Most of the data used to create the tables below was taken from the Bradygames guide. I haven’t done much of my own verification for any of the specifics, so if you spot any typos or bad info let me know.
Invincibility frame comparison:
- START-UP (PRE-FREEZE): The number of frames between the move’s input and the close-up shot of the character.
- START-UP (POST-FREEZE): The number of frames between the close-up shot and the point where the attack actually starts hitting. Anything with a 0 for this value cannot be blocked or evaded if the attack was already hitting the opponent by the time the freeze frame occurred.
- ACTIVE: The number of frames where the move’s hitbox is active and can hit the opponent.
- RECOVERY: The number of frames after the active frames but before control returns to the player.
- INVINCIBLE FRAMES: The frames of the hyper where the character cannot be hit.
- START-UP INVINCIBILITY: The number of invincibility frames starting from the very beginning of the move.
- POST-FREEZE INVINCIBILITY: The number of invincibility frames starting from the close-up shot of the character.
A few notes:
For each attack listed, the last “start-up” frame and the first “active” frame are one and the same; this frame is basically counted twice for each move. The math may not look like it adds up for some moves if you fail to take that into account.
If all of the frames in a particular section of a hyper are invincible, I’ve marked them in blue for easy reading. Level 3 hyper combos are italicized.
The “beam part” of Strange’s projectile counter is the part of the move that initiates once the counter is successful. This attack and Dark Phoenix Rising are the only 2 hypers that are entirely invincible from start to finish. The only way to truly punish them after activation is setting up some kind of unblockable, inescapable situation.
“Post-freeze invincibility” is a value worth knowing for a few reasons. For example, even though Spencer’s Bionic Lancer has 11 total frames of invincibility, only 7 of those frames remain after the freeze. That means that if Ryu inputs a heavy Shoryuken (9 frames of invincibility) during the close-up shot of Spencer, Ryu will beat the attack cleanly. It also means that if you DHC into X-23’s Weapon X Prime, the move will effectively have 40 frames of invincible start-up because all of the vulnerable pre-freeze start-up frames will have been skipped.
If a hyper has no invincibility frames, it is not listed. Hypers that are only projectile invincible instead of completely invincible are not included. Counter hypers typically lose their invincibility on the same frame that their actual counter ability begins.
If any of the attacks on this list are touching you by the time they reach their freeze-frame, then they are guaranteed to hit. The exceptions are in the “Misc” list, since these hypers don’t actually have any attack hitboxes (except for Dark Phoenix Rising).
Utility hyper comparison
A quick cross-reference of different power-up states and global effects. Take note of the last column in particular. If a specific move on this list is giving you trouble and the opponent has more than 1 character remaining, you can snap them out to end their power-up entirely if you’re unable to finish your combo for whatever reason. (Astral Vision fireballs about to blow you up from behind? Might be a good time to snap it out and bring in the Doom assist.)
Kitty’s Helper - Each cat pounce is an overhead.
Tenrai-Ha - First hit is overhead and physical; remaining hits are mid and projectiles. (I think.)
Steel Samurai Maya Smelting! - Last hit is low.
Death Penalty - overhead
Divine Instruments is no longer an overhead. (It was in vanilla MvC3.)
Haven’t thoroughly checked for more.
Arranged in this order:
- fastest start-up (all of them appear to be 2-frames)
- safest on block (can’t go completely by the numbers though; Ghost Rider is often safe due to distance alone)
- most active frames
- fewest recovery frames
There’s one thing I want to make note of: the Brady guide claims that Chun-Li and Hulk have snapbacks with 1-frame start-up and that Spencer’s snapback has 9 frames of start-up. None of this seems to be true, though. From a little bit of testing, Spencer’s snapback beats out moves with 3 frames of start-up, Chun-Li and Hulk’s snapbacks are always beaten out by command throws with 1 frame of start-up, and all 3 of their snapbacks always trade with other snapbacks that are performed at the same time for at least half a dozen other characters I tested with. I assume that the stated frame data for Spencer’s snapback erroneously swapped the start-up and active frame values, so I reversed them in the chart above (only an assumption, though). I didn’t test for anything other than start-up frames.
All snapbacks inflict 50000 points of damage and build 500 points of meter (minus the bar spent to perform them), with the exception of Dark Phoenix, who inflicts 60000 damage and builds 720 meter.
Feel free to make suggestions.