This article is a list of all the Capcom characters move lists 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 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.
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.
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
<-> or + > /+ > > /+ > + > +
<-> or + > /+ > > /+ > + (LC) > (LC) > or
<-> or + > /+ > > /+ > + (LC) > (LC) > (LC) > / ( only on hit)
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.
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.
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.
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.
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.
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 counter attack. Deadly Reach is a long range multi-hitting armored attack that can help keep the opponent from running away.
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.