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VersionV1.4
File information
Last updated
Original upload
Created by
tabs gneiss Fewtch Lean xeno CaliKingz01 thinredpaste EternalYoshi StriderTempxa soundsandstuff ReeseHoward06 Adngel IIIDreamerIII Chimichangar moocartons VoltaicUploaded by
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About this mod
Adds 32 new characters to the game using Clone Engine, which enables custom slots through scrolling off the character select screen.
- Requirements
-
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name Notes AIM Agent (HUNK Skin) Captain Marvel- Ms. Marvel Costume Pack not technically required, but you should download it. Clone Engine Airdash Pack Frankcroc commision pack February-april 2024 Luna's Voice Swap Archive for the characters lmaoo (thx tabs) MVC2 Sentinel Colors 3-10 Contains MvC2 Sentinel (may be outdated) Oni (Skin for both Default Akuma and Shin Akuma Moveset) Only needed if using the Shin Akuma moveset included in this pack Skin Pack For Ultimate Marvel Vs Capcom 3 2 I mean you can rock without it but just download it anyways SuperPrime's Music Modpack Required for 14 modded character themes Symbiote Thanos - Permissions and credits
-
Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are not allowed to use assets from this file under any circumstances
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Huge thanks to Fewtch for the Cyclops model, Lean for the Lilith and Evil Ryu models, StriderTempxa for the MH custom theme and thinredpaste for the original textures used in the DMC1 Dante model!
Special thanks to BigSharkZ for letting me use his Captain Marvel/Ms. Marvel skin before the model importer became a thing.Donation Points system
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- Changelogs
-
-
Version v7hotfix2
- -removed invincibility from nightmare judge (qcb+2atk)
- thanos:
- -hitbox on leg of j.S reduced so it doesnt hit literally directly behind him
- charlie/guile:
- -fixed air backthrow hopefully so it doesn't stick enemies to them on close to ground throws
- guile:
- -fixed hitbox on hand on cr.l/m i think, hopefully
- cyclops:
- -reverted cr.m to 2f, because apparently despite the raw frame data stating active on 4, mvc2 is played on turbo which frameskips it to being 2f lol. crazy
- psylocke
- -j.m startup/anim fixed. anim skipped too far ahead and start was too slow - was 8f for some reason, set to 6f.
- moonstone
- -added unique voice mostly
- -fixed ability to fly 3x/flight resetting midair
- -fixed TAC tag-in having wrong effect
- -reduced damage on blitz blow by 10k (does 80k now) because she can always do 3 airborne ones due to mags slot limitations
- -reduced vertical travel distance upwards on air uf/ub/up blitz blow due to ability to do 3
-
Version v7h1filesonly
- v.7 hotfix 1
- monster hunter:
- -fixed overhead coming out on dp+L
- -fixed wrong sfx on overhead
- psylocke:
- -reduced filesize through some file optimization - should hopefully prevent crashes with her
- -changed shadows on lvl3 to reduced polygon actual model instead of catlocke
- orange hulk:
- -actually added the model
- guile:
- -reduced additional air hitstun on j.m on normal jumps by 2f (5f->0f) to prevent infinite
- -fixed j.H hitbox being on wrong foot
- -guile j.H frame data set to match it's source, so is faster/less active now (11f startup->8f, 8f active->4f active)
- -sonic boom recovery reduced by 2f (21->19) - was 21 bc ST speed, wanted to be a little faster than that
- -reduced travel speed on L and M booms - M now is same as L speed, L is now slower
- -fixed effect on boom (the blue shockwave being angled wrong)
- charlie:
- -fixed stealth dash cancel during v-trigger only being on h+s
- -sonic break projectile spawn pushed forward (was at 0 aka inside his body, spawns in front slightly now)
- -somersault justice startup animation changed
- moonstone:
- -optimization on filesize to reduce possibility of hitting limit
-
Version v7
- PATCH NOTES
- VISUAL UPDATES:
- -psylocke model completely replaced
- -lilith had face and hair redone to closer match 'big eyes' anime style
- -ken's face replaced with one that's less weird looking. still pretty weird looking.
- -updated cammy's model to also use the SF4 head and redid materials/textures for consistency.
- -updated materials on thanos's gold armor so it looks properly gold in all settings
- -wesker materials+textures changed to make less glossy
- -ultron materials and normal map changed, fixed some parts that should've been glowing
- -orange hulk model swapped out for something that doesn't overlap with hulk, pretty gross lookin
- -added moonstone
- -added optional guile/charlie - not complete/waiting for char slot expander but figured some people would want to try them.
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- ASURA:
- General Property Changes:
- -fixed glitch with blend on idle animation causing strange popups/weights when being hit from idle
- -hp increased from 1.2m->1.25m
- -normal/special scaling changed from .1 to .125
- Normal Changes:
- -added 1f more active frame on st.H to make it so he hits crouching morri/lilith, big oversight
- -added 1f more active frame on j.M for consistency
- -increased hitbox size on cr.H and added hitbox to head as well
- -popup increased on cr.H hit
- -fixed hitstun on st.m increased by 3f (0->3f)
- -fixed hitstun on cr.m increased by 5f (0->5f)
- -fixed hitstun on j.m increased from 0->3 on normal jumps
- -fixed hitstun on j.h increased from 5->7
- -heat seeker startup reduced by 4f, time from startup->descent decreased by 3f (he dives faster and now has a hitbox on the transition from startup->dive anim so it smears, basically)
- -heat seeker first hit gravity increased slightly to increase consistency on both hits hitting
- -additional hitstun on heat seeker (j.d+H) ground otg hit increased from 25->28
- -hitbox on heat seeker (j.d+H) ground otg hit increased forward and upwards
- -added 1f more active time on heat seeker ground otg hit (3->4)
- Specials:
- Wrathful Rush (QCF+ATK) changes:
- -hitbox extended forward, effect stretched slightly to match
- -velocity forward increased quite a bit (moves further)
- -all versions of grounded wrathful rush are cancelable into L wrathful strike after active (!!!)
- Wrathful Strike (QCB+ATK) changes:
- -hitbox on arm increased slightly, hitbox added to right leg so it hits crouching super short chars
- -wrathful strike added active frame (6->7)
- -knockback increased on M and H versions (100->120, 100->140)
- -followup damage increased by 10k (60->70, 80->90, 100->110)
- -jawbreaker (qcb+atk->H followup) fixed hitstun increased from 35->37
- -jawbreaker hitbox includes uppercut arm to increase consistency when opponent is close
- Mantra Release (DP+ATK) changes:
- -mantra release L (dp+atk) set to 3f startup, down from 5f
- -mantra release armor changed from super armor to hyper armor
- Supers:
- Mantra Strike(QCB+2ATK super) Changes:
- -hitbox increased - was at value 66, changed to hitbox size 82 (bionic arm is hitbox size 90)
- -initial velocity increased (travels faster/further)
- -damage increased by 20k (280k->300k)
- -wallbounce height decreased
- Asura's Wrath (DP+2ATK lvl3) Changes:
- -active time increased from 4f->10f
- -damage increased from 450k->500k (!!)
- -attempted to fix lvl3 camera again - this time with more segmented solution to avoid tickrate/refresh rate error again
- reasons:
- his dmg was really low (basically bad vanilla char level instead of mags/doom crazy ass range) for a ground based char, the gimmick of keeping low meterless damage but obscene metered damage to keep asura's wrath feel of building up to burst bar is lost so i'm exchanging it for "Getting Punched By Him is Like Getting Punched By Hulk" damage
- increased hitstun/hit properties as to increase stability on assist/awkward confirms and enable some sweet combos/make cool enders more stable across the cast.
- increased usability of mantra release both as a combo ender and as a reversal. the hyper armor might too good - have to see.
- also made his punch rush more effective as a wall of hitbox that is hard to challenge by making it more disjointed/forward moving for blockstring/throwing it out scenarios and possible to convert from if it hits raw.
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- CAMMY
- -reduced L DP additional air hitstun from 30->28 as to stop L DP->j.S loop
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- CAPTAIN MARVEL:
- General Properties:
- -hurtbox massively increased so she doesn't low profile as hard on crouching normals (still does though based on anims though)
- -throw changed to match mvci's closer. uses haggar's airthrow as a base.
- -alpha and beta assist 3f added to beam spawn, animated adjusted to match
- -4f recovery added to all assists
- Mobility:
- -ground dash speed lowered heavily
- -airdash properties heavily changed (generally slower+shorter - less like mags, more like thor/mvci carol)
- +includes lowered traction on airdashes (basically, decel affects less on button press) and increased accel on cancel (boosts fwd on cancel more)
- -airdash height requirement increased slightly
- -ground dash traction greatly increased, so stops much sooner on ground dash->cancel
- -gravity increased on cancel out of fwd/back/downfwd/downback airdash (is inbetween mags and nova's now, was mags before)
- -flight startup increased by 2f (15->17f)
- Normals:
- -rework on animations on normals and moves to closer match mvci. actually kind of a huge nerf to her normals because her mvci normals are prettttty bad. generally frame data and hit properties are the same across the board unless noted, mostly hitbox differences.
- -all normals damage decreased by 5k
- -st.h knockback decreased
- -hitbox reduced on cr.H (doesn't expand as far on feet)
- -j.l active time increased from 2f->13f (it's 11 in mvci, wtf?)
- -j.l hitstun on grounded opponents increased by 2f
- -j.h popup slightly increased, pushback on hit greatly decreased
- -j.s startup reduced by 1f (10f->9f)
- -j.s active time increased by 6f (6->12)
- -j.s recovery increased by 3f
- -j.s additional airborne hitstun increased to 7f
- -removed forced airborne time when touching ground on j.L/j.H (they instantly land instead of staying airborne on touching ground)
- -added j.d+H command normal, only comes out on hard down press, not df/db - slow start huge hitstun normal
- Specials:
- Photon Blast (QCF+ATK):
- -active time on ground regular photon blast (all) decreased from 20f->14f, which causes it to act like mvci photon blast and loses hits over distance
- -H photon blast popup increased
- Strike Flurry (QCB+ATK):
- -animation changed on strike flurry attack anims
- -added forward motion (moves fwd a lot now)
- -ground L strike flurry fixed hitstun increased by 10f
- -M/H strike flurry unscaled damage removed, M final hit damage increased from 20k->30k to account for it
- -ground H strike flurry wallbounce slightly reduced
- -fixed bug on air L strike flurry doing 50k (!!) unscaled damage
- -H strike flurry animation changed
- -H strike flurry now does 2 hits - initial 10k and 140k wallbounce hit (scales down to 136k on raw hit bc combo)
- -air H strike flurry wallbounce distance and height grealy reduced
- -H strike flurry if used after wallbounce now causes opponent to float downwards in spin rather than zooming to ground
- Blitz Blow (ATK+S)
- -can birthday now (experimental change, sometimes triggers followup bounce on opponent tech rolling fsr)
- Supers:
- -regular beam super (power blaster) startup increased by 5f on both air and ground versions
- -ground power blaster recov increased by 15f (5f to match original frame data, then 10f more recov)
- -air power blaster recovery increased by 20f (15f technically, 5 is due to 5 increase in startup)
- -binary L photon blast (qcf+atk beam) popup height increased to enable combo into super while in install
- reasons:
- general damage nerf on normals to bring her damage closer in line to magneto's - was slightly too high (about 80-150k higher on average than his routing solo because of the wack ass glitched air L strike flurry)
- massive complaints about 8way aggressive char with angled beams alongside being able to beam->beam super confirm. so decreased her regular beam effectiveness (less active time and less damage across range).
- increased startup and recovery on her beam super so that she can't confirm it without being in install and to make it more unsafe (on reg use)- also gives more reason to use her install.
- the rework to be closer to mvci makes her j.L extremely less far reaching (it's really stubby now) in exchange for it being extremely, absurdly active (unique trait for a 8way airdasher and encourages close aggro trijump vs far trijump).
- her j.H also now hits less downwards but is more general use because it hits above her - it's the biggest difference in combo routing because of the signifcantly reduced horizontal range (in exchange for vertical range upwards).
- on top of that, j.d+H and the buffs on strike flurry's hit properties increases combo route variety and consistency on hitgrab use in general so it's not all nerfs but rather a general rework to get her close to her mvci feel.
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- CYCLOPS:
- -cr.m startup increased from 2f->4f (this is actually accurate to mvc2 frame data -apparently 2f was oldhead misconception), active time decreased from 8f->6f to account for increased startup. total overall frame time unchanged.
- -ground optic blast recovery increased by 4f (LMH versions, not sweep or charged)
- -air optic blasts recovery increased by 5f
- -optic blast blockstun increased by 4f
- -optic blast durability (LMH versions, not sweep/charged) reduced from M distruptor to L distruptor
- -charged optic blast durability type increased from low->medium (hold button blast)
- reasons:
- basically matching his frame data to magneto L distruptor so his zoning isn't so egregious since his recovery was the same as ryu's fireball (!!) before. been going back and forth on this and it seems like a strong spot now, basically matching distruptor nearly 1:1. increased blockstun is because his blockstun was already matching mags L distruptor and need to bring it back up to match it again with the increased recov.
- generally reduced his ability to autowin projectile fights due to L distruptor speed + big durability. now has to rely on charged optic blast and f+H more, which should make fighting him a little more dynamic.
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- DMC1 DANTE:
- -removed doublejump outside of DT (this is actually more true to the games lol)
- -additional air hitstun increased on st.m (4->5), st.h(0->5), cr.m (0->5)
- -j.s damage increased from 100k->120k, scaling reduced from .875->.85
- -DT changed to lvl3 - now is 7s instead of 3s, still doesn't build meter. invin on startup now.
- +vortex additional air hitstun increased from 35->50
- +DT meteor does 5 hits instead of 3 now (also increases damage a lot bc more hits)
- reasons:
- DT is just too crazy, sadly. gotta turn it into a level 3 for sanity reasons. the doublejump removal is because his helm breaker is so good - better mobility let him take advantage of it too much.
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- HUNK
- -fixed glitch where you couldn't DHC into lvl3
- -reduced hp from 850k->750k
- reduced blockstun on deadeye (qcf+atk) by 10f
- -reduced additional air hitstun on deadeye from 35->30
- reasons:
- his overall toolkit was still mega strong across the board with no defined 'weakness', so reduced his HP to match those pixie-type chars (hello strider) given his overall power. should make counterzoning vs him more effective as well given his extremely dominant neutral zoning game.
- his regular projectile was way too plus at range and let him basically autowin neutral vs a shitload of chars even if they tried to close in, nevermind with all of his cancel options and movement options.
- a lot of his combo extension options were too easy due to the higher-than average hitstun, so reduced it a bit to make them more difficult. it also should be slightly harder to extend his combos at the end, reducing his overall damage output.
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- JEAN GREY:
- -made effect on unactivated shot and bind less intense/more transparent so it's more obvious they don't have a hitbox for newcomers
- -changed scaling from .15/.2 to .05/.05
- -reduced hard KD time on f+M as to prevent infinite
- -added 8f recovery on air TK bind L - (15f->23)
- -TK Barrier Overload (qcb+2atk super) now does not recover until landing.
- reasons:
- reduced scaling due to extended combos being extremely, extremely super damaging
- L TK bind was overwhelmingly the only option she really needed to use in neutral/for anything, so adding recovery makes it less universally good in just throwing out like 8 of them per jump (with flight) and flooding the screen with projectiles. wanted to encourage use of other options.
- super was way too safe, esp. in XF and enabled huge damage combo routes, so made it act like all the other ball supers.
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- PSYLOCKE:
- -changed animation on j.M - now reaches much further for stability in combos
- -fixed bug where j.m had hitspark on block
- -PSIflash L recovery increased by 4f (35->39f) to prevent extremely stupid st.h->cr.h->L flash loop
- -ground PSIflash M/H recovery increased by 4f (45->49) to match ryu M fireball
- -air PSIflash recovery increased by 9f (42->51)to match ryu M fireball
- -psithrust (teleport followup) landing recovery increased by 5f (10f->15f) due to it being super plus instead of negative
- -psithrust super (QCF+2ATK) doesn't recover until landing, end of super behavior now pauses psylocke before she falls, fall speed drastically decreased
- reasons:
- generally reducing overall power level on tools - matching closer to vanilla characters in terms of frame data/making teleport less dangerous
- THANOS:
- -emperor stance damage increased from 100k->165k
- -changed animation on final judgement cinematic so it's like 20% less goofy. it's still pretty goofy lookin though
- -final judgement (qcf+2atk beam super) postflash projectile spawn time increased by 5f (not instant postflash anymore), recovery increased by 5f to keep same frame data
- -sovreign decree falling hits damage decreased from 500->400, puts overall damage at ~360 instead of 400
- reasons:
- just standardizing his beam behavior (instant postflash fullscreen on a char like this, way too strong - not even cyke's is that good) and reducing his damage by a tad so he isn't hitting harder than characters without movement options
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- MONSTER HUNTER:
- -dashes deceleration decreased, so total travel distance on complete dash increased but wave/plinkdash is the same
- -slightly increased alpha assist animation speed to not hit completely behind her on the swing
- -allowed air arrow to be super cancelable
- -added f+M command normal "Circle Slash", overhead that can be canceled into roll/demon dodge on active frames
- -arrow strike projectile launch startup decreased by 2f (21->19)
- -arrow strike L projectile speed increased - travels across screen much faster now
- reasons:
- increase some properties to make her more MVCI-esque in how she can challenge with arrow and do a dash->jump fwd jH and have it reach an opponent near-fullscreen if she's able to get the full dash. added overhead on request, though it's undertuned ATM because there's no way to make it only special/super cancelable (but not launcher cancelable)
- increase counterplay vs assist by making it so clearing behind her is safe vs. 'i made it behind her!' and getting blasted by the first frame behind her. also bugfixing the arrow so it can cancel into super.
- added overhead out of request and because task swordmaster anim is pretty close to a dual blades move. wish i could make it only super/special cancelable but somehow that's not possible (chris's cr.H is a unique case for his char slot)
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- MVC2 SENTINEL:
- -increased recovery on hyper sentinel force by 8f
- reasons:
- this move was straight up punishable even on whiff, which isn't really how the original version worked. HSF loops still work and it's still less recovery than regular sent's but it's not as obscene.
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- PHOENIX AND MAYA:
- -made maya teleport to phoenix on all QCF supers as to prevent glitch with DHC
- -added 12f recovery to maya's gun (30->42)
- -added 25f recovery to paperwork (39->64, 44->69, 49->74)
- -added 5f reocvery to all versions present evidence except qcf+H laser
- -added 10f startup to LM/MH objection! (qcf+LM/MH) (9->19)
- -added 30f recovery to LM/MH objection! (qcf+LM/MH) (150->180)
- -duration of LM orb reduced from 400f->300f
- -LM orb now goes away if phoenix gets hit
- -reduced pushback on MH objection and reduced damage per hit from 120->110
- reasons:
- generally reducing strength of the character who was wildly overtuned as to encourage use of archetype tools. was too easy to just throw out paperwork and mash gun with point phoenix without ever using maya. LM/MH supers were way overtuned and absurdly safe to just throw out.
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- RED SHE HULK
- -reduced qcf+L (torpedo) added air hitstun from 60->40
- -added 15f recovery to two piece so it's normal jump punishable on whiff
- reasons:
- reduce damage routing by a tad and to encourage use to air qcf+L.
- also removing stupid loop with qcf+L.
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- SHADOW LADY:
- -removed backwards airdash
- -removed extra hit on throw to prevent deadbody glitch on kill
- reasons:
- people been asking to remove the backwards airdash for awhile, checked around and found that folks generally did not use it/did not like it, so took it out.
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- SPIDER-GWEN:
- -web zip blockstun reduced by 10f
- -now cannot block during web zip travel time (!!)
- -j.m hitstun on standing opponents reduced by 2f to stop combo into divekick off ioh - web zip still combos but is kinda awkward
- -added 10f recovery to air web ball to match magneto magblast frames (38->48)
- -added 13f startup to web throw L (19->32), adjusted animation to match.
- -18f recovery added to all versions of web throw. (41->59 on L/M, 38->56 on H)
- -L/M web throw active time reduced by 1f (3->2)
- -increased recovery on UWT (recovers on animation finish now), decreased knockdown time on UWT so she can't combo off UWT anymore.
- reasons:
- just reducing offensive and zoning potential by a large margin on a character who is already a huge menance - was a little too good at everything and a clear overwhelming best, so stabilizing that out by toning down some major options.
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- STARS CHRIS:
- -made stinger missiels (qcf+2atk super) popup higher on hit, time between shots increased by 3f (22f gap inbetween instead of 19)
- reasons:
- increase team synergy between team STARS thc - bc he shot so fast in corner/and the popup jill's followup tracking rockets would whiff.
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- STARS WESKER:
- -increased startup on A assist (covering fire) by 4f - now same as bolts (24f after landing)
- -increased recovery on A assist by 40f (71->111) - was extremely low relative to bolts (which is 120)
- -covering fire (DP+L/M) damage per shot reduced from 47.5k->42.5k
- -animation adjusted on covering fire
- -animation adjusted on active reload (S during covering fire)
- -spawn time on projectiles on Aerial Support (DP+H) increased by 4f (15f->19f)
- -number of projectiles spawned decreased by 6 on Aerial Support
- -lightning hawk reload (QCF+S when l.hawk is not readied) sets into loaded same frame as flash (was previously 5f after)
- -flash kick damage reduced by 50k (300k->250k)
- reasons:
- generally reducing strength on assist due to complaints on it's speed/recovery, reducing overall effectiveness of projectiles and making it easier to counterplay aerial support/dp+H. reducing flash kick damage to be more in line with other reversal supers.
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- ULTRON:
- -fixed THC voice
- -changed scaling from .1/.2/.4 to .1/.1/.3
- -reduced hitstop and popup on cr.M to prevent infinite
- -fixed regular beam/death ray hitting behind him by putting projectile spawn point further on his right hand (which was behind him usually)
- -damage per hit on death ray increased from 160->180 (due to decreased hits from afar)
- -reduced active time on death ray by 6f (24->18) - this actually makes him beam work like MVCI where further away = less hits as well
- -reduced recovery on grounded death ray reduced to 66f (L: 71->66 M:75->66)
- -reduced recovery on air death ray (L: 76->66 M: 76->71 H: 83->78)
- -reduced standing hitstun on death ray by 4f
- -fixed death ray durability - is now equal to M plasma beam (roughly)
- -popup height on death ray increased
- -destruction wave final hit popup height and gravity increased, but now does a short hard KD
- -hopefully fixed destruction wave kill being unsafe vs incoming characters by increasing time in super state (indicated by super bg)
- -encephalo ray (qcb+2atk) recovery increased by 20f
- reasons:
- backwards hitbox on beam was egregious, was just too lazy to fix until now. beam was too strong as an assist but weak/weird feeling on point, so reduced overall time on all of it + reduced hitstun to balance. it should still feel 'weak' on point but not as harsh while the assist should have much less hitstun and active time.
- destruction wave was allowing for really easy loops and since carol got a big overhaul that included damage nerfing, figured i might as well limit that too.
- cmd grab whiff time was absurdly low for one he can combo from that's invin.
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- WOLVERINE (LAURA)
- -reduced distance mirage feint M goes (QCB+ATK)
- -recovery on QCB berserker slash (QCB+S when in legacy trigger) reduced by 4f
- reasons:
- mirage feint went waay too far- basically had no reason to berserker slash ever with how far it went.
- increased combo potential for berserker slash L so legacy trigger has more payoff in it's move unlocking.
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Version v6 hotfix 1
- hotfix 1:
- asura hotfixes:
- =fixed front throw on rocket raccoon
- -changed hit properties on normal jump for j.h and j.s to enable combo off qcb+atk->H more consistent, they both pop up higher and kb further
- -fixed lv3 asura's wrath camera (hopefully!), edited effects/timing used on effects
- -fixed lv3 not erasing projectiles (rookie mistake)
- -fixed f+H not htiting overhead
- -fixed qcb+atk being negative on hit (added 3f standing hitstun)
-fixed TAC property retaining on j.d+H hitting the ground, now no longer retains so you can't magic series TAC infinite - other:
- -lilith c assist fixed orb spawn (hopefully)
- -fixed ultron drones randomly showing up hopefully
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Version v6
- v.6 - lmao
- -added asura on iron man colors 3 and 6
- -swapped scarlet spider with spider-gwen aesthetically (gameplay is the same minus new supers), colors 3 and 6
- -scarlet spider lvl3 damage reduced from 460k (holy shit why was it so high) to 420k~ (with the 5% dmg buff from gwenom that starts when she does it)
-
Version v5h
- v.5h - the anti-fun patch/more fun(??) for other people patch
hotfix 1:
wolverine (laura)
-fixed throw vs ammy being completely fucked
ultron
-fixed glitched hit state/throw state - made him airwalk and instantly recover vs wolv/wolv(laura) backthrow - CAMMY:
- -refined materials on sf4 model to add shadows etc.
- -removed blue fire hit effects on sf4 costume
- -reduced normal/special scaling from .2 to .15
- -replaced hurtbox data with jill instead of chun's to match skeleton properly (should be larger now)
- -hooligan-divekick recovery increased from 6f on landing to 10f on landing
- -hooligan->divekick blockstun reduced by 10
- reasons:
- her dmg was WAY too high, she breathed on you and you Died for a character who is going ham at you nonstop
- hooligan was safe even if chickenblocked, so increased recov/reduced blockstun.
- \\\
- CAPTAIN MARVEL:
- -blitz blow blockstun reduced by 4f
- -binary effect changed to more obvious effect
- -power blaster (regular) blockstun reduced by 4f
- -power blaster (regular) pushback reduced from 8 to 1
- -power blaster (regular and binary) recovery increased by 8f (why does nova's beam super have less recov than total animation frames.. he can block before the recov animation finishes)
- reasons:
- reduce frustration around her offense reset with blitz blow - make countering it (mashing buttons/airthrow if they commit offensively) easier
- following general reduction of frustration for beam supers on mod characters
- \\\
- CYCLOPS:
- -5f startup added to bulldog ddt, active time changes from 5f->3f (25f startup->30f)
- -10f recovery added to bulldog DDT (qcb+S)
- -blockstun reduced by 3f on all optic blasts except charged version.
- -ground mega optic blast recovery increased by 10
- -ground mega optic blast popup increased from 42->50
- -ground mega optic blast fixed hitstun increased from 32->35
- -added unique air mega optic blast entry for different properties
- -air mega optic blast fixed hitstun decreased from 32->28
- -mega optic blast pushback reduced from 6pts to 1pt
- -mega optic blast dmg per hit reduced from 175 to 135, scaling changed from .95 to .97 to make this more in line with other beams
- -added effects to hold optic blast, mega optic blast and final optic blast.
- reasons:
- reducing frustration factors for the character - often saw 'why does he have a command grab when he's a zoner' because
- people were getting hit by the command grab as a genuine tick option instead of a 'haha got you sucker' option and having issues punishing it when just thrown out.
- reducing blockstun on optic blast to make it equivalent to blocking magneto L distruptor given similar properties. actually has less blockstun than distruptor now (15f vs distuptor 18f) but same on block (-15 on block)
- lots and lots of complaints about the general safety of beam->beam super as an option to just throw out since optic blast by itself is so dominantly strong, so made it much more unsafe. mega optic blast scaling wasn't set the same as other beam supers (lower dmg, higher scaling) so it was vaporizing assists when in xf2/3.
- \\\
- DMC1 DANTE:
- -shifted xf scaling to 5% more speed and 5% less damage than default dante
- -all normals (except shotgun) dmg reduced by 25k, st.s and j.h reduced by 50k
- -shotgun (j.S) damage increased by 50k
- -all standing normals except S startup increased by 2f (animation adjusted to match, active frames/hitboxes the same)
- -hitstun on st.l/cr.l/st.m increased by 2-3f so it combos into st.m due to increased startup
- -air fixed hitstun on st.m increased so it combos into st.h on juggled opponents due to increased startup
- -j.s (air shotgun) fixed juggle hitstun reduced from 8f->4f
- -clay pidgeon bullets set to regular dante (idk why it was changed?) so you can properly combo into it now
- -charged shots (qcf+M) projectile number reduced by 2. includes assist version.
- -charged shots popup height reduced and juggle gravity increased so opponent doesn't float as long on hit.
- -added 1f standing hitstun to divekick so cr.L can combo from it since st.L was slowed down
- -devil trigger duration reduced from 5f->3.5f
- -devil trigger normal damage reduced by 10k
- -inferno (DT air qcf+S) scaling set from .925 to .9 (set to reg special scaling), damage per hit reduced from 250->200, set to soft KD
- -devil trigger hp regen increased to offset reduced time
- -added 5f startup to round harvest as to prevent infinite and make it so he has to spend groundbounce/wallbounce to combo into it rather than being able to cold shower into it
- reasons:
- reducing strength of normals in neutral as to encourage usage of specials - too dominant at the moment and leans too far into 'vergil but better' angle, especially since they are whiff cancelable.
- reducing dmg on optimized combos and making devil trigger easier to 'wait out' - 5s would become way longer due to increased hitstop on dante normals. reduce frustration from XF comeback factor with DT and giant monster buttons.
- alpha assist was obscenely strong due to duration and float. made him a top tier point and assist that just worked with everyone.
- \\\
- HUNK:
- -added tag voice lines
- -fixed winpose
- -reduce hp from 950k to 850k
- -deadeye damage per bullet reduced from 28k->26k - roughly 10k overall less dmg on all shots hitting
- -fixed raw tag anim + hitbox
- -changed ground qcf+2atk (LM/LH versions) - shoots 30 bullets in spread much faster rather than long one by one trail
- -added 10f recovery to ground qcf+2atk super (LM/LH version) as they were safe point blank which is a big nono
- reasons:
- holy shit this guy had 950k lmao he has SO many tools including a fucking invincible cmd grab, cmd dash overhead, crazy coverage etc. should be in the mags range hp for sure so he can be counterzoned more cleanly.
- \\\
- JEAN GREY:
- -reduced special scaling from .3 to .2
- reasons:
- reducing damage on orb followup so she doesn't kill with one bar as often.
- \\\
- KEN:
- -minimum hyper scaling reduced from .4 to .35 to match ryu
- -reduced damage on ground L and M tatsu (2k reduction per hit)
- -decreased M shoryu invin from 20->18f
- -decreased H shoryu invin from 29f->20f
- -reduced L tatsu hitstun from 10->6 - functionally he gets 1 less L tatsu loop on stuff, reducing his overall dmg by 80k~
- -decreased gravity when falling from air shippu guren (qcb+2atk super) - means it's more unsafe and harder to loop
- reasons:
- reduce tatsu looping mototony/unfun factor of seeing him tatsu 5000 times on combo
- make H dp->super easier to punish and super loop harder
- make M/H shoryu not invin all the way up (but most of the way up) so being midair vs him isn't completely asking to be H DP'd (but still super stupid strong)
- \\\
- MONSTER HUNTER:
- -added tag voice lines
- -scaling changed from .3/.3/.4 to .15/.15/.5
- -j.M fixed hitstun reduced from 15->10
- -startup on j.d+H arrow increased from 15->18
- -added small hard KD to wide slash (f+H followup to draw slash/qcf+atk)
- -M/H arrow strike startup decreased by 10f (32->22), roll cancel window adjusted to match previous roll timing relative to when arrow fires
- -changed voice clip on M arrow strike to be same as H (audio slot issue)
- -meteor fall (arrow super) hit properties changed - hard KD removed, gravity/fall speed decreased so they float more when hit by arrows, arrow fall speed increased slightly
- -added air super QCF+2ATK "Demolisher Demon Dance"
- +mashable
- +adds install for 800f starting from postflash, roughly 13.3s, 10s~ after super finishes hitting. adds 5% damage, sticks through tags and DHCs.
- +install enables demon dash on 2ATK/b+2ATK, which is 20f total, 16f invin, can cross up
- reasons:
- reduce ability to loop j.m->arrow loop and ability for meterless kills/reduce meterless kill while retaining 'big body' damage.
- make M/H arrow strike usable - the startup was far too long to be useful in any situation
- make arrow super more unreliable and extension with it more involved by a bit (still not that harsh)
- add dual blades novel super since that was requested.
- \\\
- MVC2 SENT:
- -spit (st.h/cr.h) damage reduced from 100k->80k
- -rocket punch damage reduced from 200k->180k
- reasons:
- reduce post-super dmg/meter efficiency so he has to put in more effort to kill since he is so oppressive and does a shitload of chip
- \\\
- PSYLOCKE:
- -added tag voice lines
- -hp reduced from 950k to 850k
- -scaling reduced from .15/.2/.5 to .1/.15/.4
- -fixed weight (corrected from felicia weight settings->trish since uses trish skeleton)
- -psiblade L popup height reduced from 10->7
- -ground psiblade recovery increased by 3f across all strengths
- -psiblade assist hitbox increased (added hitbox to legs/feet)
- -ninjutsu recovery increased by 5f across all strengths+versions
- -window for psithrust followup off ninjutsu increased by 7f
- -psithrust followup for ninjutsu blockstun decreased by 8f
- -kochou gakure damage per projectile increased from 100->120 (holy shit if this hits in full lmao)
- reasons:
- her runaway is obscenely good on top of her movement being spencer/top level which gave her too much value as a point on top of having top tier assists (intentionally) - lower hp means she loses keepaway/chips out harder and dies faster on assist punishes. the options for running away are slightly weaker as well so it's less harsh to chase her if she decides to run.
- lower scaling by a bit means that her damage output is more in line with the rest of the cast since she can chain supers - 2 bars for 900k~ instead of like 1.1m on good combos.
- L psiblade was fairly obnoxious to challenge in neutral and whiffed in a way that was nearly impossible to whiff punish so you could throw it out with abandon since on block when hit spaced out it was plus despite not being easily jumpable.
- fixing XF annoying loop that takes FOREVER but doesn't use a lot of xf time due to hitstop. L blade->L blade doesn't combo in XF - need to do L->M to L->M, which means that you arent eating 50000 psiblades and her only using 20% of xf3 time.
- \\\
- RASHID:
- -added tag voice lines (eng voice setting only)
- \\\
- RED SHE-HULK:
- -violent lariat animation, movement and effects adjusted to a big punch that looks like fafnir for kicks. generally similar overall including hitbox (still corner crosses above lol), frame data/attack data is exactly the same otherwise
- -forced groundbounce removed from bandit bringer as to remove infinite
- -qcf+2atk (black hawk stinger) pushback heavily reduced - is now cleanly punishable outside of corner
- reasons:
- most folks wouldn't try to punish it because the pushback was so far, made it more obvious 'hey this is punishable' since it was a big frustration point
- \\\
- STARS CHRIS:
- -f+M damage reduced from 90k per shot to 60k.
- reasons:
- f+M when chained did 167k damage on two hits, more than magnum even
- \\\
- STARS WESKER:
- -edited jake model to raise pants and update materials
- \\\
- THANOS
- -reduced pushback on beam super (qcf+2atk)
- reasons:
- universal nerf for beam super pushback to make them more punishable
- \\\
- SCARLET SPIDER:
- -damage scaling reduced from 15/15/40 to 10/10/40
- -web ball dmg reduced to 60k
- -web ball fixed hitstun standardized to 15f (was 20 on light/heavy but 15 on medium.. must've made a mistake somewhere)
- -web ball assist properties replaced with L web ball for standardization
- -web swing damage increased by 15k on L/M versions, 20k on H versions
- -increased knockback on M/H web swings, both air and ground versions
- reasons:
- web ball loops are basically 1/2 reps too long (bc they're usually 4-5) leading to kinda boring lookin combo routing. web swing is visually more exciting for me personally so ended up buffing it to make it more friendly for combo routing stuff. generally wanted reduce dmg overall because of how he is extremely dominant otherwise. make it so that he doesn't spend 1 bar/no dhc to kill common chars.. ideally
- \\\
- SHADOW LADY:
- -fixed weight (set to chun's instead of heavy like she hulk... rip Lore)
- -normal minimum scaling reducing from .25 to .2 (now .2/.25/.4 scaling)
- -infinity leg (air QCF+ATK) damage increased from 2k->2.2k per hit
- -f+H (triple kick) juggle height and knockback increased, 3f standing hitstun added, first 2 hits soft KD
- -big bang laser pushback reduced from 5pts to 1pt
- -added air limit to air lvl 3/seven stars shining strike (DP+2ATK air) so it has 3 air limit like everything else in the game
- DOLL MODE CHANGES:
- -forward and back dash speeds reduced
- -DP damage reduced 30k across the board
- -DP removed bounce on hit and reduced juggle height to enable combo into super
- -DP 10f fixed hitstun added to all strengths to account for removal of bounce on hit
- -hooligan->divekick dmg reduced from 100k to 80k
- -hooligan-divekick recovery increased from 6f on landing to 10f on landing
- -hooligan->divekick blockstun reduced by 5
- -reduced travel distance on air spiral arrow
- -spin drive smasher (qcf+2atk super) recovery increased on whiff
- -spin drive smasher final hit knocks up higher and further away
- -DP super (reverse shaft breaker) replaced with sky crash splitter
- -added air DP super (not invin like ground ver) sky crash splitter
- -replaced grounded QCB+2ATK super with "Psycho Drive Overload", which is a permanent install
- +enables ground specials to cancel into stance change that has 5f less recov (15 vs 20)
- +enables powered up version of overdrive kick which is also usable in doll mode. it automatically switches stance when used, recovers midair and air spiral arrow can cancel into it as well.
- +adds a powered up version of sniper arrow on QCF+S - automaticaly switches stance on hit, usable in both stances
- -killer bee assault changed to be only usable when in psycho drive install and ground only (QCB+2atk super)
- +killer bee assault recovery animation changed, overall recovery time slightly lowered
- +killer bee assault final hit damage reduced from 100k->75k
- reasons:
- -increase usability of her f+H without enabling infinites again (hopefully)
- -hooligan divekick was really safe/plus, absurdly so so corrected that.
- -reduce overall damage unless expending resources on install. she can only double super with install active, double super hard to combo into+reduced damage so she doesn't always get it
- -generally trying to make doll mode more unique from cammy and encourage stance switching.
- \\\
- ULTRON:
- -adjusted hitbox on st.H massively - should be stronger/more consistent now
- death ray changes:
- -recovery increased by 9f across the board - includes assist
- -active time decreased by 6f (30f->24f)
- -time between hits reduced from 4f to 3f to make sure it always hits 12 still
- -blockstun reduced by 4f
- -added standing hitstun reduced by 2f (10->8)
- -assist comes out in front of point char instead of behind
- drone call changes:
- -ground drone startup decreased by 1f (25f->24f)
- -ground drone recovery reduced by 4f (29f->25f)
- -air drone startup decreased from 25f->10f
- -reduced air drone recovery by 14f (29f->15f)
- -added a third shot on beam drone (M drone) - functionally active time increased by 33%, 4 hits->6 hits
- -reduced dmg per hit on beam drone so total hits matches 4 hit amount
- -reduced speed drones retreat at when landing (-16 -> -14) - means calling inbetween takes longer to come back by a bit
- melt beam (hitgrab) changes:
- -fixed bug where 2nd hit would come out on block and force cinematic
- -increased knockback on first hit so crossup happens less
- -added 5f more soft kd
- fatal swipe (air dp+atk) changes:
- -groundbounce height on H version increased
- -recovery increased by 6f across the board on landing
- destruction ray changes:
- -changed spawn point and angles on beams so it's possible to get behind him to punish him
- -reduced pushback on beam
- -reduced knockback on beam
- -added 10f recovery to destruction ray (beam super) both air and ground
- -fixed not being able to DHC out of command grab super (qcb+2atk)
- reasons:
- death ray/beam was too good - his identity was heavily based around shooting beam rather than drones. wanted to make beam much weaker and drone a stronger option in general. since air drone is so strong, increased recovery on divekick since it's much easier to cover it now for landing 'safer'.
- also wanted to make beam super more unsafe due to general consensus on dislike of beam->beam supers.
- v.5h - the anti-fun patch/more fun(??) for other people patch
-
Version v5g
- MVC2 SENTINEL:
- -normal and special scaling reduced from 20% minimum to 15% minimum
- -upped max flight speed by 2 points (15->17) as to increase his movement potential vs heavy zoning chars
- -removed TAC inputs (cannot TAC)
- -removed ability to call assists off SJ+flight
- -increased normal jump air normal limit from 3 to 7 (includes flight mode normal limit as well)
- -all air normals except j.H damage reduced by 10k
- -j.L fixed hitstun increased from 9->11
- -j.S overhaul
- +startup reduced by 3f from 16f to 13f, active frames reduced from 6f to 5f
- +recovery reduced from 48f to 40f
- +does not cause flying screen KD on launch, but rather an extremely short hard KD on any hit
- +does not cause unfly
- +knocks down faster
- SHIN AKUMA
- -reduced hp to 1m
- -now only takes red life dmg except vs. hitgrabs/grabs/cinematics
- -permanently regens HP at the same rate at devil trigger
- -st.S active frames increased from 3->5
- -air L tatsu popup height increased
- -all air tatsus cause soft KD
- -fireball super dmg per fireball reduced from 110 to 75
- -fireball super number of fireballs doubled
- KEN
- -f+M (inazuma kick) hard KD removed. now OTGs and 2nd hit causes groundbounce.
- HUNK
- -fixed crouch idle going into tpose b/c it was trying to do deadpool's buttscratch animation
- -fixed raw tag not having a hitbox/attack (still has weird hitbox/anim though... not sure how to fix this)
- CYCLOPS:
- -active time on optic blast increased from 15->16f (this actually somehow makes a massive difference)
- -hitbox increased on optic blast
- -doubled taunt install time from 300f->600f
- -fixed missing meter gain on j.M and st.S during taunt install
- -added meter gain to specials during taunt install
- -added uf+L/M/H and df+L/M/H input to super optic blast which forces specific diagonal up/down angle shot - mash to keep correcting to that angle... still pretty iffy though
- -super optic blast dmg reduced from 175 per hit to 150 per hit
- -added 3f blockstun to super optic blast
- PSYLOCKE
- -reduced delay between st.L mash (9f->7f) to enable AA jab to be more consistent rather than flipping out after 1-2
- -air normals properties adjusted (less popup, slightly less hitstop) to enable more stable air combos
- -ground M psiblade gravity reduced (30->28) to enable comboing into super easier
- -fixed hitstun on psithrust super increased from 38->42. enables followup post-super but note that the super still uses 1 air action (both special and jump). i'm probably gonna regret this lmao
- RED SHE HULK
- -fixed bug where poison tip was activating dragon install state
- SCARLET SPIDER
- -removed invin on maximum spider
- -added 7f fixed histun to st.H
- CAMMY
- -spin drive smasher now projectile invin postflash only
- -added sf4 model for cammy alt by calikingz01
- JEAN GREY
- -invin removed from TK barrier overload
- STARS CHRIS
- -enabled assist use during shotgun stance H and flamethrower
- WOLVERINE (LAURA)
- -f+H (legacy mode wolv st.H) set to soft KD
-
Version v5f - arcade edition
- v.5f
- arcade edition
- -fixed up loading order on non-ALT colors (cpus dont pick ALT so should be safe) to stop crashing in arcade mode
- ULTRON
- -fixed lvl3 airblock making him bounce and instantly recover
- WESKER (STARS)
- -changed covering fire L to fire projectile on frame 10 instead of 14, active reload cancel window lowered to match
- JEAN GREY
- -removed invincibility from TK Barrier Overload
- -added custom model to jean
- SHIN AKUMA
- -custom model added to shin akuma
- RED SHE HULK
- -custom model added to betty
- CHRIS (STARS)
- -touched up model to make it better looking
-
Version v1.1
- V1.1
- VISUAL CHANGES:
- EFFECTS:
- -added custom effects to psylocke, ultron
- -added costumes on ALT slot for: cyclops, psylocke, captain marvel, shadow lady, cammy, jean grey, red she hulk
- -added costumes on H slot for: HUNK, moonstone, lilith
- ANIMATIONS:
- -changed psylocke, cyclops, shadow lady, cammy, wolverine (laura) idles
- -added refined captain marvel idle, huge thanks to voltaic!
- -edited several psylocke animations, including psiflash and psiblade
- -changed anims on charlie and guile knee bazookas
- -tweaked dmc1 dante's anim on j.S so the coat uses the anim from jH instead of going nuts
- -edited a bunch of chars intros to be slightly less jank: evil ryu, red she hulk, thanos, cyclops, guile, charlie
- MODELS:
- -edited cyclops skeleton for his model proportions
- -added refined wolverine (laura) thanks to moocartoons!
- -refined materials/skin on captain marvel colors
- -refined material on lilith's face
- -tweaked hunk camera so it looks slightly better. still has the same anim on all the diff versions of the super though
- EFFECTS:
- -tweaked leon's laser sight and rifle anims slightly so it can match
- -tweaked ken's shinryuken to have a graphic at the SJ+upwards airdash height
- -added spark to maya despawn on phoenix&maya death
- BUGFIXES:
- -fixed invisible web ball entanglement model on spider gwen color 6
- -fixed invisible projectiles on krauser color 7
- -fixed thanos sound effects being haggar defaults
- -fixed invisible effect on cammy and shadow lady doll mode H cannon strike
- -fixed blending issue with guile/charlie st.l lookin/animating weird
- -fixed weird walk cycle if walking after ground throw on captain marvel and moonstone
- -swapped cammy class to jill so her hair has physics when she's being hit but it looks kinda weird honestly. not sure if i'll keep this.
- -fixed HUNK color 2 p2 portrait being flipped wrong
- SMALL STUFF:
- -edited character intro profiles on: evil ryu, cyclops, psylocke, stars wesker, captain marvel
- basically it means when fighting vanilla characters that might have class-specific intros (ie sentinel vs mutants, magneto vs xmen, nemesis vs stars, doom vs avengers, team xmen, team avengers) they have the unique intro line
- ADDITIONAL COSTUMES:
- -added color 7 for stars wesker. another stars ref.
- -added color 4 for leon, is mafia costume. huge thanks to moocartoons for the rigging/mats and realmoonlight for the original model rip!
- -also added recolors of jacketless leon on 5/6/7.
- -added alt costume on color slot 7 for moonstone, thanks to dreamer for the model!
- -added alt costume for lilith on color slot 7, huge thanks to xeno_vt for the model and rigging!
- GAMEPLAY CHANGES:
- trying to make one big patch that will sit for a long while, possibly permanently unless something truly cancerous appears. that means there will be big gulfs in disparity sometimes in design, but otherwise trying to avoid the feel of constant patches and stuff really ruining people's vibes.
- -general goals:
- -nerf DP assists - only invin for 1f post active instead of all the way up across the board EXCEPT ken, some will have invin removed entirely. check on lilith, cammy, wolv, cyke, guile
- -nerf divekicks to not be so brainlessly strong - re-add "nuance" to interplay between games
- -sanity check on frame data across the board for specials, check all divekicks especially
- -sanity check for safety of DHCs/blocked supers
- -check laura's divekick angle- possibly make it steeper to be inbetween x23 and wolv? possibly generally make divekicks more steep? need to check
- ULTRON
- -reduced recovery on death ray(both ground and air) by 10f
- -increased blockstun on death ray by 6f (was super, super low bc of assist before)
- -changed air M death ray to match H ray frame data (so both angled beams have the same data and are slower than L)
- -reduced ground flight duration to match air flight duration (was longer than air flight)
- -fixed being able to fly on the ground and then fly a second time midair
- -fixed being able to airdash twice on melt blast on hit
- -added 2f active time to destruction ray so final hit less likely to whiff
- CYCLOPS:
- -changed model skeleton proportions, so he's actually taller and has longer limbs
- -changed f+H projectile to go higher to match his new skeleton
- -assist A/gene splice invin duration reduced to 1f post active
- -changed graphic on air charged optic blast, expanded hitbox slightly to match
- PSYLOCKE:
- -expanded psithrust assist hitbox downwards because it was whiffing on short crouchers but still pushing them with the collision box
- RASHID:
- -scaling reduced from .1/.15/.35 to .05/.05/.35
- -ground M eagle spike initial velocity reduced so travel distance decreased
- -air L/M eagle spike initial downwards velocity drastically decreased, angle on both made more steep (less horizontal)
- +air L/M eagle spike blockstun reduced greatly - generally neutral or slightly plus instead of extremely plus
- -reduced durability on install/powered up whirlwind shot - is now 5 durability like reg. whirlwind shot but pierces
- -changed hit behavior on powered up whirlwind shot - now hits every 2f instead of 3
- -qcb+2atk super (easifa/vtrigger 1/install super) recovery increased by 6f (4->10), duration reduced from 600f->360f
- reasons:
- general divekick nerf, general damage pass. trying to put him in a "lower damage but is an annoying gnat with crazy pressure/mixup" type. wanted to reduce brainless "do move->install" type play or just nonstop divekicking with low chance to counterplay. install is still nutty, but was too easy to abuse due to low recovery and long length.
- SPIDER-GWEN:
- -changed ground web ball to match M web ball frame data from spidey - basically 5f more startup on the projectile, 10f more recovery.
- reasons:
- ground web ball game had way too good frame data since it was all L ball frame data - functionally meant she was able to outzone other fireball characters pretty easily.
- CAMMY:
- -scaling reduced from .15/.15/.4 to .05/.05/.4
- -flipped animations on spiral arrow and h cannon strike - they were backwards and super hacky with the opponent also being hit backwards (due to being a completely backwards attack), now should behave as normal
- -j.H animation slightly sped up and upper leg hitbox removed so it doesn't hit as far behind
- -spiral arrow (both ground and air, all versions) travel distance decreased
- -ground spiral arrow hitstop decreased, knockback increased, popup decreased, gravity decreased - since she isn't reversed anymore, no need for hacky solution - now just hits like it should've and just doing arrow->spin drive smasher works now
- -invincibility removed from cannon spike, including on assist version. assist version has alpha counter invin.
- -cannon spike M/H damage reduced to 120/130k from 130k/150k
- -L cannon strike angle made more steep (less horizontal)
- -H cannon strike initial downwards velocity drastically decreased, angle made more steep (less horizontal), 3f recovery added to landing
- +H cannon strike knockback reduced to account for more steep angle
- -removed projectile invincibility on spin drive smasher
- -spin drive smasher hit properties changed- now transitions to smaller knockback hits earlier so it has less potential of dropping randomly from afar
- reasons:
- general dp and divekick nerf. cannon spike being invin and comboable from was clearly jacked. general damage pass across cast- trying to match damage to wolverine's roughly. made her DP do less damage than ryu's.
- HUNK:
- -special scaling decreased from .2 to .15
- -cleaned up hitbox on j.H
- -startup on all versions of ground deadeye decreased by 4f, affects assists A/B
- -damage per bullet on deadeye increased from 26k->33k
- -increased popup on ground version of deadeye
- -reduced gravity on L/M qcf+2atk super
- reasons:
- reducing scaling to account for huge increase in damage on AK, AK now does a shitload of damage to properly represent the "this is an assault rifle" vibe and to differentiate from sherry. reduced gravity on super mostly for stability vs. weirder weight chars.
- LEON:
- -hp reduction to 850k
- -matilda L/M 5f recovery added (50->55, now 1f less than red9)
- -riot gun 5f recovery added (50->55)
- -b/f+H and jumping handgun command normals additional air hitstun reduced by 3f (35->32)
- -agent kick M (qcb+M) travel distance decreased
- -parry startup increased to 5f, (2f->5f), total parry active time reduced from 18f->10f.
- perfect parry window is now 5f instead of 7f, regular parry window is now 5f as well.
- -knife stab blockstun reduced by 8f, is WAY now more punishable now
- -knife sweep blockstun reduced by 6f
- -rifle damage reduced by 10k (120k->110k), additional air hitstun reduced by 10f (55->45)
- -rocket launcher (qcf+2atk) damage per rocket reduced by 3k (93k->90k)
- -reduced invin on knife combination (qcb+2atk) by 10f, increased initial swing range. is now invin up to 1st active frame rather than past
- reasons:
- character was bonkers nutso. matilda was overwhelmingly better than red9, now has real drawbacks.
- reduced travel distance on M kick so less crossunder whiffs on it, hopefully. parry generally nerfed, with followups being made punishable and reduction on invin time of super (still invin to active, just less weird interactions)
- SHADOW LADY
- -hp reduced from 1m to 900k
- -super scaling reduced from .4 to .35
- -xf values changed from chun's to akuma's (more power focused) (.2/.2, .35/.35, .5/.5 to .25/.15, .45/.25, .6/.4)
- -airdash height restriction increased - back to chun's (50->100) so she isn't just doing crazy low unreactable airdash highs
- -rainbow missile assist projectile spawn time increased by 10f (15f->25f after landing), 20f recovery added
- -lightning barrier popup and float increased slightly
- -rainbow missile startup to tracking time increased, tracking time slightly increased to match
- -damage on infinity leg reduced by 400 per hit (2k->1.6k)
- -big bang laser changes:
- +added 18f startup (12f->30f) pre-flash
- +changed spawn pattern from 3 beams to 1 regular beam, should interact the same as other beams now
- +added 3k dmg per hit to beam (9k->12k), overall damage greatly increased
- +reduced frequency of hit from every 2f to every 3f - means super now does 40 hits instead of 45
- +reduced scaling from .975 to .97 to account for that
- -galaxy missile changes:
- +changed spawn pattern on galaxy missile, should hopefully remove all z axis horseshit where it slips past projectiles
- +added 1 missile per wave, now does 30 hits instead of 27
- +reduced popup per missile hit so they don't go flying up to like SJ height on OTG hits
- +damage per missile on galaxy missile reduced by 2k (18k->16k)
- -seven stars shining strike (air lvl3/ air dp+2atk) damage reduced from 400k->350k
- doll mode changes:
- -assist Y cannon spike invin reduced to 1f post-active
- -j.H animation slightly sped up and upper leg hitbox removed so it doesn't hit as far behind
- -sniper arrow travel distance reduced on M/H strength
- -L cannon strike angle made more steep (less horizontal), is equal with H cannon strike
- -H cannon strike initial downwards velocity drastically decreased, angle made more steep (less horizontal), 4f recovery added to landing
- +H cannon strike knockback reduced to account for more steep angle
- -h cannon strike animation unflipped, so now opponent doesn't reverse on hit due to hacky implementation
- -removed projectile invincibility on spin drive smasher
- -spin drive smasher hit properties changed- now transitions to smaller knockback hits earlier so it has less potential of dropping randomly from afar
- -reduced damage on spin drive smasher slightly
- reasons:
- general divekick nerf and adjusting for combo stuff based on it. beam was left in absurdly strong state (thought i had nerfed it but never pushed that) with stupid fast startup, missiles were too strong as an assist (hard to stop, easy to mash), and missile super did too much damage.
- reduced HP to make punishing her as an assist more valuable since her assist value is so high between high damage near-instant on DHC beam super, safe-ish missile DHC, and 3 strong assists.
- MVC2 SENTINEL
- -scaling increased from .15/.15/.2 to .2/.2/.3
- -damage on normals generally reduced by 20k except on standing lights, frying pan (j.h) reduced by 50k
- -damage on rocket punch reduced by 20k (180->160)
- reasons:
- general damage reduction but exchanged for easier play b/c damage on super upped a lot via scaling
- ASURA
- -velocity downwards on j.d+H reduced, knockback greatly increased on first hit to account for it
- -hitbox backwards reduced on j.d+H landing/ground hit
- -blockstun on j.d+H landing hit reduced by 5f
- -grounded wrathful rush (qcf+atk) recovery increased by 5f, blockstun decreased (generally by 4-8f)
- -shin smasher damage reduced from 70k->30k
- reasons:
- general divekick nerf, making shin smasher routing less rewarding than uppercut routing, changing wrathful rush's recovery and frames to not be plus bc of the cancel and due to ability to chain it multiple times with assists for mega damage (like, 1m meterless)
- LILITH:
- -scaling reduced from .1/.2/.5 to .05/.05/.35
- -removed invin on A/shining blade assist, still has invin on alpha counter
- -reduced size of soul flash fireball, adjusted spawn height to be lower and angle to be less steep to account for this
- -damage reduced on shining blade - L (1100->900) M (130k->108k) H (158k->122k)
- -brilliant shower (qcf+2atk) damage reduced per projectile by 1k (11k->10k)
- -splendor love (dp+2atk) properties adjusted - is no longer mixed physical hit and projectile spawn ,is now all projectile spawn. added additional projectile on first and second uppercuts, reduced damage per hit on projectile by 5.5k (19.5k->14k), scaling set to .97 to closer match it to other invincible reversals. should be easier to combo/followup from now.
- reasons:
- fireball size reduced to make counterplay vs her (aka just hitting buttons at her) more effective and requiring her to use her movement a little more to go in with it.
- general DP nerfs, damage adjustment because she still had VERY early mod char damage and was killing thor meter positive for kicks. had to adjust shining blade damage and scaling due to being able to follow up DP super with 4 (!!) shining blades.
- GUILE:
- -dash velocity heavily reduced
- -general damage reduction on normals (~10k across m/h/s buttons)
- -adjusted flash kick assist (alpha) - has 2f more startup, 2f less active frames and is now invin to startup rather than afterwards, comes out closer to point character
- -reduced pushback on st.H to account for shorter dash
- -knee bazooka changes:
- +animation changed, hits slightly lower now bc of that
- +greatly reduced travel distance
- +changed attack level to light to match light button, but adjusted attack/block data to make it overall similar to current version - should have slightly more ground hitstun and lil less air hitstun
- +set grounded hitstun to fixed minimum
- -sonic boom changes:
- +durability reduced to 5 points
- +damage reduced by 20k (120k->100k)
- -added move 'EX sonic boom', is done by charging for 60f instead of 30f
- +has 2 hits, is 10 durability projectile (1x9 then spawns a 1x1 on hit/clash)
- +70k damage per hit (133k if both hit)
- +2f more additional ground hitstun than reg boom (7 vs 5)
- +has 5f more additional air hitstun than regular sonic boom (30 vs 25)
- +recovers 4f faster (15f recov vs reg boom's 19)
- +travels slightly faster
- -flash kick projectile additional air hitstun added 1f
- -sonic hurricane changes:
- +added 2f active time last hit is more consistent
- +general damage on max scaling reduced from 210k->180k~ by messing with dmg/scaling values, see:
- +damage per hit reduced by 300 (2.1k->1.8k)
- +last hit damage increased to 2.8k
- +min scaling increased from .95 to .97
- reasons:
- general DP nerf and damage pass, trying to adjust sonic boom to where it's more reasonable to interact with.
- reducing movement because it made it too easy for him to take advantage of the rest of his toolset and didn't cement his 'charge' character/guile-esque vibe.
- reducing super damage to be more reasonable on DHC and making knee feel less like a "mugen"-esque overtuned move and more something with some more finesse
- CHARLIE:
- -knee bazooka animation changed
- -3f startup added to knee bazooka, 4f recovery reduced, grounded histun increased by 2f, popup reduced on air hit
- +basic concept is it's a bit slower now but goes further and actually hits crouchers etc so it's actually usable
- -sonic scythe L additional air hitstun reduced by 5f (20->15f)
- -sonic scythe M popup height reduced
- reasons:
- knee bazooka changes mostly to give it some use and match sf5 anim more, sonic scythe changes are to stop really stupid looking loop in vtrigger that can go on for like 8+ reps (scythe->l teleport->stH repeat)
- WOLVERINE (LAURA):
- -reduced damage on all normals (except f+H in legacy trigger) to be the same as x-23's
- -changed f+H (during legacy install) from soft KD to being the same as wolverine's hitstun-wise
- -made air qcf+L (talon claw) travel less far/more steep
- -removed meter gain on berserker charge (install while in legacy trigger)
- reasons:
- general divekick nerf. big damage nerf due to doing drastically more damage than logan and getting into nutty territory (easy 900k 1 super only combos). now roughly does less than him by a bit before legacy trigger and a bit more after. berserker charge meter nerf for removing potential for crazy loop that kills thor meter positive/does 800k meterless.
- KRAUSER
- -increased startup on 2nd hit of qcf+2atk super by 1f, reduced active time by 1f so it doesn't hit behind him
- -fixed invisible projectiles on color 7
- DMC1 DANTE
- -added 5f startup to helm breaker, reduced blockstun by 4f
- -added 10f recovery to round harvest
- -moved up grenade gun roll cancel window by 10f, now slower than bold cancel window (25->35)
- -increased travel speed on meteor (both reg and in DT)
- reasons:
- making helm breaker->enemy step->helm breaker slightly less powerful, making it harder to loop round harvest. he could easily outzone dedicated zoners too much with grenade gun->roll, so reduced timing on it. meteor was too slow and let him stick out way too many at once for something with such low risk.
- KEN
- -damage on normals generally reduced
- -reduced distance that ground L and M tatsu travels
- -reduced per-hit damage on rising kicks all ground tatsus (L: 38k per hit->35k, M: 23k per hit->22l, H:25k->24k)
- -added 5f recovery to grounded guren(qcb+2atk)
- reasons:
- damage pass to reduce damage - should be in similar range to ryu (little higher).
- ground tatsu a big general complaint, making it slightly weaker to where he has to get in a little closer to do it but honestly it's probably not gonna change much. making guren more punishable on block since folks tend to miss the punish.
- SHIN AKUMA
- -hp reduced by 50k- now has 325k hp
- -reduced hp regen so he doesn't get it back instantly - now has to slightly fight back or maneuver out of the way for ab it
- -removed invincibility from KKZ (d,d,d+2atk)
- reasons:
- lowering HP until it becomes cool to play shin akuma, invin removed from kkz so when he fucks up incoming unblockables he can just be hit
- PHOENIX AND MAYA
- -removed collision box on maya during maya fwd/backdash
- -added requirement to summon maya first to be able to do maya moves, so need to do qcf/qcb+S, rdp+S, any of his supers or tag him in. removed maya also coming in on incoming
- reasons:
- trying to reduce maya-related bugs when she is 'on screen' but invisible into doing moves. also reducing ability for maya to space control and just push people around.
- JEAN GREY
- -changed durability on barrier to be medium and like, 10 points of medium so it actually works vs projectiles instead of weird interactions
- -changed how teleport works, instead of vanishing on frame 5 now instead has same startup but is there the whole time then teleports. still teleports on same frame, just functionally lost invincibility on it. also added 5f recovery to all versions of teleport to make it match to universal recovery on tracking teleports (19f post-teleport recovery, was 14f before)
- -increased hitbox size on TK shockwave (qcf+2atk super) to prevent weird interactions where it would whiff on some projectiles due to z-axis fuckery
- STARS WESKER
- -damage on normals generally reduced by 10-15k
- -special scaling reduced from .2 to .05
- -removed invincibility from flash kick super (qcb+2atk)
- -flash kick damage increased to 300k
- reasons:
- generally reducing damage to notably make him "weaker" than jake and regular wesker since he's a regular human, removing reversal option on strong all-around zoning character
- CAPTAIN MARVEL
- -slightly reduced acceleration off airdashes into normals (1.5->1.3)
- -j.H startup increased from 9f->11f (matches MVCI j.HP now)
- -j.d+H hitstop increased from 7->10 (this might change if i remember why i set it so slow in the first place...)
- -blitz blow additional air hitstun reduced by 3f (9->6) to prevent infinite. slightly less hitstun than moonstone's now (moon's is 7, carol's is 6)
- -blitz blow does not birthday anymore, experimental change was having too many ghost hits
- -increased gravity on wallbounce-used version of air H photon impact (j. qcb+H) so that you don't always get L/M followup after it- is now char specific vs. just kinda free.
- -increased gravity on wallbounce-used version of ground H photon impact to prevent really stupid loop (st.H->h impact over and over)
-
Version v.5e2 - okay this is
- ULTRON:
- -scaling increased to .1/.1/.4 instead of .03/.05/.4
- -normals buffs
- +reduced startup on all air normals by 1f
- -j.h hitbox size increased
- -j.s active frames increased by 1 (4->5)
- +increased guaranteed hitstun on j.s by 2f (7->9)
- -fixed airthrow range being too short
- -airthrow buffs enabling combo from airthrow
- +airthrow recov reduced by 5.
- +airthrow kd time increased, airthrow throw distance and fall velocity reduced.
- -sped ultron beam startup to proper speed - down 3f- (21f->18f)
- -buffed ultron beam properties to be the similar to L plasma beam - means it's soft KD now, faster juggle, longer period between hits. travels faster as well. durability is similar to S distruptor - it's actually shooting 2 L psionic beams from modok durability wise.
- -beam drone buffs:
- +beam drone startup on beam reduced by 10f
- +drone beam hitstun increased from 40->50
- -qcf+H orb durability increased to be 5 per hit so it might as well have infinite durability vs light projectiles
- -melt blast 2nd hit whiff anim reduced by 5f
- -fixed bug where you could airdash cancel melt blast on higher air hits
- -added invin to cmd grab super to first active frame. launch mvci ultron GO
- -fixed raw tag animation
- -sped up ultron's hard tag landing animation back to normal, was slowed due to mis-reported bug
- CYCLOPS:
- -fixed bug where lvl3 he wouldn't take off visor
-
Version v.5e - fffffff
- v.5e - fffffffffffff
hotfix 2:
-fixed ultron being able to fly 3 times (though he can still ground fly->air fly... that one aint fixable)
-fixed ultron blocking having hitspark effect come out (wtf, iron man's block...)
-buffed ultron minimum super scaling from .3 to .4
-changed properties on melt blast
+now drops faster but bounces higher on wallbounce
+after wallbounce is used now drops faster and uses regular kb anim instead of spin
-changed property on M drone beam
+2nd beam spawns 5f later rather than 2f later - effectively means beam is more active
+beam juggle properties changed - launches higher, general gravity increased
-fixed air drone spawn location after ultron is hit
-made drones vanish asap after ultron is hit
-added drone and effect to intro to stop initial drone model load pop-in
hotfix 1:
fixed ultron qcb super costing 3 bar
fixed air super in flight causing air freeze - CAMMY
- -increased height ground spiral arrow L/M launches opponent
- -increased distance ground spiral arrow goes
- -reduced recovery of ground spiral arrow across all strengths by 2-3f (2f on L/M, 3f on H)
- -spin knuckle projectile invin/destruction property frame data refined (10f->7f startup, ends after active frames instead of going to recovery - had that on by accident)
- +added effect with blue glow to indicate when projectile invin is active
- -increased height M/H cannon spike send opponent
- -reduced startup of air spiral arrow by 1f (10f->9f)
- -reduced height air spiral arrow sends opponent (25->18) as to prevent infinite
- -fixed bug where cammy got a triple jump off cannon spike hits
- MVC2 SENTINEL
- -added fix for TAC input bug (from regular game) thanks to tysoncodings for the fix
- DMC1 DANTE
- -fixed ability to enemy step infinitely off normals (removing stupid tac infinite, sorry romora lol)
- -added ultron on frank 4 and alt
- v.5e - fffffffffffff
-
Version v.5e + hotfix-1
- hotfix 1:
- fixed ultron qcb super costing 3 bar
- fixed air super in flight causing air freeze
- v.5e - fffffffffffff
- CAMMY
- -increased height ground spiral arrow L/M launches opponent
- -increased distance ground spiral arrow goes
- -reduced recovery of ground spiral arrow across all strengths by 2-3f (2f on L/M, 3f on H)
- -spin knuckle projectile invin/destruction property frame data refined (10f->7f startup, ends after active frames instead of going to recovery - had that on by accident)
- +added effect with blue glow to indicate when projectile invin is active
- -increased height M/H cannon spike send opponent
- -reduced startup of air spiral arrow by 1f (10f->9f)
- -reduced height air spiral arrow sends opponent (25->18) as to prevent infinite
- -fixed bug where cammy got a triple jump off cannon spike hits
- MVC2 SENTINEL
- -added fix for TAC input bug (from regular game) thanks to tysoncodings for the fix
- DMC1 DANTE
- -fixed ability to enemy step infinitely off normals (removing stupid tac infinite, sorry romora lol)
- -added ultron on frank 4 and alt
-
Version v.5d2 - the ghosts o
- hotfix 1
-fixed weighting on cammy's shoulders so she has 'em as to account for using firebrand slot
v.5d2 - the 3 ghosts of marvel haunt me for my function crimes - SHADOW LADY
- -reduced forward dash speed in doll mode
- -removed projectile destruction on spiral arrow and sniper arrow (QCF+ATK)
- -increased required height for air spiral arrow as to prevent infinite (15->30)
- -changed assists while in doll mode - alpha is sniper arrow, beta is hooligan->slide, gamma is cannon strike
- STARS CHRIS
- -fixed floating splines leftover on model
- -added cammy on firebrand 5 and alt
- hotfix 1
-
Version V7
- v.7 hotfix 1
- monster hunter:
- -fixed overhead coming out on dp+L
- -fixed wrong sfx on overhead
- psylocke:
- -reduced filesize through some file optimization - should hopefully prevent crashes with her
- -changed shadows on lvl3 to reduced polygon actual model instead of catlocke
- orange hulk:
- -actually added the model
- guile:
- -fixed j.H hitbox being on wrong foot
- -guile j.H frame data set to match it's source, so is faster/less active now (11f startup->8f, 8f active->4f active)
- -sonic boom recovery reduced by 2f (21->19) - was 21 bc ST speed, wanted to be a little faster than that
- -reduced travel speed on L and M booms - M now is same as L speed, L is now slower
- -fixed effect on boom (the blue shockwave being angled wrong)
- charlie:
- -fixed stealth dash cancel during v-trigger only being on h+s
- -sonic break projectile spawn pushed forward (was at 0 aka inside his body, spawns in front slightly now)
- -somersault justice startup animation changed
-
Version 1.0
- v1.0
- the really big one
- -switched over format to using clone engine (custom slots), which separates characters from the original process of replacing a character slot. you can switch all your preferred slots back to vanilla characters now.
- -you now select custom characters by scrolling above or below the existing characters - i.e. going down from hsienko will highlight rashid, and scrolling up from shuma will highlight leon. there are 4 invisible rows of characters - scrolling up goes to the bottom of the invisible rows, scrolling down to the top. see included graphic for layout.
- -this includes custom music and full arcade compatibility for all of the included characters. some characters have less than the full slot of colors - if they don't, selecting a color outside the range will bring it back to color 1/2.
- -note clone engine is not compatible with eternalyoshi's "color expansion" mod - the color expansion has a modified exe that doesn't play nice with the clone engine, so if you're using it be sure to restore to a vanilla/default version of the umvc3.exe
- CHAR CHANGES:
- SPIDER-GWEN
- -during gwenom mode, buff increased from 5% damage to 10% damage and speed
- -can now block during web zips during gwenom
- SHADOW LADY
- -minimum special scaling reduced from .25 to .2 (.2/.2/.4 now)
- -infinity leg damage per hit reduced from 22k->20k
- -reduced recovery on mode switch during psycho drive overdrive by 5f (15->10)
- -set cancel priority on powered sniper arrow and powered overdrive kick to be 2, meaning they can cancel any special (dp->these is probably gonna be a problem...)
- -added air powered sniper arrow on DP+S during install
- -adjusted knockback on spin drive smasher - hopefully makes it more consistent
- reasons:
- reducing damage but increasing overall combo ability when in install and making install even more flexible. damage was crazy, crazy high so lowered it a tad.
- CYCLOPS
- -fixed durability on optic blast having weird interaction vs. some fireballs, notably things like zero baby blue buster and trish trap
- -changed charged optic blast to be air version rather than ground version
- -optic sweep recovery increased by 10f
- reasons:
- ground charged optic blast basically just charged way too fast and you visually can't change the charge effect timing b/c it's hardcoded- wanted to give him charged air blast anyways so this kills two birds with one stone and stops the ability to just do charged blast->blast->charged blast as a super hard to get out of pressure loop
- optic sweep was slowed down to give it a downside vs. doing L optic blast (atm it was faster, safer, low profiled, etc) - wanted it to be notably slower, also to stop meterless sweep->cr.M combo in corner off throws so he has to spend meter to combo (since he can crM off sweep->super)
- JEAN
- -changed flight startup to 15f instead of 20, adjusted grounded flight height activation to match magneto's
- -fixed invisible feathers on normals still sometimes eating projectiles (hopefully)
- -changed TK bind/air trap duration from 120->160 to account for not autofiring
- -fixed TK barrier overload in flight causing softlock
- LEON
- -generally lowered damage on all gun specials except riot gun, roughly 10-20k decrease
- -lowered popup height on Red9 L to prevent infinite
- -riot gun additional air hitstun increased by 5f (10->15f)
- -bolt action rifle (ground and air) additional air hitstun reduced by 5f (60->55) to reduce ease of fullscreen 4x rifle->super and simple combo route that does obscene damage
- -air rifle hit property is different from ground rifle now, was always intended to be this way but i accidentally overwrote the wrong files right before release - brings them down faster
- reasons:
- mostly just normalizing damage on zoning and red9 loops, changing air rifle dmg routing to not be so massively superior to kick routing
- KRAUSER
- -fixed sound effect on install st.H
- -fixed double slash sound on cr.M
- -added laser effect to tactical explosive arrow
- -increased popup height on commando rush (L followup to qcb+ATK) both knife and arm versions alongside increasing additional air hitstun by a bit
- -fixed being able to use 'unleash power' (qcb+2atk) while in install
- KEN
- -patched ken's alt/green color to match fixed colors/current patch
- RASHID
- -fixed issue with air eagle spike M not birthdaying correctly
- -increased recovery on ground M eagle spike by 6f
- -increased recovery of air L/M eagle spike by 3f
- -removed invincibility on H spinning mixer (bet you didn't know it had this)
- reasons:
- M eagle spike was way too easy to whiff/make plus given how far it goes/how fast it goes and air divekicks slightly too plus so minor adjustments
- SHADOW LADY
- -removed air backdash on all colors, was supposed to be gone but alt colors had it
- CAPTAIN MARVEL
- -scaling increased to .1/.1/.35 (from .05/.05/.35)
- -greatly decreased deceleration on forward/backdash and slightly increased initial velocity
- -st.H pops up higher on hit, knocks back less far
- -cr.h animation replaced with actual slide anim instead of jank, general slide accel changed to match closer to mvci (looong slide, less immediate velocity), active frames increased by 2f (6->8)
- -j.H pops up higher on hit
- -photon blast recovery reduced by 4f across both regular and binary versions (62->58, 66->62)
- -changed hit properties of blitz blow - now more similar to MVCI in that enemy isn't knocked back and she doesn't move that far forward on the bounce. enemy popup and her bounce height adjust as well to be closer. additional air hitstun increased by 2f (7->9)
- reasons:
- basically just matching MVCI properties more in general, including upping her damage a little to put her into the weird powerhouse bruiser awkward flying type she is there. this actually drastically affects her combo routing as well which differentiates her further from moonstone.
- seems like nobody really plays this char so fine doing a lot of changes a hotfix for it, lol
- ULTRON
- -reduced gap in drones assist between calls, lowered recovery on assist by 20f
- PATCH NOTES
- v.8 - the one where leon/krauser are on color 1/2 as optional picks because i'm too lazy to move them
- -added leon/krauser as options like guile/charlie since they are also test chars
- ASURA:
- -wrathful strike assist now has followups enabled
- -shin smasher blockstun reduced by 3f
- -mantra strike (qcb+2atk) changes:
- +takes half damage during armor
- +travel distance increased by a bit
- +hitbox increased, again
- +active time increased by 2f (8->10f)
- +fixed effect lingering on DHC out->incoming
- -wrathful cry (rdp+2atk lvl3) damage increased from 380k->400k
- reasons:
- shin smasher was slightly too safe- was too easy to follow up with threatening options afterwards rather than being in negative position.
- making his bionic arm more consistent feeling. also making his other lvl3 just more in line with his increased damage.
-
Version .v5d - the one that
- SHADOW LADY
- -added doll mode switch on D,D+S - drastically changes her moveset. can switch back with the same input. basically a psuedo-cammy moveset. see moveset for more details.
- LILITH
- -ground dash speed drastically increased on hold. also fixed bug where she couldn't act until frame 8 of ground dash. hopefully.
- -added/increased fixed hitstun on all jumping normals except j.S (0->5/5->7/5->9)
- -st.H turned into soft KD
- -f+H fixed hitstun increased from 0 to 20
- WESKER (STARS)
- -edited some of voice lines for jake alt (assist line changed to 'come on!') and reduced volume as to closer match other chars
- -fixed extra sound playing on backthrow anim
- MONSTER HUNTER
- -fixed bug where her superjump was fully invincible if you did nothing lmfao wow this one went untracked for a long time
- HUNK
- -increased hunk j.M hitbox upwards and forwards
- -fixed st.S hitbox, now has same hitbox as st.H (aka Huge)
- -riot kick juggle height increased (26->28)
- -increased startup on first projectile for deadeye H from 19f->22f as to prevent point infinite (hopefully lmao)
- -removed 1 projectile from jumping deadeye L at end, shoots 5 bullets now
- -removed 2 projectiles from jumping deadeye M, one from start and end (frame 18 and frame 80) shoots 5 projectiles now, starts up slower (18f->22f)
-
https://www.nexusmods.com/ultimatemarvelvscapcom3/mods/286
Contains 32 alternate versions of characters with new moves and playstyles.
NOTE:
Steam recently updated the game, so if your game is crashing since the update, download the hotfix and replace dinput8.dll and add CloneEngine.asi in the same folder as dinput8.dll.
Included are:
Shadow Lady
Evil Ryu
Lilith
Orange Hulk
Spider-Gwen
All New Wolverine
S.T.A.R.S. Wesker
Red She-Huilk
Phoenix & Maya
Captain Marvel
MVC2 Sentinel
Shin Akuma
Chris (S.T.A.R.S)
Ken
Cyclops
Jean Grey
DMC 1 Dante
Thanos
Psylocke
Rashid
Monster Hunter
HUNK
Cammy
Ultron
Asura
Moonstone
Guile
Charlie
Leon
Krauser
Jake
Sherry
You can select them by scrolling above/below the character select screen, i.e. going down from Hsien-Ko or up from Shuma-Gorath.
There are 4 rows of 8 characters.
If you're using Steamdeck, put this in your launch options so the game can read the dinput8.dll to get the custom slots working:
WINEDLLOVERRIDES="dinput8.dll,CloneEngine.asi=n,b" %command%
COMMON ISSUES:
If your game isn't loading the dinput8.dll, make sure you have the most recent version of the game - you can check if you do by seeing if your game has mouse support or not (can move the menu and select characters with the mouse).
If your game isn't loading the files (gives you error and crashes when picking modded characters), try moving the game's directory to the C:\ drive - the game's engine doesn't support some directories.
If your game is crashing from the steam update, please update with the hotfix uploaded.
At the moment, this mod isn't compatible with the color expansion and will cause crashes or cause it to not work, so if you want to use it, please remove color expansion for now.
THANKS TO:
Gneiss (@gneiss64 for the custom slots/clone engine!)
Fewtch (@Fewtch22 for the Cyclops model!)
Lean (for the Evil Ryu, Lilith and Cammy models!)
XenoVT (for the rigged Ultron and Leon models, Lilith alt, Ultron alt and the Monster Hunter alts and the Cyclops super animations!)
CaliKingz01 (for the SF4 Cammy model and BisonCammy alt!)
Kevin Ha (for some of the portraits!)
EternalYoshi (for the arcade mode ending message and link)
Tempxa (for the custom MH theme song! check out their channel at: https://www.youtube.com/channel/UCu0bmsKG-hQomUPEPdpG5hg)
soundsandstuff (for the Wolverine theme! check out their channel at: https://www.youtube.com/user/soundsandstuff)
ReeceHoward06 (for the Cammy theme! check out their channel at: https://www.youtube.com/user/ReeceHoward06)
BigSharkZ (for the pre-model importer Ms. Marvel skin! Check his YouTube channel out at: (https://www.youtube.com/c/BigSharkZ/ )
Adngel for the HUNK, Keith, Parker and Sherry models! (https://www.deviantart.com/adngel)
|||Dreamer||| for the Laura model! (I think? not sure) (https://www.deviantart.com/iiidreameriii)
Chimichangar for the base Ms.Marvel rig for Moonstone
Thanks to @moocartoons for the laura rig, the mafia leon costume, the sf6 cammy costume and the psylocke alt, the red she hulk alt, noir cyke, carol's alts, and probably a shitload more costume/rigs i'm forgetting
Thanks for Voltaic for the tips on profile editing and just generally being super supportive of the community in general.
Thanks to RealMoonlight for the Leon (Mafia) model rip!
Thanks to Adngel for the RE model rips (Sherry, Jake and more)!
Thanks to |||Dreamer||| for the Moonstone model and a ton of the other Marvel models rips!
Thanks to Sigdara for other Marvel character models (that i cannot remember but p. sure i got some from there too)
Thanks to TWjon for the MHW mod that had the zinogre GS!
The chars/tracks are as such:
Songs:
Shadow Lady - Evil Profusion (Namco X Capcom)
Evil Ryu - Theme of Kage (SF5)
Orange Hulk - Theme of Hulk (MVC1)
Rashid - Rashid Theme (SF5)
MVC2 Sentinel - Moonlit Wilderness (Tekken 5)
DMC1 Dante - Legendary Battle (DMC1)
Lilith - Lilith's Arrogance remix by Iori E (Vampire Savior)
Ultron - Enemy of God (Shin Megami Tensei 4 Apocalypse)
Psylocke - Moon Night (COTA)
Cyclops - Theme of Cyclops (XMvSF)
Shin Akuma - Theme of Akuma (SFxT)
Red She-Hulk - Find Your One Way [Instrumental] (GGST)
Captain Marvel - Ignite Infinity [Instrumental] (Phantasy Star Portable 2)
Ken - Ken Theme (SSBU)
Monster Hunter- Proof of a Hero / Proof of a Hero (Tempxa Mix) ALT
HUNK - Theme of Hunk - Resident Evil 4
Wolverine (Laura) - MSH vs SF - Adamantium Core (DOD Entry) by soundsandstuff
Cammy - CAMMY STAGE REMAKE by ReeceHoward06
Asura - In Your Belief (Asura's Wrath)
Spider-Gwen - Gh()st, Battle Theme of Viola (Bayonetta 3)
Moonstone - BE A PERFECT, Super Robot Wars Original Generations
Guile - Lonely Wolf, Street Fighter 2 Nesshou!! Vocal Album
Charlie - Theme of Nash, Street Fighter 5
Leon - Theme of Leon - Resident Evil 4
Krauser - Theme of Krauser - Resident Evil 4
Jake - Evil Eye/Agent Hunt - Resident Evil 6
Sherry - Onslaught Mode - Resident Evil 6