Ultimate Marvel vs. Capcom 3

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palette swap chars
V1.1
by tabs
Special Thanks to:
Gneiss (clone engine - enables custom slots)
Fewtch (cyclops model/rigging, psylocke model/rigging) - @Fewtch22
Lean (evil ryu custom chest, lilith model/rigging, cammy riggig) - @LeanMB56
CaliKingz01 (SF4 cammy model) - @CaliKingz01
Kevin Ha (char select portraits) - @Kevin_Havenger
ThinRedPaste (original dmc1 dante textures)
Tempxa (composed MH alternate custom theme) - find them at https://www.youtube.com/channel/UCu0bmsKG-hQomUPEPdpG5hg
BigSharkZ (for letting me use their ms. marvel retexture beforehand!) - https://www.youtube.com/c/BigSharkZ/)
Thanks to @moocartoons for the laura rig, the mafia leon costume, the sf6 cammy costume and the psylocke alts (hellfire gala, captain britain)!
Thanks to XenoVT for the lilith alt!
Thanks for Voltaic for the tips on profile editing.
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)

INSTALLATION:
extract to ULTIMATE MARVEL vs. CAPCOM 3 folder, including dinput8.dll (this is the clone engine/custom slots enabler) and characters.ini. both are required for the custom slots to work.

if you're on linux/steamdeck, you have to add WINEDLLOVERRIDES="dinput8.dll,CloneEngine=n,b" %command% to the launch options so the game will read the dinput8.dll and clone engine hook. this is still kinda rough atm- so might need a different command.

don't forget to back up stuff!

SHORTCUTS TO CHAR MOVELISTS:
SLAD - Shadow Lady
ERYU - Evil Ryu
LILT - Lilith
OHLK - Orange Hulk
GWEN - Spider-Gwen
LAUW - Wovlerine (Laura)
WEST - Wesker (S.T.A.R.S)
BETY - Red She-Hulk
PWAM - Phoenix & Maya
CAPM - Captain Marvel
MANG - MVC2 Sentinel
SHKU - Shin Akuma
CHST - Chris (S.T.A.R.S)
OKEN - Ken
CYKE - Cyclops
JEAN - Jean Grey
DM1D - DMC1 Dante
THNS - Thanos
PSYK - Psylocke
RSHD - Rashid
MHUN - Monster Hunter
HUNK - HUNK
CAMY - Cammy
ULTN - Ultron
ASUR - Asura
MNST - Moonstone
GUIL - Guile
CHLE - Charlie
LEON - Leon
KRAS - Krauser
JKML - Jake
SHBK - Sherry

KNOWN GLITCHES:
glitches will primarily be from Clone Engine stuff, so keep an eye out for updates to that - you only have to replace the dinput8.dll when doing so.

Clone Engine (Update 3) known issues:
"Specific formats of portrait textures do not display correctly on the versus screen.
New character themes start to play early.
Frank clones do not display their current level.
Wright clone do not display their current level.
Maya clones have incorrect behavior for several actions."

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V1.1
hotfixes:
1f:
-fixed leons dumb fucking rocket explosion active time, was 60f - changed to 30f so hopefully people don't walk into invisible explosions no more
-fixed rashid airthrow fix when too low (iron fist bug)

CAPTAIN MARVEL STEALTH PATCH (sigh)
-reduced jump height off fwd and back jump (equalized with neutral jump)
-reduced acceleration downwards off canceling downwards airdashes into buttons
-reduced damage on st. H, cr.H, st.S, by 5k
-nerfed crH (23->20) fixed hitstun so she can't do 3x otg launch (it's corny)
-increased startup on j.L and j.M by 1f (5->6, 7->8)
-slightly reduced hitbox on j.S

-swapped captain marvel's alt and color 1 costumes so she has her act

1e:
fixed jake vs. ammy giant swing

1d:
fixed cammy assist alpha being messed up (didn't update it to unflip)

1c:
fixed invisible shadow lady missiles on alt costume

1b:
fixed jean orb super while in flight softlocking her

hotfix 1:
fixed sherry THC wrong on gamma assist (lol typo)
fixed cyclops ALT not being available

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)

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CHARACTER NOTES:

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\SLAD - Chun Li Color 5 and 6
SHADOW LADY
shadow lady activates when you pick color 6 for chun- the shadow lady color.
it's shadow lady, the character who is chun li but also way cooler because she shoots a big ass beam!!

SHADOW LADY PROPRETIES:
-900k health
-dmg scaling is .2/.25/.35
-has one air action instead of two (so doublejump and single airdash)
-makes metal noises when being hit/on landing
-all throws bounce, do 2hits
-cr.L is a low kick using wesker's animation
-f+H replaced with a triple kick (slow lightning legs basically) that do soft KD on first two hits
-can switch between shadow lady/shadaloo doll mode with d,d+S


SHADOW LADY MODE:
MOVELIST:
SPECIALS:

Miracle Drill
QCF+atk
-H drill is a soft KD
-does NOT nullify projectiles despite appearance

Rainbow Missile - Assist Beta (M ver)
QCB+atk
-missiles lose tracking somewhat quickly, go away on hit on point. stay out as an assist.

Infinity Leg (lightning legs) - AIR ONLY
QCF+atk (mash for more hits)
-has a ton of hitstun

Overdrive Kick
QFC+S
+can be done during Infinity Leg
-wallbounces, recovers on landing

Plasma Barrier
DP+atk
-nullifies projectiles
-shadow lady does not move on pushblock

Plasma Overdrive - Assist Gamma
charge down until glowing, up+atk (same as EX SBK)
-invin to frame 10
-nullifies projectiles
-shadow lady does not move on pushblock
-OTGs
-spawns giant lightning bolt
-is basically captain corridor

EX Spinning Bird Kick (AIR)
charge down until glowing, up+atk in the air (same as chun)

Plasma Blast - Assist Alpha (Assist Only)
-basically plasma beam M but it's a bit slower and has a bigger hitbox/bigger popup

Mode Switch
D,D+S
-swaps between doll mode and shadow lady mode
-20f recovery but anim lasts 30f so recovers faster than it appears

SUPERS:
Big Bang Laser
QCF+atkx2
-has extremely high durability; 5 vs. other beam supers' 1
-slow startup (27f) but expands instantly post-flash

Galaxy Missile
QCB+atkx2
-missiles are 3 low durability points each, but don't go away on hit

Shichisei Kyakurestu - Air Only
DP+atkx2
-15+0 startup
-400k damage, not mashable
-invin until falling
-similar hitbox to morrigan lvl3
-recovers on landing but has slow fall, so lower to the ground increase chance of followup

Final Mission
DP+atkx2 (ground)
-invin to well past active
-450k damage - split into 100k kick and 350k followup
-followup can miss if kick hits from something that pushes enemy away (ie midscreen shockwave)

DOLL MODE:
PROPERTIES
-changes movement animations
-changes throws and dashes - dash is much faster than shadow lady's
-makes jump arc the same as wolverine's
-removes airdash
-disables overdrive kick

NORMALS:
-st.M, st.H, cr.H, j.M, j.H, j.S all changed. they do much more hitstun and more damage than shadow lady's. st.H and cr.H are both soft knockdowns.

SPECIALS:
Sniper Arrow
QCF+ATK
-soft KD. it's juli's move from a3/sf5. is vaguely negative to plus on block depending on meatiness of hit.

Hooligan Combination
QCB+ATK
-has followups on L/M/H
+L is a divekick that causes groundbounce. it OTGs.
+M is a fastfall into an autocorrecting slide that also OTGs.
+H is an airthrow with the same range as thor's M command grab.
-steals corner because it's based off demon flip which does the same for some reason

Cannon Spike
DP+ATK
-all go active on frame 6, invincibility increases on strength similar to other DPs (7/8/9 for LMH)
-goes into a backflip anim on hit, so variable recovery on hit

Spiral Arrow (AIR ONLY)
QCF+ATK
-soft KD. has some weird landing speed after drill due to post-drill animation as to prevent infinites (hopefully)

Cannon Strike
QCB+ATK
-L/M cause bounce off opponent that recovers midair, similar to v. joe.
-H has a lot of air hitstun and doesn't have the bounce.

Powered Sniper Arrow (INSTALL ONLY - available in both stances)
QCF+S
-goes into cinematic animation on hit
-switches stance on hit after cinematic

Powered Overdrive Kick (INSTALL ONLY - available in both stances) (AIR ONLY)
QCF+S
-wallbounces like regular overdrive kick
-switches stance immediately
-recovers midair

SUPERS:
Spin Drive Smasher
QCF+2ATK
-projectile invincible after flash
-OTGs
-mashable
-kinda awkward knockback - will whiff at further ranges vs. airborne targets

Psycho Drive Overload
QCB+2ATK
-install enables usage of powered sniper arrow, powered overdrive kick and killer bee assault
-enables special stance switch that recovers 5f faster (15f recov instead of 20f) that all ground specials can cancel into

Killer Bee Assault (INSTALL ONLY)
QCB+2ATK
-it's maximum spider more or less
-kinda awkward at the end, has a bounce to enable DHCs but sometimes sideswitches near corner inexplicably

Sky Crash Splitter
DP+2ATK (AIR OK)
-invincible super. absurdly invincible for ground version.
-mashable.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ERYU - Ryu ALT Color
EVIL RYU
activate him by picking ryu's ALT costume
if you let the fight intro play out all the way he actually keeps the aura from it, otherwise if skipped he just looks like regular ass ryu.


PROPERTIES
-has 900k health
-walkspeed matched with akuma's
-throws adjusted so enemies always do the lil bounce, makes it possible to combo off ground throws w/ otgs
-regular tatsu now has similar properties to akuma's, can combo off it as ryu because ryu has longer range buttons but doesn't nullify projectiles
-added qcb+S for ground and air. is essentially 'EX tatsu'. eats projectiles, soft KD, doesn't move. recovers midair for air ver., but can only use once per jump.
-shoryu hits up to 3x, like akuma's. this includes hadou-shoryu, which does 3 hits then the FB
-grounded shinkuu hadouken replaced with metsu hadouken which is a giant fireball with really high durability and OTGs
-has the shoryureppa variation super that all evil shotos have on dp+2ATK now
-doesn't have shinkuu tatsu or shin shoryuken anymore
-added a command roll on atk+S that acts similar to frank's roll.
-denjin mode has same properties as AE ryu's but instead of regenerating health ryu now does 7.5% more damage instead of 5%
-hacky raging demon added to ryu- it puts him into the install state as well
-has an airdash in denjin mode

NORMALS:
-st.M changed to akuma.s st.H animation/shoto f.MP
+starts up 7f (vs. cr.M's 8f)
+2f additional hitstun

-st.H changed to evil ryu/akuma cl.HP using modified wesker st.S anim
+starts up in 7f (same as st.M)


COMMAND NORMALS
- yes i looked up the srk wiki for the command normals names

Zugai Hasatsu
st.f+M
it's literally akuma's overhead 1:1

Senbukyaku
st.f+H
it's a hop kick that has a ton of hitstun and makes ryu travel forward. sadly doesn't crush throws.

Tenmakujinkyaku
j.d+M
-it's akuma's divekick, but it hits up to 5 times for 60k damage each as to mimic his mvc1 evil ryu/akuma mode divekick. unlikely it will ever hit 5 times unless you do it against galactus.


SPECIALS:
Hadouken
QCF+ATK (air OK)
-same as ryu's but the fireball speeds are different. L is slower than ryu's and H is faster.
-can be held for Shakunetsu Hadouken, which is 45kx3 hit projectile with 3x2 durability.

Tatsumaki Senpuukyaku
QCB+ATK
-has hit properties of akuma's without the projectile nullification

Shoryuken
DP+ATK
-does multiple hits like akuma's but otherwise the same

Ryusokyaku
RDP+ATK
-all versions OTG, hit overhead and are plus on block
-L keeps enemy standing/pops airborne/otgable enemy up, M groundbounces, H staggers/hard KDs
-startup increases but becomes more plus on block and travels further when going up from L>M.H

ATK+S
Roll
-same properties as frank's roll, but is shorter distance/recovers faster.
-that includes being special/super cancelable

Ashura Senku
RDP/DP+S
-akuma's teleport. similar frame data but travels further due to having a roll as well

Messatsu Gou-Rasen
QCB+S
-soft KD
-OTGs
-can only do once midair, but can act afterwards
-nullifies one projectile hit

SUPERS:
Metsu Hadouken
QCF+2ATK
-OTGs, soft KD with slow fall
-does more dmg than shinkuu
-powers up into aimable reflecting beam in install that also OTGs

Shinkuu Hadouken (AIR ONLY)
QCF+2ATK
-same as ryu's
-powers up into reflecting beam in install, aimable still

Messatsu Gou Shoryu
DP+2ATK
-akuma's DP super 1:1 until the end - last hit spawns an invisible projectile that adds a huge amount of damage
-powers up into Metsu Shoryuken while in install
-Metsu Shoryuken's last airborne hit transitions into a chop downwards that does 2 hits of unscaled 75k damage

Taigyaku Mudo
D,D+2ATK
-install super, no drain/heal on health
-meter gain reduced to 0
-600f duration
-increases damage by 5%, speed by 15%
-enables airdash and airdash canceling of normals, air hadouken and shoryuken

Shin Tatsumaki Senpukyakuu (INSTALL ONLY)
QCB+2ATK
-same as regular ryu's

Shun Goku Statsu (LVL 3)
L,L, forward, M,H
-same frame info as akuma's raging demon
-not mashable for more damage
-crumples on hit, causes ryu to go into special version of install that lets him gain meter


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\LILT - Morrigan Color 6
MVC1 LILITH
Here's yet another MVC1 palette swap char gone wild. This time it's the "Lilith in Morrigan's body" swap from MVC1.
There wasn't really a lot different between the two in MVC1 besides the supers and her really shitty FB so once again I decided to try and approach some kinda arbitrary concept.
From what I know, Lilith is a grappler-ish character so I decided to try and make a 'more rushdown oriented Morrigan', which probably means she's significantly worse than the 'all-in=one' package Morrigan currently is.

Activate by picking Color 6 on Morrigan.

PROPERTIES
-removed moves: flight, soul drain, astral vision
-has ground dash that can be held to continue going
-has 2 airdashes/2 air actions
-can airdash cancel normals
-can airdash cancel fireball on whiff/hit
-airdash can be canceled on frame 6 instead of 8 (like mags and co.)
-airdashes are faster, downwards airdash does not arc upwards as severely and lands with momentum ala ironman
-custom assists added on all 3 slots, M shadowblade, soul drain and dark harmonizer.
-dark harmonizer now only builds ~15% instead of 30% bar but has healing projectile attached to it that heals for 80k for anyone that's near her - friend or foe. steals opponent meter if they are healed (because idk how to fix that)

NORMALS
-standing L, M and H animations and hitboxes adjusted. H is her old f+M, L and M are from her lvl3. L is chainable, is basically same as mag's L
except hitbox which is closer to deadpool's (has the exact same hitbox at deadpool's. her st.M is wesker's cr.M hitbox size, too)
-st.M and cr.M made jump cancelable.
-st.H is 2 hits, pulls in and has a massive amount of hitstun
-j.S replaced with custom normal based on j.H. 12f startup, 7f active- it's vaguely pizza cutter/nova dolphin kick-ish but is probably not as good as it appears to be
on first glance

SPECIALS
Soul Fist
-recovery reduced and damage increased to 100k
-fixed hitstun increased to 45 (from 40)
-does not travel fullscreen and has different acceleration properties on each strength.
+L soulfist starts out slow and then accelerates
+M soulfist starts out fast and then decelerates
+H soulfist starts out extremely slow and begins accelerating quickly. this one travels much further than the others

Shadow Blade
-air action limit reduced to 2 (from 3)
-H shadow blade height and boost decreased
-recovers midair

Vector Drain
-damage normalized across the board to 175k across all 3 versions (H used to do 170k)
-heals lilith 100k health and steals about 20% meter
-izuna drop now bounces opponent similar to thor's mighty hurricane so morrigan can combo off it

SUPERS
Finishing Shower
-missiles replaced with bats that have less spread but cannot be controlled
-does 10k per missile, doing 332,800 raw on enemies over 302,600.
-fixed hitstun increased by 10f
-gravity lowered on falling physics

Shadow Servant
-now performs 2 uppercuts with a projectile that spawns with each. recovers very quickly but is unsafe on block.

ASSISTS:
Shadow Blade
-is shadow blade M version

Soul Fist
-is now customized soul drain, starts up faster than soul fist but otherwise has same recovery.
-comes out ahead of point char
-soul drain projectile does 100k, pops up higher and has slightly more hitstun than reg. soul drain (but also has higher gravity on the hit)

Dark Harmonizer
-spawns a projectile around lilith that heals anyone near for 50k.
-gives about 15% meter for player if they are healed by it, steals about 5% from opponent if they get healed
-animation changed to increase punishable time

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\OHLK - Hulk Color 2
ORANGE HULK
It's Orange Hulk, the most wackest palette swap char in mvc1!
Originally he was just Hulk but faster and with no armor and he definitely sucked, but he was easy as hell to make while waiting for emc to download shadow lady to playtest.
I ended up doing some more to make him more unique vs. regular ass Hulk, and thusly here we here.
Activate him by picking color 2 of Hulk. The one that also sucks, just like Orange Hulk!

PROPERTIES:
-has 1.2m health
-is 15% faster than regular hulk
-has all armor on moves removed EXCEPT f+M
-has a regular dash, meaning he can wave/plinkdash
-scaling reduced to .25/.25/.35
-has full chain on normals now, including air normals
-cr.H is jump cancelable
-pushback on normals reduced so he can do ground chain and have it combo
-recovery reduced on command throws and ground throws
-ground throw has longer KD time
-gamma wave charge time halved
-gamma charge first charge recovery reduced
-AA gamma charge and any gamma charge followups that don't land hulk recover midair now
-command throws replaced with vanilla command throws instead of ultimate command throws (diff. properties on 'em slightly, i think. non-spinnable and floats more?)
-gamma quake now produces an explosion when hulk hits the ground, which makes it always combo. explosion does 100k, total damage is now 309k (vs. 301k originally) raw
-gamma tsunami now shoots fire pillars, does the same damage as tsunami per pillar but they linger slightly
-new moves, air gamma charge based on DP charge followups. L wallbounces, M and H groundbounce but doesn't hard KD

ASSISTS:
Gamma Wave
-replaced with exploding punch from gamma quake. has same hitstun as rocket punch, and OTGs. the explosion is 1 medium durability point.
-explosion is active 12f intercepting projectiles with it is somewhat concidental



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\GWEN - Spider-Man Colors 3 and 6
SPIDER-GWEN
It's a Spidey who is much more 'versatile'/flexible in the same vein as Magneto and Trish rather than how stiff and explosive she is normally.
Lots of combo freedom, lots of movement and conversion freedom. She's built to capture that feeling of 'freedom' that the web-slinger's style evokes.
Has astonishingly atrocious DHCs.

-damage scaling reduced to 10%/10%/40% (normal/special/super)
-cr.M replaced with c.viper's animation
-airdash back enabled. normals are airdash cancelable
-air normals all start up 2f faster and have guaranteed minimum air hitstun/added air hitstun
-web zip significantly faster on startup, floats on hit. however, CANNOT block during web zip movement.
-command normals st.f+H, j.f+H and j.d+H added.
-throws are all comboable from with zip, longer KD time
-web ball doesn't stop physics. has some weird interactions with web zip and divekick (j.d+H)
-web swing floats
-spider sting followup (spider bite) groundbounce higher
-web throw is a command grab, lands them much closer for followup. is much slower to start and recover.
-supers are different:
+QCF+atk is Maximum Spider (Ver. Scarlet) - is a projectile that is the same size as nova orb super, on hit goes into maximum spider kick followup that homes.
capture state projectile so assists will usually eat it in the same way they do stuff like spencer wire super or dr strange astral projection
+DP+atk is Level 3, Web Assault - is a physical hit that is invin until 1f after active. has some startup, goes fair distance
+UWT is like MODOK's command grab super now - grabs grounded, jumpable on flash, invin to active. however, not comboable after hit.
-THC still crawler assault
-level 3 swaps costume to gwenom and adds a 5% damage boost
-after level 3, she gains a new level 1 super on qcb+2atk, Gwenom Bite. it otgs and is mashable





\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\LAUW- X-23 Color 2
X-23 (Wolverine Ver.)
It's All New Wolverine! No Honey Badger, though. This character is built to be a combination of X-23 and Wolverine's movesets to a degree, taking some of the 'good stuff' from Logan's moveset to form a strong fusion of the two that emphasizes the strong parts of both while keeping unique stuff (i.e. speedup super DHC/offense and xf2/3 inf loops->dirt nap on reg X23) for them too so she's not a straight improvement on either.

properties:
-damage scaling on normals reduced to 15%
-normals damage changed to be the same as wolverines (increased by a lot), j.m increased hitstun to allow for combo into j.h more consistently
-command normal st.df+M added, is basically just wolverine slide down to frame data and hit properties. is kind of faster because it uses cut qcf+M anim.
-thrown opponent distance lowered, knockdown time increased on all throws to enable combo with assist afterwards

SPECIALS:
QCB+ATK
Mirage Feint
Air actions available from frame 8 on all versions, including assist call and block. Travel distance changed from regular X23.

QCF+L
Neck Slice
Same as regular X23.

QCF+M
Berserker Barrage
Same frame data/damage as Wolverine H Berserker Barrage, including mash.

QCF+H
Decapitating Slice
Hits crouchers and goes further, but otherside same as regular X23.

DP+ATK
Talon Attack
Juggle height and hitstun properties changed on M and H versions to allow for Fatal Claw loops
L version has a ton of fixed hitstun to allow for new combo routing

QCF+ATK (air)
Talon Attack
L version causes groundbounce/softKD like Wolverin's divekick.
M and H version have 55f fixed hitstun (up 5f from reg x23) and hit 3 times for 45kx3 damage.
Active frames doubled on M and H versions.

QCB+S/QCF+S (LEGACY TRIGGER ACTIVE)
Berserker Slash
Roughly similar travel distance and frame data/hitbox as Wolverine's L and H Berserker slashes. QCF is H slash, QCB is L slash.

QCF+2ATK
Rage Trigger
Same as regular X23

QCF+2ATK (Legacy Trigger Active)
Rage Trigger X
Same until end, where instead of uppercut, Laura does ending slash of Berserker Barrage X. Soft KD, safe-ish like Wolverine's super.

QCB+2ATK
Legacy Trigger
Activates permanent install which allows Laura to use Berserker Slash and Rage Trigger X. Adds very small regeneration. Allows her to use f+H which is Logan's st.H.

QCB+2ATK (Legacy Trigger Active)
Berserker Charge
Literally the same as Wolverine's, but regenerates health at a very high rate (it's wolverine, c'mon) when active.

DP+ATK
Weapon X Prime
Same as regular X-23 but has a followup if S is held during the last hit of the super.

DP+ATK, Hold S during final hit
Silent Kill
Followup super that costs an additional bar. Has similar properties to X-23 Dirt Nap hit.


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\WEST - Wesker ALT Color
Wesker (S.T.A.R.S.)
Normal guy Wesker. Pre-godhood. Individually, his attacks do less damage but the man is putting in 110%, so he's got rekkas and some more 'team' focused stuff rather than being a pure point character/solo anchor.

NORMALS:
-cr.M, st.S, j.S damage all reduced, hitsparks changed to regular hits
-cr.M, QCF+M have slightly shorter hitboxes (adjusted to match lack of evil purple god energy)
-st.H replaced with mustang kick, 1 hit, same startup and recov as regular wesker st.H but diff hitbox/movement property
-st.S animation is different
-f+h replaced with knife throw, is cancelable and chainable into. pretty low recovery on it.
-j.d+H recovers after firing midair, can be chained into from j.s
-glasses don't give buff on break.
-glasses on taunt is different.

ASSISTS:
ALPHA:
Covering Fire M (3x gunshot straight)

BETA:
Lightning Hawk (Lower) - includes reload at the end which gives wesker magnum load. does birthday.

GAMMA:
Moonsault Slash
Groundbounce attack that's very active and fast.

SPECIALS:
QCF+L
Cobra Strike
Soft KD, pops up high enough to always have Ghost Butterfly or Rhino Charge hit.

QCF+M:
Ghost Butterfly
Hard KD. Does respectable damage and moves forward a bit to adjust for weaker hitbox than regular Wesker.

QCF+H:
Ram Horn
Hard KD, Wallbounce. Has a lot of startup, so generally hard to combo into if not using QCF+L. Can be used to sideswitch in corner for Bombing Run super full hits.

QCB+L:
Step Kick
Very fast startup (8f vs. Cobra Strike's 12f) - pops enemy up very high and and pretty high. Covers a ton of ground, but lower fixed hitstun.

QCB+M:
Tiger Knee
Soft KD. Does respectable damage, and has a huge spinning popup. Can chain cancel during the landing frames but not while Wesker is airborne, but can still ground super at any point during the move. Is plus on block, but easy to pushblock.

QCB+H
Moonsault Slash
Ground Bounce. Fast startup, soft KD on first hit, second hit groundbounces. Second hit is plus on block, but not a true blockstring between first and second hits.

DP+L/M:
Covering Fire
Fires Samurai Edge 2x for Light, 3x for Medium. Still crouchable, but can hitconfirm knife into it due to how slow knife is. Soft KD.
Can hit S during gunshot for Active Road.
+reload has 16f recovery, window is 15-32 on L version and 15-46 on M version (first frame after 1st gunshot, 4f after last gunshot)
+when done on frame after last gunshot, reduces gunshot recov by 12f on M version, 15f on L version

DP+H
Aerial Support
Soft KD. Fires delayed bullets from the air at an angle. Is extremely plus on block, bullets come out frame 19 and take some time to travel. Sound is attached to animation, so unfortunately the sound will cut if Wesker is hit. 2 durability per bullet, but fires 12 bullets. Unlikely to lose to anything coming at it.

HCB+L/M/H:
Mustang Kick
Command grab. Still one frame. Distance and recovery vary by strength - Light is the shortest reaching, Heavy the furthest reaching. Light recovers the slowest, Heavy the fastest. However, Light also scales the lowest as it's one hit, while Heavy is 3 hits and scales the most. Can combo without dashing off all of them inside the corner.

QCF/QCB+S:
Lightning Hawk (AIR OK)
Weaker version of Chris's magnum. Needs to be loaded, which causes install that stays on until projectile is fired from move. QCF is similar to Chris magnum in terms of properties (wallbounce to hard KD), with slightly better frame data (projectile spawns on 20 vs chris's 21, recovery is 55 vs chris's 60).
QCB is a piercing down shot that is soft KD on downed/airborne opponents and a stagger on standing opponents.
Must be reloaded to be able to be used. Reload is 30f.
Air version causes soft KD but not groundbounce.

d,d+S
Windfall
Move that OTGs with an immediate hard KD. Similar to how Chimichanga hits, can pre-emptively call assist to have it pop an enemy up so you can combo into super.
Hits overhead.

QCF+2ATK:
Bombing Run
Basically Super Scatter Shot. Calls down explosives in a wave that comes out guaranteed post-flash. Is insanely plus, but has a delay in coming out. Does a ton of damage at max scaling.

QCB+2ATK:
Flash Kick
Does decent damage at max scaling, but pops them up very high and has relatively low recovery. Is super used in THCs and while Wesker is on point, enables THC combos.

DP+2ATK:
Rhino Charge V2
Uses his counter animation, but doesn't crumple. Does 450k. Can XF cancel after the Hyper background goes away, like Lost in Nightmares.


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\BETY - She-Hulk Color 5
RED SHE-HULK
A straightforward love letter to those "power" type characters that love to press buttons and just destroy you for pressing buttons back at them.
Think Sol, Jotaro, Shen Woo, that kind of character. Designed to have strong basic movement and good buttons/damage/'challenge options' but a weak mixup without committing big.
So she gets nothing off ground throws at all and has no overhead, but if you get command grab supered or hit, you explode.

-1.05m health
-buttons swapped up in order strength:
+st.l is stm, stm is sth, etc. same with jumping normals. js replaced with butt drop which has diff properties and starts up way faster (10f vs 24f). hit properies are still of the button, so stm is doing sth damage, etc.
-st.m new animation with different properties
+10f startup, 6f active
+sweet hitbox
+causes stagger on CH
+soft kd on hit, yes you read that right
+heinously plus on block. looks like +6 or so?
+extremely low recovery on whiff
+strike back
-st.h has armor on frame 4, is plus one on block. not overhead anymore like anim suggests
-j.s causes hard kd and ground bounce, but is not cancelable on whiff or block. ground bounce is like footdive's - need to otg to pick up because it's so low but extends kd period
-dash anims swapped w/ capam, backdash goes way further bc cool backflip
-damage scaling upped to .15 for normals and specials
-xf scaling ratio changed to all damage - doesn't get any speed boost

COMMAND NORMALS:
f+M
Shin Breaker
-hits low, can't be chained out of - has the hitstun of a heavy and the startup of a medium

f+H (Dragon Install ONLY)
Command Normal 2
-no hurtbox on where the hitbox is, soft KD, launches on hit


ASSISTS:
alpha:
torpedo, same as regular she-hulk's but has more hitstun due to using point version properties

beta:
st.H - is also armored and soft KD

gamma:
heavy strike - restands like point version

QCF+L
Torpedo
-OTGs, has a lot of hitstun. can link st.l after it most of the time for pickups/extensions.

QCF+M
Violent Lariat
-slow to start up but plus on block. hard to combo into on ground chains, is basically now fafnir.
-hits crouchers unlike regular she hulk's lariat

QCF+H
Heavy Strike
-basically her H command grab but instead of doing a stun, it's a hitgrab that restands and can be linked from/canceled out of

AIR QCF+L
Violent Dropkick
-tumble has tons of hitstun, dropkick is a soft kd. punishable on block depending how it hits.
-all the air QCF moves have a very high height requirement - can only do them at the peak of jumps.

AIR QCF+M
Body Slam
-hard KD body slam - uses same hits for initial tumble so usually guaranteed if those hit. actually otgs but that has extremely limited practical uses

AIR QCF+H
-Dangerous Shooting Star
-does 3 hits in the tumble, makes opponent fall faster than L/M verisons so the cross chop can hit.
-does ground bounce.

QCF+2ATK - 1 bar
Black Hawk Stinger
-7+7 startup
-invincible wallbounce punch super that is negative on block with large pushback so it's hard to punish properly.
-loses invin 1f into active (7+7f)
-STAR BREAKER

QCB+2ATK - 1 bar
Two Piece
-command grab super that causes stun
-2+0 startup, invincible to active

DP+2ATK - 3 bar
Violent Roll
-2+11 startup
-invincible to end of first two swings
-causes small forced groundbounce at end
-i need the proper 'dempsey roll' animation damn

TAUNT (mashx5) - 3 bar
Dragon Install
-permanent install that constantly drains hp
-changes dash to a run that can be held and zooms like DI sol
-enabled airdash with special properties
+forward airdash unable to act until frame 10, does not accel until frame 10
-enables roman cancel on ATK+S input for 50% bar (5f recovery bc the game handles buffers annoyingly weird)
-invincible from start to finish
-enables use of QCB specials and air QCF+S special
-extremely loud voice clips on all moves

DRAGON INSTALL ONLY:

QCB+L
Gunflame
-shoots 4 pillars with 3 durability each, active for 20f

QCB+M
Grand Viper
-not cancelable with anything but team super and xf
-hits low just like grand viper

QCB+H
Bandit Bringer
-forced groundbounce
-hits overhead
-plus on block

QCB+S
Wild Throw
-command throw that bounces and sideswitches

AIR QCF+S
Sidewinder
-wallbounces
-has fake 'clean hit' mechanic - first active frame is very small and triggers 'clean hit sidewinder'
+clean hit sidewinder does more damage, has more hitstop/hitstun and is a forced wallbounce
-i really wish i could figure out a better animation to use for this move than clothesline

QCF+2ATK - 1 bar
Tyrant Rave
-replaces Black Hawk Stinger
-poor hitbox, doesn't go very far. invincible to swing, similar frame data because i am lazy
-forced wallbounce

DP+2ATK - 3 bar
Jaguar Varied Assault
-invincible to first couple of swings
-heinously fast - it's the same speed as iron fist's qcf+atk super (3+3?)
-does 700k fully mashed. you do not want to be hit by this.
-ora (but no soundclip because there's no room left in she hulk's voicelines)

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\PWAM - Phoenix Wright Color 6
PHOENIX&MAYA
A puppet character in the vein of "Devo" or "Carl Clover" where Maya is out on the field permanently. While Maya is uable to act fully independently of PW, all the moves that utilize her have very short recovery and stay active much longer than it takes to get them out. Overall moveset concept is based on a more competent/experienced PW who actually already has all their evidence and is ready to win through a steady victory (with some help) rather than relying on blind luck to turn things around. Which is why he's hobo Wright, since that's one of the older PW variations.

PROPERTIES:
-investigation mode has a 10% speedup built into it as to encourage it as the 'neutral' mode due to trial mode having better normals and combo routes
-nightmare judge available in all modes
-default scaling/xf differences still apply between modes (trial has better scaling/xf bonuses)

NORMALS:
-f+H/j.df+H Cross Examination/"Hold it!" moves have 35f fixed hitstun
-hold f+H on the ground for turnabout "Objection!" - has soft KD
-trial mode st.H has fixed hitstun and pulls enemies in
-f+M overhead causes ground bounce instead of hard kd (to prevent point inf w/ maya)

ASSISTS:
-all of them are a variation of "Missile?!" assist with evidence attached.
-as such, missile does not hit low anymore (still OTGs though)
-alpha uses the watch projectile
-beta uses 2x vase projectile
-gamma uses 2x envelope projectile

SPECIALS:
Present Evidence
QCF/QCB+ATK
-P&M has all pieces of evidence available at all times.
-watch fireball travels slower than regular PW
-envelope stationary fireballs last 50% longer than regular PW

DP+ATK
Break The Witness
-turnabout version, but otherwise default

RDP+ATK
Paperwork Storm (High)
-turnabout version, has 25f extra recovery frames

MAYA MOVES:
-maya has no collision box while idle, but when active she does except for the neutral L+S movement option
-all maya moves are cancelable at any time into each other due to a limitation in making them work

L+S/b.L+S/f.L+S
-repositions maya.
+fwd/back make her dash - she moves relative to how she is facing the opponent, meaning if she is behind opponent, fwd will make her dash fwd (towards your char)
+neutral L+S moves her forward without collision box so she can cross up opponent, but moves slower than dash

M+S
Maya's Slip n' Slide!
-activates frame 10, OTGS and does soft KD

H+S
Maya's Steel Samurai Spirit!
-activates frame 10, windmill punches that do soft KD
-extremely low blockstun, so able to jump out ASAP to try and avoid chip setups.
-last 3 hits are pushblockable for same reason as well.
-maya runs behind opponent after move is complete.

QCB+S
Maya's Spirit Shield!
-teleports maya to phoenix's location.
-maya teleports teleports on frame 15, 150f active
-same properties as reg. shield absorbs 250k damage
-shield goes active frame 50, PW recovers frame 60.
-can re-summon while shield is still up as per cancel rules stated earlier.

QCF+S
Maya Bomber!
-teleports maya to phoenix's location for an overhead hitting OTG that groundbouncesthe opponent
-30f total recov for PW

DP+S
Maya's Gun?!
-activates frame 5, recovers frame 42
-maya shoots a projectile that causes float state

RDP+S
Maya's Spirit Power!
-goes active frame 45, 50f recovery
-maya teleports next to phoenix and shoots 3 cellphone shots starting 55f after going active. cellphone shots appear with 20f gap inbetween each.
-does NOT go away when phoenix gets hit


SUPERS:
Objection!
-different versions on L+M, L+H and M+H presses
-L+M spawns a ball that does 19 hits into a soft KD explosion for a total of 20 hits.
+lasts 300f, slightly less than RR trap super.
+the projectile itself is pretty slow to come out, so not able to be used in pinch situations as easily as RR trap super but has better overall coverage.
+ball has OK durability, will generally lose or trade w other projectile supers.
-L+H spawns a ball that moves forward slowly while accelerating
+pushes enemies back and does a massive amount of damage/chip if all hits connect.
+extremely high durability - will beat or just go through other projectile supers.
+it was venom's dark angel but now it's more jacked up
-M+H is a spread beam super - does more damage the closer you get
+very good coverage for a beam super due to the spread, but damage is lower than avg for beam supers unless you are close enough to have at least 4/5 of the beams hit.
+durability is on the lower side - will beat stuff like photon array but lose/trade with most other supers. eats 19 of the 20 hits of stalking flare.

Nightmare Judge:
-the same as regular nightmare judge but maya is summoned next to PW when this super happens.
-available in both turnabout and trial


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\CAPM - Nova Color 2 and ALT Color
CAPTAIN MARVEL
Carol Danvers. On colors 2 (Ms. Marvel costume, thanks to BigSharkZ!) and ALT for Nova. Heavily based off the MVCI variation with some small changes here and there to fit MVC3 more. MVCI combo routes heavily considered besides the fly. j.HPxn stuff, so there should be some familiarity there with regards to Blitz Blow and Strike Flurry routing.

PROPERTIES:
-900k hp
-dashes and airdashes have the clunky mvci feel, including boosting off airdash->normal in early cancel.
-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)
-standing normals and crouching normals are diff and have diff frame data/hit properties.
+st.L is 5f, cr.L is 6f.
+notably, st.H has a lot of hitstun similar to magneto st.H but knocks back far
+cr.H slide OTGs as to simulate MVCI combo routing off knockdowns, but has poor hitstun
-throw knockdown time slightly reduced due to easier OTG and increased mobility
-flight startup is 17f, slower than magneto's

ASSISTS:
-all assists do 5 hits
-same durability as M distruptor
-affected by install

A -Photon Blast (Horizontal)
-not a soft KD, but has a lot of hitstun. think plasma beam.
-projectile starts on frame 15 after landing

B - Photon Blast (Up)
-lower hitstun than other beams

Y - Photon Blast (Down)
-projectile starts on frame 23 after landing
-OTGs
-soft KD

COMMAND NORMALS:
j.d+H
Photon Impact
-only comes out on exact j.d+H
-slower startup, but huge hitstun

SPECIALS:
-all specials are air OK except QCF+S

QCF+ATK
Photon Blast
-all versions do 110,400 on full 5 hits
-different strengths have different angles - L for forward, M for upwards, H for downwards
-L and M projectile spawns on frame 15, H projectile spawns on frame 23
-L and M have 60f recovery, H has 59f recovery
-L and H are soft KD on point
-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 OTGs
-is affected by Binary Ignition, powered up versions do 8 hits for 168,800 damage and last slightly longer.
+durability is still medium distruptor

QCB+ATK
Strike Flurry
-hitgrab, air ones are faster than ground ones.
-grounded L causes launcher state, can be canceled by holding up/upforward/upback into SJ.
-air L causes groundbounce, will lose launcher state due to enemy hitting ground.
-M is hard KD
-H is wallbounce into hard KD


DP+ATK
Photon Absorber
-adds 30% defense for set amount of time
-buff starts on frame 22 for all versions
-light has 50f recovery, 300f buff
-medium has 60f recovery, 450f buff
-heavy has 70f recovery, 600f buff
-can refresh buff by doing move over again while it's active
-can only be done as first move in the air or in flight

ATK+S
Blitz Blow
-8way OK, recovers after both whiff and hit
-can only do 1 midair, but in Binary Ignition can do 3 midair
-on hit or block transitions into recoil animation that recovers in 12f
-7f fixed hitstun on move on top of normal hitstun
-slightly negative on block, but not punishable

QCF+S
Takeoff
-command grab with 10f startup
-pretty much the same frame data as she hulk's antiair grab
-on hit has similar properties to spencer's command grab

QCF+2ATK
Power Blaster
-slow to start up unless in binary, regular version is similar to nova medium beam super but more startup/recov
-mashable up to 50 hits
-does 279,100 raw, about ~150k fully scaled
-powered up in Binary Ignition - does 384,200 raw, ~250 max scaling

DP+2ATK
Binary Ignition
-install super that lasts for 600f
-17+6 startup, no invin
-air OK
-adds 10% damage and speed boost
-powers up photon blast to 8 hits, allows blitz blow to be done 3x midair
-powers up power blaster to do big damage
-drains 10% red health

QCB+2ATK
Stellar Stream
-5+10 startup
-invin to end of active frames, which is 15f after flash
-extremely unsafe on block
-445k damage, causes hard KD and resets to middle of screen
-can OTG afterwards for followup



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\MANG - Sentinel Color 6
SENTINEL (MVC2)
i went back and forth on making this char because i kept thinking 'man, but how do you just make it NOT better sentinel?'
but after carol i kinda wanted a junk food char so, here's this insanely cheap motherfucker who breaks tons of rules
thank god for the machine


PROPERTIES:
-1.25m health
-damage scaling changed to .2/.2/.3
-flight is still 15f, but can be canceled with any movement to simulate fast-fly
+flight can be done 3x midair
+flight enables use of assists like mvc2
+flight is crazy fast and has no drift or accel - instantly goes to 100% speed and stops on a dime

ASSISTS:
A
sentinel drones
same as reg, but drones are sped up and closer together to match point ver

B
Launcher-Type Assist
it's literally just his st.s, like mvc2. i don't know why you would pick this besides memeing on people. it causes launch state on hit, i guess.

Y
rocket punch
same as reg, but RP does soft KD to match point ver

NORMALS:
-all normals do 20% chip (specials do 30% as normal)
-jumping normals changed on j.m, j.h and j.s
+j.l damage increased to 90k from 75k
+j.m is similar to j.LK from mvc2, 9f startup - chains on 2nd hit into standard j.m to simulate j.LK j.MK chain in mvc2
+j.h swapped with j.s - is now frying pan with similar properties to mvc2 (meaning it doesnt really combo into j.s, also that its lightning fast)
+j.s startup reduced to 14f from 17f, active time increased to compensate
+jumping normals have fixed hitstun of 7/7/soft kd/soft kd
-standing M has fixed hitstun 10f
-st.H/cr.H beam does 1 hit, soft KD, 100k dmg

SPECIALS:
-grounded rocket punches do soft KD
-air rocket punches have 5f less recovery and slight drift downwards while doing them
-sentinel force drones sped up so they aren't staggered, recovery reduced by 10f on point
-command grab removed

SUPERS:
-hyper sentinel force drones travel much faster, recovery reduced by 2f
-hard drive eats projectiles but otherwise does not travel as far and hits more often. does less damage overall.


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\SHKU - Akuma Color 4
SHIN AKUMA
a testbed for animation swapping and a joke chat turned into a real concept. probably a really bad idea. the general idea is a 'boss character' so he has a ton of special properties that don't really make sense mechanically.

PROPERTIES:
-325m hp
-only takes red damage but recovers life naturally.
-he cannot perform any team actions except THCs and raw tagging
+this means he cannot call assists, be DHC'd into or out of, tagged intoor can he be used as an assist.
-if he is used in ANY team action (THC, tagging out), he instantly dies
-xfactor gives him no boost to damage or speed whatsoever
-scaling is .33/.33/.33

NORMALS:
-cr.M changed to ryu cr.M but slightly better -1f faster, 1f more active
-st.H changed to ryu f+H - much faster than ryu's and has better hitbox
-st.f+H sped up in general
-j.s replaced with ryu's but slightly better - 1f faster, 1f more active

-divekick acceleration time sped up - less pause and travels down faster
-divekick variations added to j.d+L and j.d+H, which travel different distances
-divekicks are all cancelable into during chains and cancelable with specials

ASSISTS:
akuma STANDS ALONE (cannot be called as an assist)

SPECIALS:
QCF+ATK
Gou Hadouken
-same as regular akuma's, but has 5f less recovery overall

Zanku Hadouken
QCF+ATK (AIR ONLY)
-fires two fireballs at different angles
-pauses akuma's momentum similar to ryu's air fireball
-has regular air limit of 3x uses

QCB+ATK (AIR OK)
Tatsumaki Zankukyaku
-same as regular akuma's but has 3-5f less recovery depending on strength
-soft kd on all versions

DP+ATK (AIR OK)
Gou Shoryuken
-all versions recover midair now
-can only do one DP midair

RDP+ATK (AIR OK)
Hyakkishu
-followups delay on activation reduced from 15f/13f to 10f and all autocorrect
-H followup shoots two fireballs
-added S followup which cancels the flip back into neutral state

QCF+S (AIR OK)
Shakunetsu Hadouken
-fires 3x3 durability single super fireball that travels extremely fast
-air version does not halt momentum like Zanku Hadouken

QCB+S (AIR OK)
Messatsu Gou Rasen
-free movement tatsu. does not eat projectiles and has worse hitbox than regular tatsu.
+has folllowup on L/M/H that causes wallbounce
+S cancels it ala unfly

DP/RDP+ATK (AIR OK)
Ashura Senkuu
-startup reduced to 5f, travels further
-can only do one teleport midair

SUPERS:
QCF+2ATK (AIR OK)
Messatsu Gou Hadou/Tenma Gou Zakuu (AIR OK)
-has significantly reduced recovery on both versions
-can be done 3x midair.

DP+2ATK
Messatsu Gou Shoryu
-recovers midair

L,L,f, M,H (LEVEL 3)
Shun Goku Satsu (AIR OK)
-travels further

d,d,d+2ATK (LEVEL 3)
Kongou Kokurestu Zan
-unblockable projectile that spawns around akuma


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\CHST - Chris ALT Color
CHRIS (S.T.A.R.S.)
done because i saw emc making RE3/S.T.A.R.S jill and i was inspired to have an all S.T.A.R.S team. is inspired by his RE1/REmake arsenal, so he has a larger focus on the knife and shotgun.

PROPERTIES:
-scaling is .1/.1/.4

NORMALS:
-st.M changed to knife slash with some fixed hitstun
-st.H changed to knife stab with some fixed hitstun
-cr.H changed to knife sweep, OTGs and is canceable into specials and launch
-f+M shoots forward
-j.L active until landing
-j.d+H recovers midair
-flamethrower larger by about 30%

ASSISTS:
Alpha
Combination Punch (H)
-literally the same as vanilla

Beta
Covering Fire
-fires 2 fwd pistol shots that have very high hitstun

Gamma
Shotgun (H)
-exactly the same as point version of shotgun

SPECIALS:
QCF+ATK
Shotgun
-all versions' pellets OTG
-L version fires insanely quickly, 18f projectile spawn and recovers quickly.
-M version has same frame data as regular chris but bullets travel almost fullscreen
-H version fires L pellets and then M pellets.

QCF+ATK (AIR)
Shotgun (Air)
-L fires forward with default range
-M fires forward with near fullscreen range but has long startup and causes chris to ricochet backwards upon firing
-H version has similar frame data to regular chris's but fires slightly faster
+pellets travel much further
+chris ricochets backwards and upwards when firing

DP+ATK
Hand Grenade (AIR OK)
-different versions throw different angles of grenade
-air version recovers midair
-crazy ass linger time

QCB+ATK
Combination Punch
-can cancel into Hand Grenade after last hit of all strengths
-all followups made significantly more lenient
-L and M versions juggle higher, allowing for use on OTG and juggles
-L version has more fixed hitstun, soft KD on all followups.
+last L version hit causes hard KD alongside existing wallbounce
-M version is soft KD on both hits and chains into the H version of Shotgun with H press at end of second punch
-H version is same as regular chris

QCF+S
Colt Python (Air OK)
-only available after using "Colt Python" super
-similar properties to regular chris magnum but is super durability and scaling
-comes out much faster than regular chris magnum (11f vs. 18f-ish)

d,d+H
Ready Aim
-causes chris to enter stance where he readies shotgun
-can walk around with classic RE walk anim

READY AIM STANCE MOVES:
-all moves are cancelable at any time with S or jump (same move)- 4f recovery to cancel

2ATK/b+2ATK
Combat Roll
-invincible to all but throws. invincible from the start but has 5f recovery. can cross through opponents.

L
CQC Strike (Hook)
-chains into itself and into stance M/CQC Strike (Uppercut)
-plus on block, 8f startup (overall similar to chris st.M hitbox/startup wise)

M
CQC Strike (Uppercut)
-projectile/strike invincible from startup to before first active frame
-puts opponent in launch state

H
Fire!
-shotgun blast spawns projectiles on frame 2
-pellets are regular shotgun range
-30f recovery unless canceled

SUPERS:
QCF+2ATK
Stinger Missiles
-slow startup, fires 3 homing missiles that will clash with any super projectile
-missiles have insane homing capability but have delay in accelerating to start chasing opponent

QCB+2ATK
Colt Python
-install super that fires a single super durability shot magnum round after flash. roughly 11+1.
-enables 5 uses of "Colt Python" QCF+S special (AIR OK) which also fire super durability magnum shots.

DP+2ATK
Desperate Assault
-similar to regular chris's All Weapons Assault, but fires shotgun 5x before firing RPG
-shotgun pellets go fullscreen
-last set of shotgun pellets cause spin state like AWA magnum



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\OKEN - Iron Fist Color 3 and ALT Color
KEN
basically a placeholder model at the moment because ken was going to be my test char for the model importer once it was done but i decided to just finish up the char more or less anyways. general idea is gathering all the extremely fucked up parts of ken (barring ST style safe jab DP - i'm still waffling on a2 alpha counter lol) and putting it into task to create a more speedy shoto char vs. eryu's high firepower zoning/roll mixup/install stuff and ex ryu's more solid fireball + beam game.

PROPERTTIES:
-1m hp, same as ryu
-.1/.1/.35 scaling, same as ryu
-walkspeed higher than ryu's
-dash speed significantly higher than ryu's
-ground front throw and backthrow changed to knee bash and hell whell
-xf spread is 1.25/1.15, 1.5/1.2, 1.75/1.25 - 10% less power and 10% more speed than ryu
-i didn't do his intro/exit voice clips because people kept installing that stuff wrong on carol and crashing their game + i'm lazy and don't understand japanese

NORMALS:
-st.M and st.H animations changed to match ken f.MK and f.HK, snap is still ryu's dumb ass punch
-st.f+M is overhead kick that has huge hitstun/blockstun (same as heavy) and is 19f(!) startup - first frame or two is unlikely to hit crouchers though, so more realistically 21-23 on regular sized cast
-j.M animation changed to akuma's, hitbox added to rear leg to simulate classic shoto crossup j.mk (this might be too strong?)
-j.S special cancelable on whiff and hit

ASSISTS:
-same order as ryu
Alpha
Shoryuken (H)
-mvc2 AAA hellworld assist
-invin ALL THE WAY UP, vulnerable ALL THE WAY DOWN including during landing frames
-hitstun that will make gouken cry that his uppercut isn't on fire

Beta
Hadouken (M)
-fixed hitstun 30f
-enables unique THC of shinkuu hadouken - ken's does 20 hits and is weaker/shorter than ryu's

Gamma
Tatsumaki Senpukyaku (M)
-soft KD into groundbounce
-potentially as obnoxious as shoryu but easier to convert/more active

SPECIALS:
QCF+ATK (AIR OK)
Hadouken
-ground version is same as regular ryu's, but has 2f more recovery in general
-air version fires diagonally with limited range and causes ken to float.
+air version OTGs and has fixed hitstun 19f

QCB+ATK (AIR OK)
Tatsumaki Senpuuyaku
-all ground versions go upwards
-grounded L version is 3F, M is 5f, H is 9f
-grounded L version recovers midair, M version groundbounces, H version hard KDs.
+M and H are all soft KD on hits prior to final hit as well.
-air L version is similar to ryu's but is active longer
-air M version is 3 hits, all soft KD
-air H version does unscaled 50k damage per hit, up to 3x. has very low hitstun ceiling

DP+ATK (AIR OK)
Shoryuken
-he is on fire
-startup is 2f/4f/6f for L/M/H versions on the ground
+air versions are 3f/5f/7f
-extremely, heinously invincible and active. all the way up. 16f for L DP, 18f for M DP, 28f (!!) for H DP
-fixed hitstun for first hit of M and first two hits of H
-air versions do not recover until landing
-he uppercut on fire

ATK+S
Quick Step
-15f total
-only property is that it is special cancelable
-he hauls ass at you, just go nuts with it during offensive

SUPERS:
-all of his supers are mashable

QCF+2ATK
Shoryu-Reppa
-does not nullify projectiles but also, due to it's on-fire-uppercut status, heinously invincible. as in, invincible all the way until he starts falling from the last uppercut.

QCB+2ATK (AIR OK)
Guren Senpukyaku
-fully projectile invincible from start to finish
-air version does slightly less damage than ground version but has no landing recovery

DP+2ATK
Shinryuken
-spawns projectile pillar that OTGs and does huge damage
-kind of pissed i can't make this super look better


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\CYKE - C. Viper Color 3 and ALT Color
CYCLOPS
-1mil hp value
-has doublejumkp
-does NOT have traditional air chain (j.MMHS) due to command normals in air
-does NOT have air chain limit (can chain all buttons in a row on normal jumps)
-scaling is .15/.15/.4
-xfactor bonus is power-focused, 25/15, 47.5/22.5,65/35 boosts

NORMALS:
-note that cr.M hits on FRAME 4 (!!) and is a TRUE LAUNCHER (j.s causes hard KD) because of legacy cr.MK reasons

COMMAND NORMALS:
Optic Shot
f+H
-shoots a 3 durability fireball that is cancelable and has fixed hitstun

TRADITIONAL AIR COMMAND NORMALS:
-these are the reason why cyclops does not have a mvc3 air series, because he has an xvsf chain string of
j.L->j.d+L->j.M->j.d+M and so on

j.d+L
-same startup as j.M, effectively treated as a j.M damage/scaling wise
-knocks opponent downwards, slightly less hitstun than j.M but more than j.L

j.d+M
-1f slower than j.M, but larger range and more hitstun

j.d+H
-same speed as j.d+M
-knocks opponent downwards, more hitstun than j.H

ASSISTS:
Alpha
Gene Splice
-classic DP assist. different from point versions as to try and match mvc2 version more. invincible up to frame 9 as well.

Beta
Optic Blast M
-same properties as point version

Gamma
Optic Sweep
-same properties as point version

SPECIALS:
Optic Blast (AIR OK)
QCF+ATK
-same durability as L distruptor
-soft KD
-absolutely insanely fast startup (10f, same as L distruptor) and active time

Charged Optic Blast
HOLD->RELEASE ATK
-wallbounces
-medium durability
-comes out even faster than regular optic blast, and is much faster to recover

Optic Sweep
QCF+S
-first part OTGs, reflected blast does not

Cyclone Kick
QCB+ATK
-L and M versions have soft KD on 2nd kick
-H version does hard KD on 2nd kick

Gene Splice
DP+ATK
-invincible up to frame 9
-strength determines distance. based on xvsf angles where it's fairly narrow instead of mvc2 giant horizontal sweep (due to wanting to avoid overlap with ken DP style)
-mashable for up to 3 more hits
-soft KD on every hit

Running Neckbreaker DDT
QCB+S
-command grab, 30f startup


SUPERS:
Mega Optic Blast (AIR OK)
QCF+2ATK
-ground version has 20f startup, air version has 25f startup
-mashable
-mega unsafe
-can link things after in corner or on good air angle hit

Super Optic Blast (AIR ONLY)
F,DF,D+2ATK
-OTGs
-big hitstun, low recovery on hit/block
-extremely janky aimable super
-autocorrects if opponent crosses through due to hacky method of making this work
-works based on timer where it goes into each shot, last shot when timer runs out is not aimable due to that

LVL3
Final Optic Blast
QCB+2ATK
-mashable for up to 420k damage
-invincible
-only shoots upwards because its the damn winpose

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\JEAN - Phoenix ALT Color
Jean Grey
-850k health
-hacky workaround for dark phoenix - effectively pops into dying and then gives the player 4.99 bar upon death b/c 5 makes her revive lmao
-has nova-style airdashes and falling speed off airdash buttons
-scaling is .05/.05/.4

NORMALS:
-j.M animation swapped to phoenix j.H animation, damage and hitstun increased to nova j.M levels
-j.H animation swapped to new animation - same properties as nova j.H

COMMAND NORMALS:
-f+M causes hard KD on air hit
-f+H has more fixed hitstun
-j.d+H can be chained into from j.f+H, has a slightly larger hitbox and goes active frame 10 instead of frame 14

ASSISTS:
Alpha:
TK Shot M
-sets 2 balls and then fires them off afterwards

Beta:
TK Barrier+
-TK Barrier M with longer barrier time and more recovery via taunting after summoning the barrier

Gamma:
TK Mine-
-sets stationary mine ball with high hitstun in front of jean, mine has 1 point of durability and explosion has 5 points


SPECIALS:
TK Shot
QCF+ATK
-summons a ball that can only be interacted with by player projectiles and jean's normals
-note they do NOT autocorrect because of technical issues, so they only fire off in the direction they were set in
-on contact, the ball explodes into a high-hitstun 50k damage explosion with 3 durability
-explosion does OTG as do balls
-chains into TK barrier and higher strengths (L shot->H shot->TK barrier for example)

TK Bind (AIR ONLY)
QCF+ATK (AIR)
-sets a phoenix binding trap that act similar to the TK Shot balls, with the same explosion
-fires off a diagonal bird projectile instead of a ball upon hit
-automatically fires after some time has passed
-L version does not stop jean
-M version summons 2 traps but stops jean's midair movement
-H version shoots a horizontal bird directly

TK Barrier
QCB+ATK
-creates forcefield around jean that nullifies projectiles
-has an attack hitbox on forcefield summon

Teleport
RDP+ATK
-15f slower startup than phoenix teleport but 5f less recovery

SUPERS:
TK Shockwave
QCF+ATK
-spawns phoenix supers similar to shockwave - acts similar to shockwave overall or thor's crappy shockwave

TK Field Overload
QCB+ATK (AIR OK)
-similar to nova's 'power of the nova force super' in hit properties


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\DM1D - Dante ALT Color
DMC1 Dante
-same health value, xf values as reg dante
-does NOT have airdash or doublejump, can only doublejump in DT
-has VSAV chain (able to hit all standing into crouching in a row), including some weird unique options
+can do st.MM to simulate DMC1 double upswing
-all normals cancelable into specials and launcher (no bold cancel on stinger etc, helm breaker cancelable)
-normal scaling at .05 and special scaling at .1 instead of dante's tiny baby scaling
-most normals are 1-2 faster than dante's regular normals and have significantly longer reach. all of them have significantly more hitstun, especially air normals. million stabs (both cr.H and stinger ver) are soft KD/guaranteed on grounded opponents.
-everything is bold cancelable, even if it's only after a certain window (30f on ground for specials)


NEW NORMALS:
st.H is trish's animation
j.s is overhead shotgun blast similar to MVCI. monstrous hitbox that needs adjustment. samurai edge model is placeholder until model swapping tool like a lot of this char. does chip damage and has better scaling than normals but not as good as heavies.


COMMAND NORMALS:
Two Hand
st.H->u+H
Weasel Shot (Air)
j.H->b+H
-all versions of ebony and ivory gunshots mashable up to 8 shots
-cancel windows into E&I moves drastically increased - can cancel until actual recovery. clay pidgeon (st.s->H) cancelable into on whiff as well.
-cold shower, scat shot, weasel shot all cause soft KD.
-all count as command normals so all except clay pidgeon cancel into st.S (on hit) and st.d+S and specials
-u+H is new but does not cause soft KD, is upforward angle that sweeps down
-shots cancel into each other in this chain order: cold shower(df+H)->scat shot(H)->two hand(u+H)->weasel shot (b+H)
-clay pidgeon also chains into weasel shot

st.d+S
High Time (Rising)
uses vergil's animation and a slightly larger hitbox than his to account for sparda being huge.
-doesn't cause launch state but is otherwise cancelable into like st.S.
-can cancel into air weasel shot
-recovers midair.

j.d+H
Helm Breaker
-slower than vergil's, faster than dante's regular S. doesn't hit overhead.
-causes groundbounce, hard KD in DT
-cancelable at any time.

L/M/H (DT flight only)
Tracer
-extremely fast recovering fireball
-each fireball is 2 durability

SPECIALS
-note all ground specials are bold cancelable on hit or block after 30f and all air normals/specials are bold cancelable/enemy steppable on hit

QCF+L
Nightmare Beta
- charges like multi-lock but fires angled lasers. wish i could figure out how to make this bounce properly.
-multiple hits based on distance to opponent, does a shitton of damage charged and has a float property

QCF+M
Charged Shots
-spins and shoots 10 shots in succession. each shot is 1 durability, but they all come in a pretty tight spread. slow startup but puts out decent durability against fireball style projectiles.

QCF+H
Grenade Gun
-fires small grenade that causes soft KD and knocks back. 5 durability but is counted as 5 durability for every frame so pierces through beams without extremely heavy durability.
-can be backdash canceled on frame 25 (grenade roll whee)

QCB+L
Sparda Stinger (Lv1)
-wallbounce, single hit

QCB+M
Sparda Stinger (Lv2)
-2 hits, wallbounce on 2nd hit
-hitbox is larger closer to dante

QCB+H
Round Trip
-has a cooldown that works in same hacky way as round harvest where it's timed roughly to when the boomerang returns.
cooldown is shared w/ round harvest as well.

DP+L
Kick 13
-launcher, jump cancelable on block or hit

DP+M
Magma Drive
-OTGs

DP+H
Meteor
-slow moving 3 durability projectile that does 1 hit
-DT increases to 5 durability projectile that does 5 hits

QCF+ATK (AIR)
Jump Kick
-signature DMC divekick, think starfall/killer bee/full house. pops enemy up slightly and has some guaranteed hitstun. L/M/H strength progressively increases angle.
-no air action limiter on this move


ATK+S (Ground)
Bold Jump
-recovers in 5f
-can bold jump out of ground specials after 30f

ATK+S (AIR ONLY)
Enemy Step
-same properties as bold jump mostly but this move ONLY comes out as a hit cancel - you must be hitting the enemy for this move to come out
-10 air limit on this move, basically arbitrary anti-TAC infinite thing. bleh

QCF+S (DT ONLY, AIR ONLY)
Inferno
-drops down and spawns a huge fire pillar that OTGs and has higher than normal scaling

QCF+S (DT ONLY, AIR ONLY)
Vortex
-same properties as reg. dante vortex but slightly more fixed hitstun

QCB+S (DT ONLY, AIR ONLY)
Air Raid
-same ol flight as usual, duration increased by 50%

SUPERS

QCF+2ATK
Jackpot!
-fires 300k damage single shot. same startup as million dollars, but much faster on recovery due to only being one shot.

DP+2ATK
Round Harvest
-literally trish's super
-timed limit on re-use equal to active time - can get around if dhcing into ie round trip-> install->super->round trip

QCB+2ATK (AIR OK) (LEVEL 3)
Devil Trigger
-7s length, does not gain meter during install
-drastically increases length and hitstun on all normals involving use of sparda (the sword)
-flat boost to damage on sparda normals (adds 25k to all sparda moves dmg) instead of percentage damage boost
-buffs Meteor
- 25% damage reduction when hit
-enables Tracer in flight mode


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\THNS - Haggar Color 3 and 5

Thanos
-1.15m health
-has fwd/back airdash and airdash cancelable normals
-scaling is .1/.2/.5
-xf boosts same as haggar (90-10 power/speed split)

NORMALS:
-completely different. pretty much all buttons except lights and j.H are multi hitting for high damage and big hitstun.
-cr.H OTGs on the stomp and then shoots 3 2 durability projectiles in a wave. the projectiles are similar to
whirlwind or gamma wave and always come out if the first one spawns.

COMMAND NORMALS:
Insolence Crusher
f+H
slow overhead. groundbounces on hit. has deceptive distance.

Palm Breaker
j.f+H
-wallbounces on hit. has a bunch of hitstun as well.

SPECIALS:
QCF+L
Tyrant Charge LP
-super armor starts on frame 8
-soft KD

QCF+M
Tyrant Charge HP
-super armor starts on frame 15
-overhead
-groundbounces into knockdown

QCF+H
Insurrection's End HP
-command grab that goes active frame 25
-super armor starts frame 5
-sideswitches into a bounce + hard KD - doesn't use groundbounce.

QCB+L
Titan Shield LK
-spawns 15 durability projectile (it's a cube bc nova's shield has some weird stuff goin' on with it)
-has cooldown - install bar indicates length of cooldown

QCB+M
Titan Shield HK
-full counter (counters high/low/projectiles but not supers or throws) that goes active frame 15.
-active for 25f
-followup on activation is invin until recovery, nullifies projectiles and wallbounces.
+follow is a phys attack if you wanna counter it

QCB+H
Emperor's Stance
-short range on the ground, slightly better range vs airborne enemies
-causes crumple on grounded opponents and a high hitstun freeze on airborne opponents

D,D+S
Titan's Deceit
-teleport with long startup. puts him airborne - similar to wesker H teleport but not quite as good or smooth.

SUPERS:
Final Judgement
QCF+2ATK
-beam super that has slower startup (25f)
-less damage than other beam supers by a bit
-causes hard KD on last hit

Sovereign Decree
QCF+2ATK (AIR)
-phys super that does bonkers damage
-first 4 frames have an attack that pulls enemy down a lot before transitioning to regular gravity
-does more hits the higher up you are, upon hitting ground does ender attack
-OTGs just to be consistent on ender attack hit
-causes hard KD on hit

Snap
QCB+2ATK (LVL3)
-slow startup unblockable super that does 450k and hard KD in a burst around thanos.
-invin on startup but loses invin post flash

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\PSYK - Felicia Color 5 and ALT
Psylocke
-800k hp
-xf scales same as felicia
-.1/.15/.5 scaling
-has triple jump but air normals are NOT jump cancelable. each jump is a full jump height instead of being shorter
-taunt hits like st.L

ASSISTS
alpha:
PSI Blade
-goes active within 4f, no startup - always starts out active
-short hard KD
-invincible on alpha counter
-THC is maelstrom

beta:
PSI Thrust
-phys move that goes nearly fullscreen, hits 5 times. is a reference to the extremely top tier MVC 1 assist.
-THC is unique version of PSI thrust that does 18 hits and is super active

gamma:
PSI Flash L
-otg projectile assist. it's honestly kinda bad but... there's something i love about putting wesker gunshot on chars
-THC is kocho gakure


NORMALS
-st/cr M/H are jump cancelable

COMMAND NORMALS
st.f+M
-overhead. chains into st.S on hit, is special cancelable when it hits the ground. hard KDs on air hit.

j.u+H
-2 hit air normal, standard chain rules


SPECIALS:
QCF+ATK (AIR OK)
PSI Flash
-5 durability fireball with same recovery as ryu M fireball
-L versions OTG

QCB+ATK (AIR OK)
PSI Blade
-L and M versions are 2 hits. H is 3 hits.
-different hit properties on air and ground version of all strengths.
-can cancel into higher strength version (L->M, L->H-, M->H) including on whiff
-can be canceled into Ninjutsu on whiff
-eats projectiles


DP+ATK (including S) (AIR OK)
Ninjutsu
-teleport that moves a fixed distance
-L teleports in place, M moves forward, H moves vertically, S moves vertically and forward
+for the case of air versions, same applies but teleports to the ground for vertical movement

Surprise Attack
Direction+ATK (DURING PSYLOCKE REAPPEARANCE FLASH ON NINJUTSU)
-high damage, high hitstun
-cancel window is kinda tight - can only do it when the reappearance flash first shows up and not later into the recovery frames
-doesn't count as an additional air action - is considered part of Ninjutsu


SUPERS:
QCF+2ATK (AIR OK)
PSI Thrust
-can hold direction during/after cinematic to go 8way direction
-press direction+attack to do another thrust, can do 2 total
-recovers on landing


QCB+2ATK
PSI Maelstrom
-invincible super

DP+2ATK (AIR OK)
Kocho Gakure
-spawns projectiles all around psylocke with last 2 waves shooting ones that go fullscreen
-OTGs
-does not recover until landing if done midair

RDP+2ATK (LVL3)
Illusion Ninjutsu
-lasts 300f
-creates 2 shadow clones that spawn on attacks/specials that spawn on delay
-shadow clones have different hit properties on L psiblade and surprise attack, do half dmg
+L psiblade has less fixed hitstun
+surprise attack is a soft kd
-stays on tagout but doesn't affect assists



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\RSHD - V.JOE COLOR 5/6
Rashid
-950k hp
-xf scales the same as iron fist
-.05/.05/.35 scaling
-has forward airdash and walljump

ASSISTS
alpha:
Spinning Mixer L
-soft KD but otherwise unremarkable forward rushing assist

beta:
Spinning Mixer M
-also soft KD, goes upforward a fair distance

gamma:
Whirlwind Shot H
-shoots forward FB that has 5 durability and OTGs. slow to start up.


NORMALS:
-has full chain (st.L->cr.L->st.M->cr.M->st.H->cr.H
-st.H causes crumple on counterhit because crush counter lmao

COMMAND NORMALS:
Beak Assault
f+M
-cannot be chained into
-hits overhead, can be special canceled out of

SPECIALS:
QCF+ATK
Whirlwind Shot
-fires 5 durability 3 hit projectile that arcs up depending on strength.
-H version has longer startup but goes forward and OTGs.
-can be canceled into Dynamic Assault (ATK+S) shortly after fireball is shot

QCB+ATK (AIR OK)
Eagle Spike
-forward moving kick with different properties depending on strength.
-ground L version makes rashid bounce off the opponent. M pushes into them. H shoots upwards.
-air L version is regular hit. M is groundbounce. H is arcing down then up. can only do H version once midair.

DP+ATK
Spinning Mixer
-plus on block, soft KD. 8f startup so relatively fast.


SUPERS:
QCF+2ATK (AIR OK)
Altair
-mighty tornado, more or less - rashid shoots upwards and hits em with the tornado. mashable for damage. soft kd.
note ground and air version have diff recovery.

QCB+2ATK
Easifa
-install super that lasts 360f
-grants 12.5% speedup, no meter reduction
-moves are powered up in this mode, including as assists
+eagle spike destroys projectiles
+whirlwind shot becomes 5 hits of 2 durability
+whirlwind shot able to be canceled at any time by dynamic assault
+spinning mixer does 2x the amount of hits

DP+2ATK
Ysaar
-slow startup but shoots a mighty tornado as a slow projectile. effectively supposed to be VT1 but projectile limitations make it iffy.


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\MHUN - TASKMASTER COLOR 3/6
Monster Hunter
-1m hp
-.15/.15/.5 scaling
-xf is 100% power 0% speed, same as hulk


NORMALS:
-all standing greatsword normals are armored (but not j.H)
+st.H armor starts on frame 8
+cr.H armor starts on frame 8
+st.S armor starts on frame 10

ASSISTS
alpha:
Draw Slash M
-hyper armor
-groundbounces and OTGs
-THC is unique one hit slam does that 300k

beta:
Arrow Strike H
-fires arrows upwards
-THC is M+H arrow super

gamma:
Well-Done Steak
-heals monster hunter red health by 150k
-adds meter
-THC is L+M arrow super

COMMAND NORMALS:
Circle Slash
st.f+M
-overhead attack that can be canceled into roll/demon dodge upon active frames

Tackle
st.f+H
-armor starts on frame 5, fastest armor normal MH has
-extremely long hard KD

Jumping Shot (AIR ONLY)
j.d+H
-10 durability point piercing arrow
-OTGs
-cannot act until landing upon use

SPECIALS:
-note all specials except Rising Slash can be atk+s/dodge canceled on recovery

Draw Slash
QCF+ATK
-hyper armor attack that starts on frame 5
-OTGs
-L pops up, M groundbounces, H does hard KD
-holdable for more damage and stronger effect. L pops up higher, M is higher groundbounce, H is longer HKD.
-has followups on H, f+H and d+H

Draw Slash Followups:
Tackle
H during Draw Slash recovery
-super armor starts frame 1
-hard KD
-fastest followup

Wide Slash
f+H during Draw Slash recovery
-super armor starts frame 1
-wallbounces
-second fastest followup

Rising Slash
d+H during Draw Slash recovery
-super armor starts frame 1
-OTGs
-pulls enemy upwards and towards MH
- jump cancelable on hit with a special floaty jump

Arrow Strike
QCB+ATK
-fires 10 durability projectiles
-holdable to fire more arrows
-M/H arrows OTG and cause hard KD

Dodge
ATK+S
-invincible from frames 1-15, total time 35f
-can do this move to cancel out of recovery of specials


SUPERS
Tartarus Stampede
QCF+2ATK
-invincible super that goes into cinematic and does a massive amount of damage
-disgusting backwards aerial hitbox because it starts on the swing behind MH's head

Demolisher Demon Dance (AIR ONLY)
QCF+2ATK
+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

Meteor Fall
QCB+2ATK
-has L+M, L+H and M+H variations that change distance
-slow startup but fires one arrow upwards then arrow rain downwards
-staggers and hard KDs on hit

True Charge Slash
DP+2ATK
-non-cinematic LVL3 physical attack that does 450k
-invincible until after flip is complete



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\HUNK - HUNK - Deadpool Color 1 and 5
-750k hp
-.1/.15/.4 scaling
-xf values same as deadpool

ASSISTS:
alpha:D
Deadeye L
-fwd shooting assist
-gives L+M Full Auto on THC

beta:
Deadeye M
-gives L+H Full Auto on THC

gamma:
Deadeye H
-otgs
-gives M+H Full Auto on THC

NORMALS:
-cr.H has similar property to vergil cr.H where it has fixed hitstun and pops up the opponent

COMMAND NORMALS:
Riot Kick
st.f+H
-extremely high hitstun
-slow startup

SPECIALS:
Deadeye (AIR OK)
QCF+ATK
-coverage-type projectile move.
-jumping M version and both H versions OTG
-jumping versions and H version hit properties are different from standing L/M versions

Ready Grenade
QCB+ATK
-readies grenade, enables use of Grenade special
-can cancel Deadeye and Dance Macabre into it

Grenade
QCB+ATK (with grenade readied)
-can cancel Deadeye and Dance Macabre into it
-grenade comes out frame 5, is soft KD
-different strengths are different throwing distances

Dance Macabre
ATK+S (FWD/BACK OK)
-command dash/hop
-can cancel any special into them, dashes can cancel into each other/hop
-dash crosses though opponents

Neckbreaker
QCF+S
-invincible (!!) command grab - invin to grab frame, which is frame 6
-long recovery
-hard KDs so can OTG afterwards for combo

SUPERS
Full Auto
QCF+2ATK (AIR OK/VARIATION OK)
-projectile super with long duration. not mashable.
-L+M variation shoots forward
-L+H variation shoots upforward on the ground and downforward in the air. air version OTGs.
-M+H variation sprays and has different hitstun than other variations. OTGs.

Dead Man's Hand
QCB+2ATK
-close range projectile super that comes out monstrously fast (5+0, guaranteed projectile coming out postflash)
-3 super durability grenades that explode in front - will nullify beams like chris nade launcher
-soft KD
-readies grenade

The End (LVL3)
DP+2ATK
-slow startup but invincible to near end of active frames
-hard KD afterwards so can follow up with OTG moves


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\CAMY - CAMMY - Firebrand Color 5 and ALT
-950k HP
-.05/.05/.4 scaling
-doublejump
-xf values same as jill

ASSISTS:
Alpha:
Spiral Arrow M

Beta:
Hooligan Combination-> Cannon Strike+

Gamma:
Cannon Spike

NORMALS:
-M/H normals have extremely high hitstun, st/cr.H are soft KDs
-no command normals

SPECIALS:
Spiral Arrow (AIR OK)
QCF+ATK
-ground version hits low, low profiles like crazy and OTGs

Axel Spinning Knuckle
QCB+ATK
-L version is super plus on block
-M and H versions destroy projectiles from frame 10 onwards
-H version can cross through opponent

Cannon Spike
DP+ATK
-3/4/6f invin - goes active on 6
-goes into bounce state on hit/block, recovers midair. should be punishable on block w/ airthrow still

Hooligan Combination
RDP+ATK
-L followup is an OTG divekick that groundbounces and hits overhead
-M followup is a fastfall that recovers quickly on landing
-H followup is an air-to-air command grab

Cannon Strike (AIR ONLY)
QCB+ATK
-L/M cause bounce off opponent that recovers midair, similar to v. joe.
-H has a lot of air hitstun and doesn't have the bounce.

SUPERS:
Spin Drive Smasher
QCF+2ATK
-projectile invincible postflash
-OTGs
-mashable
-kinda awkward knockback - will whiff at further ranges vs. airborne targets

Killer Bee Assault
QCB+2ATK (AIR OK)
-it's maximum spider more or less
-doesn't have the bounce that shadow lady's does at the end as to prevent infinite

Reverse Shaft Breaker
DP=2ATK (AIR OK)
-invincible super. absurdly invincible.
-mashable


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ULTN - ULTRON - Frank West Color 4 and ALT
-850k hp
-.1/.1/.3 scaling
-xf values same as iron man
-8way airdash with airdash cancel on normals

ASSISTS:
Alpha:
Melt Blast L

Beta:
Protonium Emitter

Gamma:
Drone Call L->M

SPECIALS:
Death Ray (AIR OK)
QCF+L/M (air version also includes H)
-angled beam. each beam has the durability of a L plasma beam.

Protonium Emitter
QCF+H
-orb whose first half can't be pushblocked.
-OTGs.

Drone Call (AIR OK)
QCB+ATK
-ground L drone OTGs
-M drone fires beam - beam is 3x2.5 durability points (2 hits per beam for 6 hits total) - once beam goes out it stays out due to technical issue on 'pet' projectile handling
-ground H drone wallbounces
-air L/H drones both groundbounce


Melt Blast
DP+ATK
-causes launch state (j.S will KD after) and uses wallbounce.
-post wallbounce version falls quickly
-causes unscaled 30k dmg from cinematic

Fatal Swipe (AIR ONLY)
DP+ATK
-M version hard KDs, H version groundbounces

SUPERS:
Destruction Wave (AIR OK)
QCF+2ATK
-20f start, fairly unsafe unless fullscreen but massive beam. not mashable.

Encephalo-Ray
QCB+2ATK
-command grab, 13f startup but not invin.
-causes crumple

Facemelter (LVL3)
-invin to after active


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ASUR - ASURA - Iron Man Color 3 and 6
-1.25m health
-.125/.125/.4 scaling
-xf values heavily power favored: 35/5, 60/10, 85/15 for power/speed splits from xf1-xf3


ASSISTS:
Alpha:
Wrathful Rush L

Beta:
Wrathful Strike M

Gamma:
Mantra Release (Minor)
-does not have armor, stil has projectile component

COMMAND NORMALS:
Headbutt:
f+H
-hits overhead

Heat Seeker
j.d+H
-special/launcher cancelable on landing hit
-otgs

SPECIALS:
Wrathful Rush
QCF+ATK (AIR OK)
-rapid punch attack that does a massive amount of damage.
-slightly plus on block
-similar hitbox to chun legs/swiss cheese but amount of time spent punching is fixed, so easier to make whiff if committing to higher strengths.
-can cancel on both hit/whiff into L version of wrathful strike

Wrathful Strike
QCB+ATK
-chains into followups with L/M/H button press
-high hitstun

Wrathful Strike Followups:
+Shin Smasher
L during Wrathful Strike
-hits low
-hard KD

+Head Crusher
M during Wrathful Strike
-hits overhead
-groundbounce
-OTG

+Jaw Breaker
H during Wrathful Strike
-pops enemy up high
-faster startup than L/M followups

Mantra Release
DP+ATK
-frame 1 hyper armor
-spawns short active time shockwave projectile on asura, very high medium durability
-soft KD
-crazy unsafe

Mantra Vulcan (AIR OK)
QCF+S
-fires 4 3 durability small fireballs in spray pattern
-low blockstun/damage per shot

Destructive Strike
QCB+S
-hitgrab that causes wallbounce
-unsafe if used again after wallbounce

SUPERS:
Six-Armed Vajra
QCF+2ATK
-mashable, extremely mashable
-absurdly high damage (big body/hulk level)

Mantra Strike (AIR OK)
QCB+2ATK
-hyper armored frame 1
-same startup as bionic arm but doesn't travel as fast so slightly more active since it takes longer to reach destination
-wallbounces

Wrathful Cry (LEVEL 3)
RDP+2ATK
-OTGs

Asura's Wrath (LEVEL 3)
DP+2ATK
-invincible startup


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Moonstone - MNST - Magneto Colors 5 and 6
basically exists for people who liked how old carol's movement and normals felt since the big overhaul.
weaker ranged options account for her overtly strong buttons + movement, so she's like the weird blazblue 'lambda-11' version of what 'nu-13' original/pre-rework captain marvel is.

-850k health
-.1/.1/.35 scaling (better normal/special scaling than captain marvel)


ASSISTS:
ALPHA:
Charged Photon Blast L
BETA:
Charged Photon Blast M
GAMMA:
Photon Blast H

NORMALS:
generally the same as the old version of captain marvel, except cr.H does not OTG and does a soft KD now.

SPECIALS:
Photon Blast
QCF+ATK (AIR OK) (HOLDABLE)
-fires a short burst, if held for 18f then it fires a beam with the same durability as medium plasma beam.
-H version OTGS.

Strike Flurry
QCB+ATK (AIR OK)
-same properties as old version of captain marvel's generally, except air L doesn't have unscale and M/H do 10k/20k unscaled damage on their last hit.
-2f faster than captain marvel's

Blitz Blow
ATK+S (AIR OK)
-8way OK, recovers after both whiff and hit
-can always do 3 midair, but travels shorter distance than captain marvel's
-on hit or block transitions into recoil animation that recovers in 12f
-7f fixed hitstun on move on top of normal hitstun
-slightly negative on block, but not punishable

SUPERS:
Photon Fury
QCF+2ATK (AIR OK)
-rushing punch super. last hit does soft KD. mashable.

QCB+2ATK
Phased Punishment
-physical counter super, invincible on startup. leads into wallbounce that only converts near corner.

DP+2ATK
"Binary" Ignition
-15% damage buff, drains 15% HP in red health
-gives a second air action, meaning she can airdash twice during install
-lasts 8 seconds



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\GUIL - Guile - Ryu Colors 5 and 6 (OPTIONAL/TESTING)
PROPERTIES
-1mil hp
-.1/.3/.4 scaling
-XF boosts are: .35/.5, .6/.1, .85/.15
-crazy fast walkspeed

ASSISTS:
ALPHA:
Flash Kick L
-invincible assist, 6f invin (1f after active)
-taunts after landing for extended vulnerability

BETA:
Sonic Boom
-5f durability unlike point version, but recovers super fast still

GAMMA:
Knife Edge H
-H flash kick without invincibility, but fires the projectile the point version does


NORMALS:
-cr.L is chainable into itself
-cr.H first hit is soft KD

COMMAND NORMALS:
Bazooka Knee
b/f+L
-goes airborne frame 7
-has massive hitstun, scales like a medium

Sobat Kick (Backwards)
b+M
-goes airborne frame 6
-massive, absurd hitbox
-soft KD on airborne hit, massive hitstun on grounded hit.

Straight Chop
f+M
-overhead, 1 hit

Spinning Back Knuckle
f+H
-soft KD
-moves guile very far forward

Guile High Kick
df+H
-pops enemy up

SPECIALS:
Sonic Boom
[b],f+ATK
-9 durability per fireball (will trade with triple arrow/task arrows)
-21f recovery, so recovers SUPER fast
-30f charge time

Flash Kick
[d],u+ATK
-OTGS
-2 hits, physical hit then projectile that fires afterwards
-invincible until 1f after projectile files
-projectile is 10 durability points


SUPERS:
Sonic Hurricane
QCF+2ATK
-comes out frame 9
-OTGS
-mashable

Flash Explosion
-QCB+2ATK
-invincible super, shoots super projectiles at same angle as flash kick


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\CHLE - Charlie - Ryu Colors 5 and 6 (OPTIONAL/TESTING)
-900k hp
-.2/.2/.4 scaling
-xf boosts are .3/.1, .5/.2, .75/.25
-slow walkspeed but strong dash

ASSISTS:
ALPHA
Sonic Scythe M

BETA
Sonic Boom

GAMMA
Moonsault L

COMMAND NORMALS:
Sobat Kick (Backwards)
b+M
-goes airborne frame 6
-massive, absurd hitbox
-soft KD on airborne hit, massive hitstun on grounded hit.
-shorter travel distance than guile's

Knee Bazooka
f+M
-airborne frame 7, travels short distance but vertically goes higher than guile's
-huge hitstun, slightly worse than guile's

Step Kick
f+H
-soft KD

Raptor Kick
df+H
-pops enemy up on hit, including on grounded hit


SPECIALS:
Sonic Boom
QCF+ATK
-slightly slower recovery than ryu's L fireball
-projectile comes out in later frames so charlie is more advantage after it's thrown
-H version has 1f more recovery

Sonic Scythe
QCB+ATK
-M version is soft KD
-H version pops enemy up for combo

Sonic Move
DP+ATK
-L/M are grounded forward teleports, H puts charlie midair.
-L has the fastest startup but the longest recovery because he teleports/reappears sooner (overall frame data is the same for all - 40f, same as wesker's)

Moonsault
RDP+ATK
-massive hitstun on both airborne/grounded opponents
-very plus on block

Moonsault Slash (AIR ONLY)
QCB+ATK
-L version recovers sooner and does not accelerate downwards as much, M/H have same recovery and velocity downwards with different horizontal travel distance

Stealth Dash
ATK+S
-can only be done in neutral unless in V-Trigger
-goes into 3 followups on L/M/H - can be performed 11f after initial dash
-L stops the command dash, 5f recovery
-M is Justice Corridor, which OTGS
-H is Justice Shell, which is a soft KD

Sonic Move - Steel Air
DP+S (V-TRIGGER ONLY)
-11f total frame teleport that moves charlie into the air and forward
-can also be done out of any grounded special (H scythe puts him airborne so it's not possible to do it there) except other teleports on whiff/hit
-immediately ends v-trigger install upon use


SUPERS:

Sonic Break
QCF+2ATK
-very slow startup (25f) fireball super which fires 5 waves of slow sonic booms
-each boom is equal to 1 hsf drone, so it's basically 5 waves of slow drones.
-very negative up close on block, but any distance makes it obscenely plus

Somersault Justice
QCB+ATK
-reversal super. invincible until slightly after first kick.

V-Trigger
RDP+ATK
-install super that lasts for 1200f (20s!)
-enables charlie to cancel normals/specials into Sonic Move (DP) and Stealth Dash (ATK+S) on hit/whiff.
-halves meter gain.
-enables use of Sonic Move - Steel Air

Judgement Saber (LVL3)
DP+ATK
-400k damage
-crumples on hit
-invincible until midway through travel



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\LEON - Leon - Chris Colors 1/2/3 (OPTIONAL/TESTING)
-850k hp
-.05/.15/.4 scaling
-xf boosts are the same as chris

ASSISTS:
ALPHA
Matilda M

BETA
Agent Kick M

GAMMA
Handgun (Upper) Double

COMMAND NORMALS:
Handgun (Lower)
f+M
-otgs
-special cancelable

Handgun (Forward)
f+H
-floats
-special cancelable

Handgun (Upper)
-floats
-special cancelable

Jumping Handgun (Forward)
j.f+H
-floats
-special cancelable
-recovers midair

Jumping Handgun (Lower)
j.d+H
-floats
-special cancelable
-recovers midair


SPECIALS:
Matilda/Red9
QCF+L/M
-L version OTGs
-leon starts with matilda, has to switch to red9
-matilda starts up faster, has more durability.
-red9 starts up slower, has less durability but does more damage, is much more plus, pierces and is soft kd.

Riot Gun
QCF+H
-upwards shotgun that covers a massive amount of the jump space. very degenerate.

Agent Kick
QCB+ATK
-L version pops enemy up for combo
-M version does hard KD
-H version has long startup but wallbounces into hard KD.

Bolt Action Rifle
DP+ATK
-different strengths are different angles
-huge blockstun and very long float on hit

Air Bolt Action Rifle (AIR ONLY)
QCF+ATK
-different strengths are different angles
-huge blockstun and very long float on hit

Weapon Switch
D,D+S
-swaps between matilda and red9 for qcf+L/M

Ready Knife
ATK+S
-has parry window between 5-15, parries EVERYTHING except grabs and supers, reflects proejctiles
-perfect parry active for 5f, causes crumple on hit, hard kd on air hit
-regular parry leaves enemy standing and soft kd on air hit
-can cancel into followups on frame 8

+Low Slash
L from Ready Knife
-OTGs
+soft KD
+low hitting

+Stab
M from Ready Knife
+very fast to come out and fastest to recover, still unsafe though
+can link hits after

+Overhead Slash
H from Ready Knife
+hits overhead
+very plus on hit, very negative on block

SUPERS:
Rocket Launcher (Forward)
QCF+2ATK
-very slow startup but does a huge amount of damage, even at max scaling
-hard KD

Rocket Launcher (Up)
DP+2ATK
-very slow startup but does a huge amount of damage, even at max scaling
-hard KD

Knife Combination
QCB+ATK
-invincible,fast cinematic physical super

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\KRAS - Krauser - Hawkeye Colors 1/2 (OPTIONAL/TESTING)
-1.1m hp
-.15/.2/.4 scaling
-xf boosts are .3/.1, .5/.2, .7/.3

ASSISTS:
ALPHA
TMP

BETA
Tactical Slice M

GAMMA
Flashbang L

COMMAND NORMALS:
Knee Strike
f+H

SPECIALS:
Knife Toss
QCF+L
-throws 2 knivesat an angle, 3 durability each
$
TMP
QCF+M
-random spray of 10 machinegun bullets

Tactical Explosive Arrow
QCF+H
-can be held to aim, sets explosive arrow on hitting ground
-explosion is soft KD

Overwhelming Slice
QCF+ATK (Unleash Power only)
-M/H versions armored from frame 8
-hard KD

Tactical Slice
QCB+ATK
-different strengths go different distances
-has followups on L/M/H
+Commando Rush
L followup
-does 4 hits, last hit is jump cancelable

+Covert Knife
M followup
-does flip back and throws knife at angle
-otgs

+Tactical Maneuver
H followup
-does jump forward with small landing recovery

Flashbang
DP+ATK
-different strengths are different angles and heights
-lots of hitstun/blockstun but low damage

Air Knife Toss
QCF+ATK
-different strengths are different angles
-does not recover until landing

Stinger (Unleash Power Only)
QCF+S
-10f startup, invin til frame 18
-can cancel from specials, has super cancel priority
-otgs
-soft KD
-removes Unleash Power state from frame 1

SUPERS:
Crushing Slashes
QCF+2ATK
-first hit is forced groundbounce, last 2 hits OTG

Shattering Quake
DP+2ATK
-last hit spawns an explosion that OTGs

Unleash Power
QCB+ATK
-permanent install super, can only exit by doing stinger (QCF+S)
-long recovery
-drastically increases range on all moves that use the knife except cr.L/M (including specials)
-10% damage boost, 10% defense boost, 10% speed decrease (!)
-replaces qcf moves with Overwhelming Slice, which is armored hard KD move

\\\\\\\\\\\\\\\\\\\\\\JAKE -JKML
-1m hp
-.1/.1/.45 scaling
-qcf/qcb specials rekka into each other, rekka strings end with H versions

ASSISTS
ALPHA:
Palm Thrust->Tiger Uppercut

BETA:
Quick Shot

GAMMA:
Somersault Kick

COMMAND NORMALS
f+H
Quick Shot
-basically just normal wesker fwd gunshot, whiff cancels into phantom dash with l/m/h similar to normal wesker

df+H
Slide

j.d+H
Air Quick Shot
-recovers midair, recovers slightly slower than STARS wesker's

SPECIALS:
QCF+L
Palm Thrust
-soft KD

QCF+M
Tiger Uppercut
-hard KD

QCF+H
Crushing Chop
-OTGs, groundbounce, overhead

QCB+L
Scorpion Tail
-OTGs

QCB+M
Knee Cannon
-soft KD

QCB+H
Somersault Kick
-recovers midair

DP+ATK
Phantom Dash
-command dash, can cross through opponent

QCF/QCB+S:
Elephant Killer (AIR OK)
Weaker version of Chris's magnum. Needs to be loaded, which causes install that stays on until projectile is fired from move. QCF is similar to Chris magnum in terms of properties (wallbounce to hard KD), with slightly better frame data (projectile spawns on 20 vs chris's 21, recovery is 55 vs chris's 60).
QCB is a piercing down shot that is soft KD on downed/airborne opponents and a stagger on standing opponents.
Must be reloaded to be able to be used. Reload is 30f.
Air version causes soft KD but not groundbounce.

d,d+S
Windfall
Move that OTGs with an immediate hard KD. Similar to how Chimichanga hits, can pre-emptively call assist to have it pop an enemy up so you can combo into super.
Hits overhead.

SUPERS:
QCF+2ATK:
Mano-a-Mano

QCB+2ATK:
Flash Kick
-invincible

DP+2ATK:
Giant Swing
-AA grab super, invincible on startup

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\SHERRY - SHBK
-900K hp
-.15/.15/.45 scaling
-power-focused xf, same as HUNK

ASSISTS:
ALPHA:
Bear Commander L

BETA:
Bear Commander M

GAMMA:
Agent Melee (Stun Rod)

COMMAND NORMALS:
f+H
Upper Kick

SPECIALS:
QCF+ATK (AIR OK)
Bear Commander
-L/M ground versions fire bullets with high popup, relatively fast startup but generally crouchable by lower crouchers and slides.
-H ground version fires grenade that can hit crouchers.
-cancels into Combat Sprint by pressing L/M/H

QCB+ATK
Agent Melee
-L/M versions are kicks, soft KD
-H version is an otg

DP+ATK
Combat Sprint
-command run with 3 different followups on L/M/H
+L followup is slide that otgs
+M followup is kick that sherry bounces off from, recovers midair
+H followup is sliding upwards gun shots

SUPERS:
Bear Commander Assault
QCF+2ATK (AIR OK)
-standard fwd shooting super
-only shoots diagonal midair

Bear Commander Assault (Upper)
DP+2ATK
-standard upforward shooting super

Stun Rod Overcharge
QCB+2ATK
-spawns 3 spark projectiles, is slightly plus on block if not pushed out
-can follow up with st.m/cr.m