User:Kaladin

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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
5M
2M
5H
2H

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)