Investigation of MvC3 systems with PStick/Hauppauge


#1

Marvel vs Capcom 3 Throw Study

Day 1. PStick. Visual analysis. Noodalls.

[media=youtube]8ghY8P9r86Y[/media]
[media=youtube]uRMA6EznnPY[/media]

For reference, player 2 press throw forward+C on F1.

Everything is in reference to that. (e.g. F0 means P1 Ryu

press forward+C on F(rame)0, where P2 Ryu presses it on F1).

Tests were done on Ryu vs Ryu.

Animation is
F0 Ryu pulls his fist back slightly. Input command appears on

screen
F1 Ryu puts his fist under his opponent’s chin
Damage appears on F30.
P1 Jump animation begins F51 for P1.
P2 Jump animation begins F97 for P2 (+46)
P1 Ryu’s second jump animation begins on F95.

F0 P1 Ryu throws P2
F1 P1 and P2 Ryu double hit with their roundhouse kick
F2 P2 Ryu throws P1
F3 P1 Ryu breaks P2 Ryu’s throw (and switches sides if done from close = glitch)
F4-9 Throw break. Neutral situation afterwards.
F10 - No throw break.


#2

Investigating hit deterioration

[media=youtube]0U_VseT0z6U[/media]
Ryu d+A study

Numbers refer to the frame on which each move is connecting.

d+A
i5
Inputs from F17

d+B
i8
Inputs from F29

d+A,A
hits F5 and F20/21 (asap)

d+A,A
5,24 = hits
5,25 = blocked or hits!
5,26 = blocked

d+A,A,B
5,20,40 = hits
5,20,41 = blocked
5,21,41 = hits
5,21,42 = blocked

d+A,A,A,A,B

5,20,36,52,72 = hits
5,21,37,53,73 = hits
5,21,37,53,74 = blocked

SheHulk

d+A i7
d+B i9

d+A,B
7,24 = ASAP
7,28 = hits
7,29 = hits or blocked
7,30 = blocked

d+A,A,A,A,A,A,B
7,27,47,67,87,109 = hits
7,27,47,67,87,110 = blocked

i.e. if you do one d+A before d+B or if you do 5xd+A before d+B, you can still end up with 22F between the last d+A and the d+B hitting. This would suggest that the hit stun has not changed up to this point.


#3

so the throw break window is 9 frames from your analysis?


#4

Frames 3-9 inclusive would be a seven frame window.


#5

[media=youtube]x3hBgW4pVEc[/media]

Done with PStick obviously.

Can press D+U at the same time in MvC3. The example actually shows holding DB and pressing UF.
Cannot press R+L at the same time. L appears to be dominant (note, this could be a hardware limitation as well.)


#6

OTG Study

Spencer assist i40

Ryu vs Ryu

Recovery window
P2 Ryu d+C hits on F0
u on F76 and Ryu will not jump*
u on F77 will make Ryu P1 Ryu jump*

OTG

Ryu d+C hits on F0
Spencer Pistol hits on F57 (input on F17)*
Spencer pistol whiff (input on F18-36)*
Spencer pistol hits Ryu as he recovers on F77 (input on F37)*

  • note input appearing on screen is probably 1F behind when the input is acknowledged by the system.

Could a mod change the title to “noodalls investigates MvC3 system with PStick/Hauppauge” please? I’m sure lots of people are going past this based on the title.


#7

Ryu
S button i9
SJ. A i6

S input on F0.
Input u from F5 (where S is input on F0) will not superjump
Input u from F6 (where S is input on F0) will superjump

S on F0. Press u on F6. Hits F9. Superjumps. A on F22 will give nothing. Opponent flips out F60/61.

S on F0. Press u on F6. Hits F9. Superjumps. A on F22 will give jab, hits F30. Opponent flips out F52.

S on F0. Press u on F6. Hits F9. Superjumps. A on F23 will give jab, hits F31. Opponent flips out F53/F54.

S on F0. Press u on F6. Hits F9. Superjumps. A on F54 will whiff (where opponent recovers on F60).

S on F0. Press u on F6. Hits F9. Superjumps. A on F54 will hit on F60. Opponent flips out F83.

S on F0. Press u on F6. Hits F9. Superjumps. A on F55 will whiff (where opponent recovers on F61).

Frustratingly, there appears to be some variation in timing in these combos. Alternatively the the arduino may not be entirely accurately representing the system situation. The fact that the opponent can flip out on either F60 or F61 means that sometimes legitamite combos could whiff.

On a positive note, the flip out animation is very obvious, and so visual analysis of hit deterioration should be quite easy.

Thank-you mods.


#8

Looked into the plinking method of cancelling dash into normal moves into dash.

[media=youtube]0lmoSjqVoEU[/media]
Dash F0, A F4, A+B F5 - gives an attack, no extra dash i.e. cancelled to early
Dash F0, A F5 A+B F7 - gives an attack, no extra dash i.e. plinked too slow
Dash F0, A F5 and A+B F6 - double dash

[media=youtube]YbvvP9VSKPA[/media]
Using the plinking method to cross over a character three times post knockdown

[media=youtube]Odx2rVpCdbo[/media]
ImageShack® - Online Photo and Video Hosting
Double dash vs Hulk’s back dash to give an idea of distance

[media=youtube]iIOCsb3jq3w[/media]
ImageShack® - Online Photo and Video Hosting
Triple dash vs Hulk’s back dash to give an idea of distance.