Marvel Vs. Capcom Infinite Trailer & Hands-On: 7 Things We Learned
4. Gameplay Looks Just As Fluid As Previous Installments...
This is where the demo was able to shine brightest. Regular Marvel vs. Capcom players will find the controls familiar, but still have cause to relearn some of the core gameplay.
No more assists (those have been replaced with a rapid switch) so you can't have your backup character hop in to unleash a quick flurry of punishment then bow at as you could in the previous series entries. Instead, you can kick off a combo, then have your secondary keep the pressure up by thrusting them into the action. It feels faster-paced, and will doubtless require some experimentation to find the right team to fit your playstyle.
There are other minor tweaks, such as the lack of the launch button this time around. Instead, mashing your light attack button will give you an auto-combo that ends in a launch. There are easy versions for some of the hyper combos, which you might inadvertently activate from time to time, but overall the fighting feels just as clean as any previous instalment in the series.
The biggest addition to gameplay is the inclusion of the Infinity Stones. You can select one to take into battle and use its power to gain an edge during a fight (once you've filled up the meter to an appropriate level). They aren't strong enough to bring you back from certain defeat, but with some strategy and timing you can use them to sway a match in your favor.
It will be interesting to see how critical this mechanic becomes once the game is out in full.