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 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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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
x∞ <-> + x∞ > + > / + > + > or N or + > / or + > +
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.
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.
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 counterattack. Deadly Reach is a long range multi-hitting armored attack that can help keep the opponent from running away.
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.
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.
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.
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.