ bullets projectiles when it comes to things you can reflect with Advancing Guard?
For some of Chris’ bullet based special attacks, yes, you can reflect them. 

Can fireballs be reflected forever?
Depends on the fireball.

Can you reflect all the fireballs from Arthur’s fireball super?
No. You can’t reflect hyper combos.

Can you still rely on “chicken-blocking” to avoid mixups?
Nope. You can’t block on the first few jump frames. Now, you have to properly guard mixups coming your way. 

Will there be a Hot Ryu costume?
We’ve made no announcements about this. That said, there is a cool Evil Ryu costume available if you preorder the game. 

Are there any additional ways combo scaling can kick in more quickly, like after throws?
Starting combos with light punch is a sure fire way to have your combos scale greatly.

What character has the highest health of the ones revealed so far? Lowest?
Hulk has some of the highest. Rocket has some of the lowest.  

Can you do any other kinds of jumps besides the high jump and wall jumps?
There’s a lower super jump. By pressing down during a super jump, you can use the momentum of the super jump to close in on the opponent faster and attack from new angles. 

Can you turn off the auto combos and two-button supers?

Outside of half-circle and dragon punch motions, will there be any special button combinations for certain attacks, like Wolverine’s Drill Claw or Frank West’s roll in UMvC3?
Yes. There will be some attacks that will be performed by pressing two kick buttons together. 

Will the final story mode have different difficulties? Will there be in-game rewards for beating it at different levels?
Yes, there will be different difficulties. If a player his having a hard time with a particular fight, they’ll be able to choose whether they want to lower the difficulty or not.

Will the mission mode trials pertain to one character, or will there be two-character combos to try and learn?
The mission mode trials emphasize how to utilize each character’s attacks and how they function within MvC:I. That said, as active switching is part of mastering your character within a team, there will be two-character trials present to give the player a taste of the infinite possibilities that are present. 

For more specific details about the game, check out 50 details we learned from our first hands-on with the game.

Beta Test Capcom Answers Your Burning Questions About Marvel Vs. Capcom: Infinite

Footage Of Cut Mini-boss From Mega Man 4 Surfaces

Back in March of this year, Robert Hoskin uploaded a video of him and fellow Electronic Gaming Monthly ex-staffers Ken Williams and Ed Semrad at the 1991 Tokyo Toy Show. The video is a time capsule of the Japanese toy and game industry at the time, with several classic games on display. The video also contains a neat secret: Footage of a Mega Man 4 mini-boss that never made it into the final game.

A few days ago, Mega Man fansite Protodude’s Rockman Corner found the video, pointing to the Sphinx-like boss that was originally going to be part of Pharaoh Man’s stage. According to the fansite, fans had been able to find bits of pieces of the boss in the retail version of the Mega Man 4, but couldn’t put those pieces together in order to resurrect the mini-boss. Hoskin’s video shows the mini-boss in its full glory, as well as a few other elements from pre-release version of Mega Man 4.

As to why it was cut, Protodude’s Rockman Corner has a theory: It was kind of a pain to actually fight the thing. “Presumably, players were to jump on top of the boulder to shoot the snake on the sphinx’s head. However, Mega Man himself has very little room to maneuver. Unused sprite data provides credence to the theory as the boulder was decreased in size later in development. Ultimately the entire boss was cut.” You can watch the boss at the 4:13 mark in the video below.

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Beta Test Footage Of Cut Mini-boss From Mega Man 4 Surfaces

Retail Version Of Binding Of Isaac: Afterbirth+ For PS4 On The Way

The Binding of Isaac is no stranger to new versions and ports. It’s been updated time and again, and has released for several consoles over the years. After the game’s foray into consoles as The Binding Of Isaac: Rebirth came two DLC add-ons called Afterbirth and Afterbirth+. The latter expansion is making its way back onto PS4, and will get some retail packaging to boot.

The announcement comes via publisher Nicalis’ Twitter, which mentions that not only is the game getting a PS4 disc version, but those who pre-order may get a special bonus for doing so. 

No word was given about whether this also applies to the Xbox One version or Switch versions of the game, however.


Our Take
Isaac doesn’t sound very “bound” to me. I’ll be here all week, folks.

Beta Test Retail Version Of Binding Of Isaac: Afterbirth+ For PS4 On The Way

Watch Someone Play Level 1-1 In First-Person Using Microsoft's Hololens

Mario’s iconic first level has been recreated countless times in every level editor, game engine, theater production or cardboard box you can think of. But few of them have gone the first-person route, and even fewer have gone the augmented reality route.

Abhisek Singh has built a simple version of level 1-1 in Hololens, which we first tried out last year but has still not had a wide commercial release (it is currently only available for developers and organizations at price points ranging from $3,000 to $5,000. But though you may not be able to get your hands on Singh’s vision of level 1-1 anytime soon, it’s still a fun curiosity to see the level at this scale. It’s also fun to watch people look on as a man dressed as Mario jumps his way through Central Park.

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Beta Test Watch Someone Play Level 1-1 In First-Person Using Microsoft’s Hololens

Dragon Ball FighterZ Adds Trunks To Its Roster

At its E3 reveal earlier this month, Dragon Ball FighterZ had only six fighters: Goku, Vegeta, Gohan, Frieza, Cell, and Majin Buu. This week we get one additional character: Future Trunks.

As Siliconera reports, the latest issue of Famitsu shows a screenshot of the character in action, performing what looks to be a super move. Future Trunks is the son of Bulma and Vegeta from another timeline, wherein Androids 17 and 18 have turned the world into a post-apocalyptic wasteland. After realizing his current world is likely doomed, Trunks travels back in time to warn the Goku of the main timeline about the impending Android threat. He’s also pretty good with a sword.

For more on Dragon Ball FighterZ, check out our interview with producer Tomoko Hiroki.


Our Take
Trunks is a pretty safe and likely pick for the roster, so I don’t think anyone was losing sleep over his inclusion. I’m curious to see what future characters will be announced, though.

Beta Test Dragon Ball FighterZ Adds Trunks To Its Roster

What To Watch This Weekend: Street Fighter V, League of Legends, And Call Of Duty

This weekend’s esports offerings are a bit light, between League’s Summer Splits, a huge Counter-Strike tournament, and the culmination of a new type of Street Fighter tournament, we have lots of competitive action to go around.

This weekend’s major Counter-Strike: Global Offensive tournament is the The ECS Season 3 Finals, which has teams fighting for a cool $600,000 prize pool. (Stream / Schedule)

It’s still Summer split season in the world of League of Legends, so get ready for more seasonal action across North America, Europe, and more. (Stream and Schedule)

The Street Fighter V Red Bull Proving Grounds are this week, concluding a long season of qualifiers and offering the winning team $6,000 prize and a trip to Evo in July. You can catch the action starting at 3pm Pacific. (Stream)

The Heartstone SeatStory Cup is back for its seventh year, takes place in Germany, and offers the winning player a $10,000 prize. (Stream / Schedule

Call of Duty: Infinite Warfare‘s competitive scene heads to Sheffield, England for its next CWL event, which offers a $25,000 prize pool. (Stream)

That’s it for this weekend! Let us know if we missed anything, or if there’s a scene you’d like us to cover, in the comments below.

Beta Test What To Watch This Weekend: Street Fighter V, League of Legends, And Call Of Duty

Replay – Metal Slug 2

Metal Slug 2 is an insane, bombastic, cooperative shooter that goes places you would never expect. The result is a breezy romp through an impressive shoot ’em up.

Released in 1998, Metal Slug 2’s detailed animation outdoes many modern games. And its story is bonkers. We went into this episode with a part two planned, but ended up enjoying the game so much we saw it to its conclusion.

This episode also, officially, introduces Game Informer’s new video editor, Leo Vader! If you pay attention to our website, you have already seen a great deal of his work, but this episode marks his true induction to the world of Replay.

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Beta Test Replay – Metal Slug 2

Weekend Warrior – Back To The Old Grind

Many of us are still suffering from our post-E3 hangover. That means returning to the games we abandoned for a week and trying to figure out what the hell we were last doing before we saved. It also means that as the dust settles and the hype has worn off from last week’s reveals, we’re reflecting on what we just witnessed over the past week. So what do you think? Apart from what you’ll be playing, let us know in the comments how you feel about the announcements one week later. And for what we thought be sure to check out our Best of E3 Awards.


Jared Koncsol (@JaredKoncsol) – I started Doom a few days ago, so I’ll be
finishing that up. I’m also hoping to get into NBA 2K17 some, but I finally
broke down and ordered Overwatch so my life can become the unceasing sinkhole
I’ve always wanted it to be.


Brian Shea (@BrianPShea) – I feel like it’s the same story for me every weekend at this
point: Persona 5 and Overwatch.


Doug DeLong (@DeLongDoug) – It’s another weekend of Zelda for me. I finally got over my
urge to collect every Korok seed so I should be able to start moving through
the game faster. I’m also getting an itch to play something other than Switch, and I’ve got two options –  just need to decide which. I think
I’ll probably blow a bunch of money on the Steam sale or pick up a PS4. 


Kyle Hilliard (@KyleMHilliard) – I’m still in E3 recovery mode, so hopefully this weekend
will offer respite from last week’s insanity. A Cars 3 viewing will
probably happen; a lake will be visited; a meal will be consumed; Nier:
Automata will be played; and finally, sleeping in will occur (maybe).


Suriel Vazquez (@SurielVazquez) – I played about an hour of Yakuza
0 last night and enjoyed it a lot, so I’ll probably continue learning about
these Dojimas and Kazumas everyone’s talking about. I’m also mulling over when
I’ll replay Wolfenstein: The New Order since the new one’s on the way. I liked
it the first time around but didn’t love it, so I’m hoping I’ll like it more
this time around. Also, I bought Thumper on Switch so I might try that at some

Craig Taylor (@CraigTaylor0805) – I’m still grinding through Kingdom Hearts II, and I have to say that all the people who told me II was better than the original Kingdom Hearts are out of their minds. I’ll also be teaching Jared the ropes in Overwatch because he’s probably really bad.

Beta Test Weekend Warrior – Back To The Old Grind

Ed Boon Posts July 11 Date For Sub-Zero DLC In Injustice 2

Red Hood recently made his Injustice 2 debut as the first fighter included in the Fighter Pack 1 DLC bundle, and director Ed Boon has given fans more information on when the first crossover character, Mortal Kombat’s Sub-Zero, will be arriving in the game.

Boon, who is known to deliver updates to the community through social media, took to Twitter this afternoon to give a date for Sub-Zero.

Sub-Zero is the first crossover character to hit Injustice 2. NetherRealm has teased that Raiden might make an appearance in a future DLC bundle by posting a seemingly obvious silhouette in the Fighter Pack 1 trailer.

Fighter Pack 1 also features Red Hood (already out) and Starfire. Scorpion set the precedent for Mortal Kombat crossover characters in the Injustice series by way of DLC in the first game.

[Source: Ed Boon on Twitter]

Beta Test Ed Boon Posts July 11 Date For Sub-Zero DLC In Injustice 2

Is The Cars 3 Video Game Better Than The Movie?

They say life is a highway, and you should ride it all night long, but do you have what it takes to sit through an entire showing of Cars 3? Game Informer’s Ben Hanson says it’s easily Pixar’s worst film, and a good number of critics on Rotten Tomatoes echo his sentiments.

If you don’t like hearing that Lightning McQueen may have run out of gas, his tires still squawk loudly in Cars 3: Driven to Win, the video game adaptation developed by Avalanche Software. This racing experience is fun, challenging, and offers plenty of depth in its modes and challenges. You can even play through it cooperatively with a friend via split-screen, something we show off expertly in this video feature. We also dive deep into the combat mechanics and tricks, hopefully providing you with enough information to determine if the game looks better than the film.

Cars 3: Driven to Win is available now on Switch, PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U. We show off the Xbox One version in the video.

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Beta Test Is The Cars 3 Video Game Better Than The Movie?