Useful Stuff
Assist Blockstun Values
Methodology
- Record at 120fps with OBS and the game hopefully running at a smooth FPS. Use ffmpeg deduplication to remove duplicate frames cutting the recording down to 60FPS, this should ensure the least possibility of duplicate frames.
- Record and count each assist 3 times, so that if there are skipped frames I may notice a discrepency in the framedata and rerecord, odds of a frame being skipped in all three attempts is low.
Notes
- Not buffering anything out of blockstun results in the blockstun animation lingering for a while after the actual blockstun of an assist has ended so I have to be sure to hold up/back as soon as I'm blocking, of course this can result in errors, especially with short blockstun assists.
- Techincally this is actually counting the combo of Blockstun + Blockstop, not sure if that matters in this game as blockstop often interacts with system mechanics in different ways, but I have no idea how to even count blockstop so I'll just ignore that for now.
- Planning to count each three times, and if there is any discrepenancy do it again with a new recording.
- Gonna test for multiple values when Assists can hit multiple ways (Arthur Bottle Toss), but not sure how exhaustive I will make it atm.
Akuma
- A (Gohadoken): 22f
- B (Tatsu): 45f
- Y (Hyakki Gojin): 27f
Amaterasu
- A (Solar Flare): N/A
- B (Cold Star): (If First Hit Connects) 75f | (If First Hit Whiffs) 65f
- Y (Bloom): N/A
Arthur
- A (Heavenly Slash): 21f
- B (Dagger Toss): 43f
- Y (Fire Bottle Toss): 55f? (Hard to ensure that it even hits on the first frame.) for Fire. 21f for just Bottle.
C. Viper
- A (Thunder Knuckle): 21f
- B (Seismic Hammer): 21f
- Y (Burning Kick): 21f
Chris
- A (Combination Punch): 39f
- B (Gun Fire): 35f
- Y (Grenade Toss): 21f
Chun Li
- A (Kikoken):
- B (Tenshokyaku):
- Y (Hyakuretsukyaku):
Dante
- A (Jam Session):
- B (Crystal):
- Y (Weasel Shot):
Felicia
- A (Rolling Buckler + Rolling Slide):
- B (Sand Splash):
- Y (Cat Spike):
Firebrand
- A (Hell Spitfire):
- B (Demon Missile M):
- Y (Demon Missile H):
Cancel Table Generic
* L/S/H stands for Launcher, Specials, and Hypers
Normal |
Chains Into |
Cancels Into |
Notes
|
5L |
|
|
|
2L |
|
|
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5M |
|
|
|
2M |
|
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5H |
|
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2H |
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M Thunder Knuckle Chart
M Thunder Knuckle Crouching Character Whiff Chart
Character |
Raw |
Spaced |
Notes
|
Akuma |
No |
Yes (2 Strange widths) |
-
|
Amaterasu |
|
|
-
|
Arthur |
|
|
-
|
Felicia |
|
|
-
|
Firebrand |
|
|
-
|
Frank |
|
|
-
|
Ghost Rider |
|
|
-
|
Haggar |
|
|
-
|
Hawkeye |
|
|
-
|
Hsien-Ko |
|
|
-
|
Hulk |
|
|
-
|
Iron Fist |
|
|
-
|
Iron Man |
|
|
-
|
Jill |
|
|
-
|
Magneto |
|
|
-
|
M.O.D.O.K |
|
|
-
|
Morrigan |
|
|
-
|
Nemesis |
|
|
-
|
Nova |
|
|
-
|
Phoenix |
|
|
-
|
Phoenix Wright |
|
|
-
|
Rocket Raccoon |
|
|
-
|
Ryu |
|
|
-
|
Sentinel |
|
|
-
|
She-Hulk |
|
|
-
|
Shuma-Gorath |
|
|
-
|
Spencer |
|
|
-
|
Spider-Man |
|
|
-
|
Storm |
|
|
-
|
Strider |
|
|
-
|
Super-Skrull |
|
|
-
|
Taskmaster |
|
|
-
|
Thor |
|
|
-
|
Trish |
|
|
-
|
Tron |
|
|
-
|
Vergil |
|
|
-
|
Viewtiful Joe |
|
|
-
|
Wesker |
|
|
-
|
Wolverine |
|
|
-
|
X-23 |
|
|
-
|
Zero |
|
|
-
|
Blank Character Data Templates
Character Data
Character Data
Portrait
|
Icon
|
Nameplate
|
Health
|
Grounded Chain Limit
|
Grounded Magic Series
|
File:UMVC3 .png
|
File:UMVC3 .png
|
File:UMVC3 Nameplate.png
|
|
|
|
Air Combo Ender HKD
|
Air Chain Limit
|
X-Factor Damage Boost (1/2/3)
|
X-Factor Speed Boost (1/2/3)
|
Minimum Damage Scaling (Normals)
|
|
|
|
|
|
Minimum Damage Scaling (Specials)
|
Minimum Damage Scaling (Hypers)
|
Weight
|
Minimum Launch Height
|
Received Speed
|
|
|
|
|
|
Movement Data
Movement Data
Number of Air Actions
|
Forward Walk Speed
|
Backward Walk Speed
|
Forward Dash Duration
|
Forward Dash Initial Speed
|
Forward Dash Deceleration
|
Forward Dash Startup
|
Forward Dash Cancel Delay
|
|
|
|
|
|
|
|
|
Backward Dash Duration
|
Backward Dash Intial Speed
|
Backward Dash Deceleration
|
Backward Dash Startup
|
Backward Dash Cancel Delay
|
Jump Duration
|
Superjump Duration
|
Walljump Duration
|
|
|
|
|
|
|
|
|
Air jump Duration
|
Air Dash Type
|
Earliest Airdash from Jump
|
Earliest Airdassh from Superjump
|
Up Air Dash Duration
|
Up-forward Air Dash Duration
|
Forward Air Dash Duration
|
Down-forward Air Dash Duration
|
|
|
|
|
|
|
|
|
Down Air Dash Duration
|
Down-back Air Dash Duration
|
Back Air Dash Duration
|
Up-back Air Dash Duration
|
Flight Startup
|
Flight Duration
|
Flight Recovery (Unfly)
|
|
|
|
|
|
|
|