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Gloria move list and properties
To install this mod you need to copy the file 0008_07.arc into your character archive folder, it should live somewhere similar to C:\Program Files (x86)\Steam\steamapps\common\ULTIMATE MARVEL VS. CAPCOM 3\nativePCx64\chr\archive
It will overwrite the Trish alternate outfit and when you select the Trish alternate outfit you will instead play as Gloria.
Overview:
Gloria’s play style is what Trish would be if she was mentored by Ultimate Marvel versus Capcom 3 Morrigan and Marvel versus Capcom 2 Magneto. She has dramatically increased utility, paired with a strong ability to support herself and her team. Her primary faults are high team reliance, unconfirmable throws, inability to hit full screen without spending meter, and low damage output.
This information is also available on youtube
Move list: https://www.youtube.com/watch?v=pGO-UlouBJo
Properties: https://www.youtube.com/watch?v=7Vo922CYxuI
Assists: https://www.youtube.com/watch?v=5VanlaJSVHo
Patch information: https://youtu.be/rOz1lexMVcE
Update 3/14/2023:
-Nerfs
– Health nerfed from 800k to 710k. Hitting her should be easy to kill her and this will make it that next level of accessible. Chipping her is a viable option as long as it’s clean, otherwise she can get out and recover it all.
– Changed damage scaling from 03%/05%/80% to 02%/04%/80%. Further slightly reduce damage to increase team reliance and force more meter use out of allies if damage is required.
– All normals now do a small amount of damage to Gloria. Paired with her new off point regen mechanics this punishes Gloria for just staying on point and encourages her to weave in and out of combat with her team
– j.H: 1 frame of additional start up added going from 12 to 13 (Trish’s is 14.) Its properties are already very strong, self damage and losing a frame seem like a fine way to help it sync more in the game’s ecosystem.
– 5A+S reduce meter build multiplier from 4 to 3.5
– 6A+S reduce meter build multiplier from 4 to 3.5
– 4A+S reduce meter build multiplier from 4 to 3.5. Added an additional 5 frames of recovery 3 for delay between shots 2 for general nerfing.
– 236+L reduce meter build multiplier from 3 to 2.6
– 236+M reduce meter build multiplier from 3 to 2.6
– 236+H reduce meter build multiplier from 3 to 2.6
– 236+H (charged) reduce meter build multiplier from 3 to 2.6
– 214+L reduce meter build multiplier from 4 to 3.5.
– 236+S (teleport) additionally pays 25% life akin to 2.5 Haggar lariats.
– 214 L+M added 60 frames of recovery and additional whiff animation.
– 214 M+H added 60 frames of recovery and additional whiff animation.
– 214 L+H added 60 frames of recovery and additional whiff animation.
– Air dash up forward speeds reduced from 25 to 21.
*Bug/Neutral
** Hopshocks (214+L) xx X factor no longer causes air walk, thanks Voltaic!
** 236+S (teleport) added sound cue for easier understanding
** 214L+H: Added an alternative command of 623A+S for pad accessibility.
** reduced the alpha on peekabo shield to reduce eye strain and brightness.
** Reduced brightness on the vast majority of projectiles and added in more purple reducing white.
**Adjusted a variety of effects to be more clear on stages like Bonne Wonderland.
+Buffs
++ Only takes red life damage except from capture states. This paired with her doing damage to herself with air normals and teleport encourage Gloria to weave in and out of being on point to be a part of her team instead of the exclusive point.
++ Tag: Generates an install that increases health regeneration rate while she is off point. Goes away as soon as she’s brought back in, but maintains while she’s an assist.
++236A+A ground and air add regen install state for the first frame so on instant DHC out health regen is acquired.
++Assist calls set Gloria in off point regeneration mode as an assist as long as they don’t get hit.
++ 4A+S slowed knock back on block, stagger between projectiles from 5 frames to 8 frames. Makes the sequence more visually manageable on block and also easier to confirm in more situations.
Specials:
- Voltage: A+S (air okay):
- Slow Voltage 6A+S at the peekaboo spawn point there’s immediately 1 low voltage shot at an airplay angle that travels 160% the distance of Magneto’s 2M and then the air play vanishes. A second shot fires 80 frames later. A third shot appears 80 frames after that. The shots have long duration. Stops momentum then Gloria falls slowly. Can be destroyed with a normal like blue busters and negates hit spheres in the process.
- High Voltage A+S at the hopscotch spawn point a single upward low voltage shoots then falls. Knocks off feet, hits generate lots of vertical movement. Stops momentum then Gloria falls slowly.
- Return Voltage 4A+S spawns 2 peekabos half screen away, they each shoot a voltage at a horizontally inverted airplay angle starting with the lower then the higher, pulls opponent toward Gloria on block, cannot be advancing guarded. Stops momentum then Gloria falls slowly.
- Each shot does 30k damage.
- Gains meter as if each shot dealt 120k damage.
- Rekka cancels into all other voltages, 214 specials, and 22+S.
- Goes away if Gloria is hit.
- Can be destroyed like blue busters.
- Hop Shocks: 214+L (air okay):
- Uses the double jump animation, takes 8 frames start to finish. This pops her up forward under air dash height and deposits a hopscotch style trap. The hopscotch trap spawns M+S after 150 frames. Goes away if Gloria gets hit.
- The shot from the trap deals 30k damage.
- Builds meter as if it did 120k damage.
- If used while a trap is out, the previous trap will fire and no new trap will be set. 5 frames start to finish.
- Maintains horizontal momentum.
- Peekabo Shield: 214+M (air okay):
- Peekabo explodes repeatedly eating physical hits.
- Grounding Bolt: 214+H (air okay):
- A lightning bolt strikes Gloria resetting the situation.
- Hits Gloria/allies.
- Low hit stun.
- Low damage.
- 3 waves for ground version.
- Faster start up with no follow up waves for air version.
- Used as a Roman cancel.
- Forces grounded on hit.
- Battery Charge: 22+S:
- For the duration of the install Gloria gains 300% hyper meter.
- Lasts 300 frames.
- Round Trip: 236+Attack (air okay):
- L version starts quickly and barely moves, then teleports back to her after a short duration. Freezes momentum on air use then starts falling immediately.
- M version is vertical, appears slightly in front of Gloria and does not move with a moderate duration. Eats projectiles. Teleports back to Gloria after duration. Freezes momentum on air use then starts falling immediately.
- H version travels half screen then returns to Gloria, teleports back to her after a short duration. Can be charged by holding the button to become a Round Harvest which is larger, moves slowly, and advancing guard does not push back Gloria. Charged version deals 15k per hit and builds meter as if it did 45k per hit. Stops momentum and freezes Gloria in place for the duration of the move.
- Damage reduced from 15k per hit to 9k per hit.
- Builds meter as if it did 27k per hit instead of 9k per hit.
- Affected by hit stun deterioration.
Adjusted Hypers:
- Cl0ckw3rk: 236 Attack+Attack (air okay):
- Spawns a giant peekabo midscreen that shoots low voltages in a radial rotating pattern.
- Teleport: 236+S (air okay):
- Teleports full unzoomed screen distance to the ground.
- Invulnerable start up.
- EX Voltage 214+S (air okay):
-Gloria executes all 3 formats of voltage in a quick barrage.
-Can be dash cancelled in any direction that doesn’t contain back, air or ground.
- Glorious Duet: 214 Attack+Attack:
-Command throw hyper that snaps out the opponent and unblockables on incoming. Snaps whichever the last assist (or snap) Gloria used (defaults to snapping A1).
-L+M is anti ground.
-M+H is anti air.
-L+H lunges and has projectile invulnerability in exchange for being slow.
Adjusted Universals:
- Health reduced from 850K to 710K.
- Walk speed forward increased from 3 to 5.
- Walk speed back decreased from -3 to -2.
- Increased ground dash forward speed from 16 to 21.
- Decreased ground back dash speed by from -16 to -15.5.
- Increased ground back dash deceleration from 0.7 to 0.99.
- Gained triple jump and double air dash.
- Air dash up back speed nerfed from 19 to 14 vertical and -17 to -14 horizontal.
- Increased air dash up forward speed from 17 forward to 21 for both forward and up values.
- Increased air dash down speed from -19 to -31.
- Minimum damage scaling reduced from 20/20/40 to 3/5/8.
- Xfactor values reduced Damage from 120/140/160 to 100/100/100.
- Xfactor values reduced Speed from 120/130/140 to 100/100/100.
- Xfactor metergain increased from 100/100/100 to 180/260/340.
- Flight removed.
- TAC infinite state removed when landing similar to EX characters.
- Only takes red life damage.
- Regenerates when off point at a very fast rate.
Normal Adjustments:
Standing normals:
- 5L reduced start up from 5 frames to 3 frames. Damage reduced from 38k to 35k. Reduced added block stun from 0 to -8. Total frames reduced from 14 to 10. Juggle height increased from 7 to 8. Hitsphere radius increased from 30 to 45.
- 5M damage reduced from 50k to 40k, builds meter as if the move did 200k. Increased pushback on block and hit by -30 units. Increased hit stun by 8. Increased block stun by 12. Hitstop increased from 7 to 11.
- 5H Chops projectiles. Reduce start up from 13 to 12. Increase active frames from 2 to 7. Reduce recovery from 24 to 18. Deals chip. Damage reduced from 70k to 55k.
- 5H (without sword). Can be jump cancelled on hit and block. Damage reduced from 65K to 50K.
- 5S Chops projectiles. Deals chip. Builds meter as if the move did 245k. Damage reduced from 80k to 70k. Can cancel into hypers and EX’s.
- 5S without sword had its recovery frames reduced from 23 to 8. Damage reduced from 70k to 60k.
Crouching normals:
- 2L reduced start up from 5 frames to 4 frames. Damage reduced from 40k to 33k.
- 2M moves 40% farther over the same time period. Reduce start up from 10 frames to 7 frames. Deals chip. Damage reduced from 48k to 44k. Builds meter as if it did 88k. Added a glowing effect to indicate chip.
- 2H Chops projectiles. Deals chip. Damage reduced from 68k to 55k. Increased block stun by 8 frames. Lifts higher on hit with slower fall. Chains into 5L.
- 2H without sword Damage reduced from 65k to 55k. Chains into 5L. Knockback has been reduced from -18 to -5.
Air normals:
- Air L can be air dash cancelled on hit or block. Increased cross up hitbox. Damage reduced from 42k to 35k. Increase hitbox behind air L to the point that it can cross up.
- Air M can be air dash cancelled on hit, block or whiff (only 23698 for whiff). Added jump cancel on whiff. Can whiff chain into air 2H. Builds meter on whiff (activates a harmonizer effect for 48k damage worth of meter on frame 1.). Damage reduced from 52k to 48k.
- Air H startup reduced from 14 frames to 13 frames. Increase active frames from 3 to 7. Reduce recovery from 26 frames to 18 frames. Chops projectiles. Deals chip. More hit stun. Air dash cancellable on hit and block. Increased hit stun against aerial opponents. Damage reduced from 75k to 45k
- New normal: Air H without sword, uses TAC up animation. Air dash cancellable on hit and block. Deals 60k damage.
- Air 2H travels 30% faster. Has 15% decreased start up. Does not stall at the beginning. Deals chip. Can chain into air L. reduce contribution to hit stun deterioration. Added a glowing effect to indicate chip. Increased hit stun against aerial opponents. Damage reduced from 70k to 45k. Hitsphere radius reduced from 40 to 32.
- Air S increase crossup hitbox behind air S. Decrease start up from 11 to 7. Air dash cancellable on hit and block. Active frames increased from 2 to 6. Damage reduced from 80k to 60k. Hitsphere radius increased from 40 to 60.
- All throws add Battery Charge install.
- Ground throws animate twice as fast and force neutral tech.
Assists:
New Alpha assist: Round Trip Light (236L) (Cl0ckw3rk THC)
New Beta assist: Return Voltage, High Voltage (4A+S xx A+S) (Cl0ckw3rk THC)
New Gamma assist: Grounding Bolt (214H) (Cl0ckw3rk THC)
Special thanks:
My primary thanks goes out to EMC who both started this character and has been an invaluable source of help throughout the process of making Gloria.
Thanks to the wise people of the EX Discord, especially: Tabs, Voltaic, Amongst Shadows, and many others were helpful in troubleshooting and building tools when I ran into walls.
Thanks to Kevin Ha for letting his Edition Select lobbies be a test bed for Gloria at her various stages of development.
Thanks to Moo Cartoons for making the splash thumbnail for me.
Bonus thanks to Xeno and Heefnoff for helping me do some rebalancing.
Bonus thanks to Wizard Tim for support on audio troubleshooting.
Thanks to LRonHustler for playing ludicrous amounts of Marvel with me.
Old updates:
Update 2/24/2022:
-Gloria has been publicly released.
Updates 11/8/2021-12/23/2021:
-Glorious Duet 214L+M, and 214L+H partially implemented.
-File size dramatically reduced. (still more to go) (further optimized file size)
-Teleport 236+S both ground and air recovery increased by 4 frames. Fixed invulnerability glitch.
-EX Voltage 214+S ground and air reworked. Lost the third and fourth 6A+S shots. Timing changed for all shots to be a barrage instead of 2 waves.
-Grounding Bolt 214+H ground and assist versions added visual cues the bolts are coming and reduced timing between bolts from 100 frames to 65 frames.
-Gamma assist Grounding Bolt fixed air/ground state on hit.
-Command normal 3C added. (temporarily disabled)
-Command normal 6S added. (temporarily disabled)
-Command normal 6H added. (temporarily disabled)
-Command normal air 6H added. (temporarily disabled)
-All throws add Berserker Charge to both Gloria and her opponent.
-Meter gain on X-factor reduced from 200/300/400 to 180/260/340.
-Air 5H startup slowed from 11 frames to 12 (Trish’s original was 14) (Prevents this move from hitting above and behind her.)
-Shot file error interactions with DMC1 Dante and Thor fixed.
- Updates 9/19/2021-10/02/2021:
- Added Grounding Bolt to 214+H.
- Air S hitsphere radius increased from 40 to 60 for improved crossing up.
- 5L juggle height increased from 7 to 8.
- 5L hitsphere radius increased from 30 to 45 to force block on slightly short crouchers.
- 5M has been given a new animation.
- Swapped Gamma assist from Hopshocks to Grounding Bolt.
- Changed animation for EX Voltage and air EX Voltage.
- Ground throws animate twice as fast and force near immediate neutral tech.
- Updated Glorious Duet.
- Updates 8/9/2021 to 8/15/2021:
- Removed TAC infinites.
- X-factor damage further nerfed from 110/120/130 to 100/100/100.
- Xfactor metergain increased from 100/100/100 to 200/300/400.
- 5M hitstop increased from 7 to 11. Increased added hit stun from 5 to 8.
- 5L reduced added block stun from 0 to -8. Total frames reduced from 14 to 10.
- 2H chains into 5L. Reduced knockback from -18 to -5
- 214S EX voltage removed metergain, made 6A+S and 5A+S shots impossible to advancing guard.
- Fixed glitch where 6A+S was doing 1,000 damage instead of 30,000.
Update 7/15/21 to 7/28/2021:
-Visual effects added for In or Out and mechanics slightly adjusted. Fixed invincibility.
-Scaling for normals/specials/hypers reduced from 5/8/10 to 3/5/8.
-Reduced overall animation time on Battery charge from 81 frames to 40 frames, Animation on Battery charge replaced with healing field from Phoenix. Changed input to 22S.
-Damage on Cl0ckw3rk shots reduced from 12k to 1k. Gloria can no longer do damage with meter. Reduced time before Gloria can be active from 221 to 151.
-Back Voltage 4A+S spawn points moved from 250+150 vertical to 240+140 vertical, and from 380 horizontal to 420 horizontal. Reduced added blockstun from 0 to -2.
-5M pushback on block changed from -13 to -35. Pushback on hit changed from -13 to -35. Added block stun from 0 to 12. Added hit stun from 3 to 5. Juggle carry increased from 17 to 150.
-2H increased added block stun from 2 to 8.
-5S increased meter build by 300%. Damage buffed from to 70k. Can cancel into Hypers and EXs.
-Round trip damage reduced from 10k per hit to 9k per hit.
-New move added, EX Voltage: 214+S (air ok).
-Throws add battery charge install.
-Peekabo shield 214+M can now be executed in the air and has increased duration of activity by 30 frames. Maintains air momentum.
-Fixed glitches with rekka canceling.
Updates for version 7/13/21:
- 5H: nerfed start up from 10 to 11 frames and active frames from 8 to 7 frames. (Changed animation speed adjusting hitbox)
- Air H: nerfed start up from 10 to 11 frames and active frames from 8 to 7 frames.
- Nerf roundtrip: (mainly to hit its assist) reduce projectile duration from 78 to 71 frames.
-+/- back voltage: Made a second shot spawn location, moved one up from 225 to 250 Y with a 12 frame slower start up, the second from 225 down to 150 Y with a 7 frame slower start up. The X position of both shots was reduced from 480 to 380. Added hitstun reduced from 10 to 0. Added blockstun reduced from 3 to 0. It is now much easier to use.
-Nerf divekick: Nerf hitsphere radius from 40 to 32. (combos using dive kick are a bit harder and it’s worse in neutral.)
-Minimum damage scaling on hypers nerfed further from 15 to 10.
-Minimum damage scaling on specials nerfed further from 10 to 8.
-Buff 214M absorber: Reduced total time to execute move from 44 frames to 33 frames.