Marvel vs. Capcom · CPS-2

Delayed Hyper Combo.

Arcade Marvel vs. Capcom never let you cancel a Hyper into another Hyper. The PlayStation version did. I put it in the arcade ROM, and added a partner handoff on top so your teammate can come in and finish the combo, like MvC2.

It's a patch for your own mvsc.zip, not a new ROM. At the select screen you pick DHC, then choose CLASSIC for the cancel and route repairs, or REMIX for last-fighter X-Factor and three-bar resurrection for Morrigan, Lilith, Orange Hulk and Roll, plus a one-bar combo breaker with its own super opening. Both use three bars. ARCADE keeps the original gameplay rules. The updated life and power artwork stays in every style. The installer accepts clean MAME and Fightcade input sets; online play remains unqualified.

3cancelsSpecial→Hyper, Hyper→Hyper, partner handoff
2stylesDHC or the original ARCADE game
3levelsThree bars in every style; choose DHC rules instead
18colorsNine choices; hold Start for colors 10–18
2ROM setsClean MAME or Fightcade input

v11 · community release. V11 adds eighteen colors, six native match-report pages and focused DHC repairs. Local native MAME checks cover activation, sustained movement, expiry and following-match cleanup. Raw in-progress X-Factor and P2-assist failures remain documented with separate completed-call evidence. Windows, full manual Mac play, listening, other cores and broader roster/route cases remain community tests. The full trailer is a separate pending render. Checks and remaining reports →

$NEW · start here

What's a Hyper?

The super move. It burns a bar of meter and does the big damage. Marvel vs. Capcom calls them Hyper Combos.

What's the cancel?

Normally a Hyper has to finish before you can do anything else. Canceling means you start the next one right out of it. The PS1 version let you do this. Arcade didn't, until now.

What's a handoff?

Your Hyper hands the combo to your partner, and they come in doing their own Hyper. It's what MvC2 does, now on the MvC1 board.

The v9.3.3 breaker reel.

Historical v9.3.3 footage: the super opening, announcement and sound. It does not demonstrate the current release’s changes.

v9.3.3 gameplay · historical footage. Native v9.3.3: one-bar combo breaker midscreen, in the corner and against a low attack. Actual normal contacts, controller inputs, super opening and native capture audio; declared setup fixtures, no state writes after setup. v9.3.3 receipt

The original v8 trailer.

The original footage stays here. Its rules and captures belong to v8.

v8 gameplay · historical footage. v8 receipt

What DHC does.

Pick your partner’s Hyper, keep the combo going, and choose your colors. Gameplay clips below retain their original build labels.

POINTWolverine→PARTNERChun-Li
v8 gameplay · fixed team Hyper

01THE HANDOFF

Pick your partner's Hyper.

Do a Hyper, then type your partner’s Hyper command. They enter on the move you choose, spending its own meter. Native motion, position and charge rules still apply, with one handoff per continuous chain.

v8 gameplay · Ryu cancel route

02THE CANCEL

Hyper into Hyper.

Special into Super, and Super into Super. It only works where the game's own inputs and your position let it, so it isn't a free-for-all. My test chain is Ryu: Shoryuken, into Shinkuu Hadouken, into Shin Shoryuken.

War Machine in native V11 gameplay, LP paletteWar Machine · native V11 capture
LP1 / 18

03THE COLORS · EIGHTEEN CHOICES

Nine choices. Hold Start for nine more.

Keep the six attack buttons and LP+LK, MP+MK or HP+HK for colors 1–9. Hold Start with the same input for colors 10–18. The three-frame paired-button buffer stays; reveal secret fighters with their normal codes first. The slideshow uses exact53 native captures of all eighteen War Machine choices. Credited community palettes retain their PalMod and individual author records. All-roster/form/consumer coverage remains limited; the original six-color video stays labeled as history.

Get DHC v11 →

STYLE: DHC → RULESOne ROM

3 BARS · BOTH CHOICES

DHC routes, a one-bar combo breaker, last-fighter X-Factor and a second life for Morrigan, Lilith, Orange Hulk and Roll.

How do I break a combo?

LK+MP· 1 BAR

Press exactly LK+MP with a fresh button press while a normal attack has you in hitstun. An accepted input spends one bar and gives a short native escape hop with 40 eligible game-clock ticks of protection.

Extra attack buttons, Hypers, captured states, Duo and a pending partner handoff refuse the request. This is manual; it does not use your X-Factor allowance.

How do the two boosts differ?

X-Factor is manual: press LP+MP+HP+LK+MK+HK together, or PPP and KKK together. Your last living teammate gets one use per team per match; Red Venom and Gold War Machine are excluded. The crimson pulse and purple active life fill last for 1,200 eligible game-clock ticks.

Resurrection is automatic: a qualifying lethal hit with all three whole bars revives Morrigan, Lilith, Orange Hulk or Roll once per fighter slot. Teal highlights and a cyan active life fill show the second life. It drains toward 1 HP over 1,500 eligible active ticks; bench time and X-Factor pause the drain. It does not renew X-Factor.

Pick in the game. ARCADE remains available on the first STYLE screen.

04THE RULES

One download. Pick your DHC rules.

Choose DHC on STYLE, then CLASSIC or REMIX on RULES. Classic keeps the DHC cancel and route repairs with X-Factor, resurrection and combo breaker off. DHC REMIX enables the revised last-fighter boost, four low-tier revivals and LK+MP combo breaker. Both use three bars; the LEVEL 3/5 choice is removed. ARCADE remains on STYLE for the original game rules.

05ROLL

Roll learns three moves.

Roll gains an airborne beam (air QCB + PP), Hell Warp (F, D, DF + any button) and Psycho Shot (HCF + punch). Her added motion windows are now consistent, and her original moves stay.

06THE LIFE BARS

Readable life. Native power colors.

Warm life fills, native power-bar animation and flat-red recoverable health remain. X-Factor uses warm orange/fruit-punch accents and resurrection uses blue-teal, affecting only the active fighter’s life fill. The XFACTOR timer retains native TIME-style lettering. Current native samples show readable portraits, animated super openings and restoration at expiry.

V11 native capture · recorded case · play to watch

07X-FACTOR · REMIX

Last teammate. All six buttons. One boost.

Press all six attack buttons, or PPP and KKK together, once per team per match with only the last teammate alive. Red Venom and Gold War Machine remain excluded; Jin’s native boost may stack. Damage/speed profiles, recoverable-health recovery and chip protection last 1,200 eligible ticks. Current native movement, expiry and following-match checks pass their completed gameplay and display scopes; the original 54 raw callback differences remain documented. This is not a universal no-slowdown claim.

V11 native capture · recorded case · play to watch

08RESURRECTION · DHC REMIX

Four low-tier fighters. A second life.

Only Morrigan, Lilith, Orange Hulk and Roll revive on a qualifying lethal hit at all three whole bars with no fractional meter, once per fighter slot per match. Starting life returns and damage becomes 130%; life drains over 1,500 eligible active-fighter ticks to 1 HP. Bench time and X-Factor pause the saved drain; revival never resets X-Factor. Current native activation, movement, expiry and following-match checks pass their recorded scopes. Blue-teal costume, active-life and native super-background accents distinguish revival from X-Factor.

V11 native capture · recorded case · play to watch

09COMBO BREAKER · DHC REMIX

One bar. Recoil, recover, then fight again.

Exactly LK+MP on a fresh press during eligible normal-contact hitstun costs one whole bar and deals zero damage. Current native captures cover Gambit’s card into grounded LP/LK pressure on both sides and Wolverine corner pressure, with real escape, separation and subsequent attacks. Hyper/capture, pause, handoff and meter protections stay. Wider air-block, facing and attacker coverage remains incomplete.

Current native V11 Overview match-report page

Step 1 of 6Overview

Damage Leader, Best Team Combo and four fighter rows.

10THE MATCH REPORT · V11

Six pages. Each fact has a place.

Overview, Offense, Damage, Defense, Team & Resources and Moments use compact cards, aligned fighter rows, MVC gold, cyan borders and filled black panels. Damage Leader measures damage; Best Team Combo belongs to the team. Ties, N/A and capped totals stay explicit. Five current functional cases pass, and independent Happy Birthday damage is 58 = ledger 58. Either human can press Start to skip; this is not complete skill scoring.

Two ways to play.

You pick at the STYLE screen. DHC opens the CLASSIC/REMIX rules choice; ARCADE retains the original gameplay rules. Both use the revised life and power artwork. Your choice applies to both players.

▸ Default

DHC

Default style

Choose CLASSIC or REMIX on the next RULES screen.

  • DHC Classic: cancel and partner-route repairs, three bars, no X-Factor, resurrection or combo breaker
  • DHC REMIX: last-fighter X-Factor, four low-tier revivals and one-bar LK+MP combo breaker
  • Both use eighteen color choices, the bigger hit counter and Roll’s added moves
Stock

ARCADE

Original game rules

Capcom's original rules.

  • Capcom’s original inputs and cancel rules
  • The stock three-level Hyper meter
  • The two native P/K color choices

During the game’s own Variable Cross / Duo, the added cancels step aside and let the native team mechanic do its thing.

Install it.

On Windows, drop your mvsc.zip on the installer. It writes a new patched file next to it and doesn't touch your original. No terminal needed.

DHC V11 · COMMUNITY RELEASE

DHC v11

DHC and ARCADE are both in it. It takes the MAME mvsc.zip (21 files) or the Fightcade one (20 files). Same install either way.

Download v11 MVSC-DHC-v11.cmd · 3.1 MB · SHA-256 78345f13b860…

Windows + macOS / Linux: Download the complete installer package. MVSC-DHC-v11.zip · SHA-256 53ac606941f30e32f30e93368774d34cfbd60abbf1b60a30e91424e4642f7462

DHC installation: six numbered steps between clean-input and patched-output panels. Drag your clean mvsc.zip onto MVSC-DHC-v11.cmd. Copy the new mvsc_dhc_v11.zip into your emulator's roms folder and rename that copy mvsc.zip. Keep your clean original as a backup. Full instructions follow.
Watch the ZIP open into ROM chips, assemble into a patched file and fly into your emulator's roms folder, or choose the still guide. Keep your clean original and rename the patched copy mvsc.zip. Windows · installer r1.
  1. 01Put both files in one folder.Your clean Euro mvsc.zip and MVSC-DHC-v11.cmd. Any folder works.
  2. 02Drag mvsc.zip onto the installer.It checks every byte, then writes mvsc_dhc_v11.zip next to it. You'll see parent OK, patched OK, DONE. Hit Enter.
  3. 03Copy the new file into your roms folder and rename it mvsc.zip.Emulators only load the original name. Your clean copy stays where it was, not in roms.
  4. 04Play.Point MAME or FBNeo at that roms folder. Pick DHC or ARCADE at the STYLE screen.
UpdatedOct 13, 2026Installer SHA-25678345f13b86005c23817fbd93cc5dd5de694355bdcd3141feda3584d5f11d90fSourcethe engineering story · release receipt
The fine printwhat it needs · what it never does · the three messages · the terminal install

Before you startYou need the Euro mvsc 980123 set, unpatched. MAME's has 21 files, Fightcade's has 20 (a 20-byte key file the patch doesn't use). Both work. Don't run it on a set that's already patched.

What it never doesIt doesn't write to your input file, doesn't download a ROM, and doesn't make the ROM bigger. Every byte is checked against the clean parent first, and a .receipt.json lists what got checked.

If it stopswrong archive member count: got 20, expected 21 means an obsolete installer, so re-download above. SHA-256 mismatch means it isn't the Euro 980123 parent, or it's already patched (980112 / mvscr1 sets are rejected on purpose). Modified-ROM checksum warnings in MAME or FBNeo are expected on the patched copy. Fightcade netplay compatibility isn't claimed.

Terminal, or macOS / LinuxPowerShell, in the folder with both files: & ".\MVSC-DHC-v11.cmd" ".\mvsc.zip". macOS / Linux: use Python 3.9 or newer on a local APFS/ext4/NTFS disk supporting hard links; exFAT/FAT and network shares remain unqualified. Unzip the matching package linked above, then run from its extracted folder python3 mvsc_patch.py /path/to/clean/mvsc.zip --spec MVSC-DHC-v11.patch.json --out .. Same bytes, same receipt, output mvsc_dhc_v11.zip.

v11 release noteswhat changed · credits · remaining reports

v11 is the main download above, released for community testing. Windows installation, audible Roll/Spider-Man sound, Fightcade rollback and broader gameplay checks remain open.

Release notes · Installer checks · Test scope · Release notes · Palette sources / PalMod / credits · Package instructions

  • Adds 18 DHC color choices: the existing nine inputs plus Start for colors 10–18
  • Adds six native report pages with explicit ties, N/A, caps and team-combo attribution
  • Independent current Happy Birthday damage is 58 = ledger 58
  • Removes the custom 20-hit DHC gate while preserving native command, ownership, meter and chain protections
  • Retains Classic/REMIX, three bars, last-fighter X-Factor, RV/GWM exclusions, Jin stacking and four eligible revivals
  • Current moving RES/XF reach 2,100 ticks with zero lost callbacks or original producer misses; native scope and raw failures stay explicit
  • Includes actual current native feature clips and 18 palette samples; retains original artwork and labeled v8 videos

Share it.

One line and the link. Copy it, or post it straight to X.

ready to post

DHC v11 for arcade Marvel vs. Capcom: Classic/REMIX rules, 18 colors and six native report pages. Verified event counts and tracked damage, with missing coverage marked N/A. Checks and remaining community tests are listed with the patch.
Post on X ↗

Special thanks.

The people who played the builds, sent clips, and told me what broke. Their reports shaped the release.

  • N41
  • EliasTobii
  • artfuldodger2468
  • Yurden
  • LiquidMetalX
  • oldDave

Thanks to N41 for manual and technical explanations, artfuldodger2468 for route, breaker and performance reports, and everyone who tested or supplied reproducible cases. Palette packing adapts the XMvsSF work in FBNeo PR #2798. PalMod and individual palette authors retain their source credits in the package.

Earlier versions.

v8 and earlier installers remain unchanged. The withdrawn September v9 is a historical record with no installer link.

v10 · previous release2026-10-08 · two editions

Adds a three-page partial match report in the game’s native font and black/gold/cyan panels. Verified points and tracked damage retain only supported facts; N/A means unavailable. Remaining scoring coverage and slowdown during/after X-Factor are deferred. This is a community release, not full gameplay or performance certification.

Release receipt and check status

Download DHC v10 · Windows installer

MVSC-DHC-v10.cmd · 1.8 MB
SHA-256 ddbde39d272fea97ff81082c3f00ffa271043e0934999404d1dbb21124accdac

DHC v10 · Windows + portable Python package

MVSC-DHC-v10.zip · 509 KB
SHA-256 9eb1f929eafcb4776bbf0142f87ce749af5fd6886adcadf20e054945f2e70c39

  • Adds three native-font report pages with verified events, tracked damage and available facts
  • Verified points are a partial subtotal; missing coverage remains N/A instead of a complete skill score
  • A naturally completed Classic example retained one anti-air and thirteen clean openings for 35 verified points
  • Arcade factual loss tracking and successor initialization are separate from category-score coverage
  • Carries the scoped X-Factor publication repair and corrected 68000 byte accesses; a moving-activation deadline miss and slowdown remain open
  • Retains Classic/REMIX, three bars, nine colors, earlier route repairs and all historical videos
  • Remaining scoring coverage and X-Factor slowdown are listed for community testing
v9.3.4 · previous release2026-10-06 · two editions

Repairs combo-breaker recovery with zero-damage recoil, a grounded 96-pixel pushback stream and 24 eligible recovery ticks. Fresh flight permissions restore sampled repeated same-facing attacks and guard eligibility; ordinary Gold War Machine normals receive a narrow armor exception. Eleven bounded local MAME diagnostics and installer checks passed. Windows/Fightcade, cross-ups and wider roster coverage remain open.

Release receipt and check status

Download DHC v9.3.4 · Windows installer

MVSC-DHC-v9.3.4.cmd · 1.6 MB
SHA-256 2f8a7f2c1d620540271af2aa6c64d513081df78801857b9cd5eba5cd7baccbc6

DHC v9.3.4 · Windows + Python package

MVSC-DHC-v9.3.4-tester.zip · 516 KB
SHA-256 e316e81c598e0d038e1ea0785fc86add4bb64254b88e7afcfd2cf2bd037c4012

  • Combo breaker adds native zero-damage attacker recoil with 24 eligible recovery ticks
  • Grounded recoil uses a 96-pixel pushback stream; stage edges can clamp movement
  • Each escape refreshes flight permissions for sampled repeated same-facing airborne attacks and guard eligibility
  • Ordinary opposing Gold War Machine normals receive a narrow permanent-armor admission exception; true Hypers, captures and its X-Factor exclusion remain
  • Eleven bounded local MAME 0.287 diagnostics passed: 24 paid cycles and three no-spend controls
  • Protected native guard witnesses do not establish damage blocking after immunity expires
  • Retains the animated opening, COMBO BREAKER announcement, Tech Hit cue, Classic/REMIX rules and nine colors
  • v9.3.3 breaker footage, v9.3.2 comeback videos and original v8 artwork remain labeled archives
v9.3.3 · previous release2026-10-05 · two editions

Combo breaker adds a native animated super opening, flash, COMBO BREAKER announcement and stock Tech Hit cue. One Classic/REMIX package, three bars. Native diagnostics passed; Windows/Fightcade player confirmation remains open.

Release receipt and check status

Download DHC v9.3.3 · Windows installer

MVSC-DHC-v9.3.3.cmd · 1.6 MB
SHA-256 ee5d783107a25fbd4aa85a82e1ec411873a31b5cbb936f2cc114308921924be4

DHC v9.3.3 · Windows + Python package

MVSC-DHC-v9.3.3-tester.zip · 486 KB
SHA-256 910e4efef17aadf3545c9df70e2632f0b3e5b3a9ff00bdcc15d13f8cd4f8c66b

  • Combo breaker gains an 18-tick animated native super opening and flash
  • COMBO BREAKER appears in the AIR COMBO area, then clears; HUD stays visible
  • Accepted breaker enqueues one stock Tech Hit cue
  • New midscreen, corner and low-attack reel retains native timing and capture audio
  • Retains three-bar Classic/REMIX rules, last-fighter X-Factor, four low-tier revivals and nine colors
  • v9.3.2 X-Factor/resurrection clips and original v8 artwork stay available as labeled archives
v9.3.2 · previous release2026-10-05 · two editions

One package: pick REMIX on STYLE, then DHC Classic or DHC REMIX on RULES. Both use three bars. Native diagnostics and installer checks passed; Windows/Fightcade confirmation remains open.

Release receipt and check status

Download DHC v9.3.2 · Windows installer

MVSC-DHC-v9.3.2.cmd · 1.5 MB
SHA-256 182f05c2ddeffa5b9a361d658e4aa06d670d8107c97592352d03c925e3eb79f4

DHC v9.3.2 · Windows + Python package

MVSC-DHC-v9.3.2-tester.zip · 444 KB
SHA-256 bd9ca1bd4d3dcd34249058003cc619830e7437f268ee9c3f03d4865f699150f2

  • One package, Classic/REMIX RULES selection and three bars
  • Last-survivor manual XF; RV/GWM excluded; Jin stacking; positive Hulk/OH speed
  • Morrigan/Lilith/OH/Roll three-bar automatic revival with saved drain
  • One-bar LK+MP normal-contact combo breaker
  • Continuous crimson/teal highlights; active-only purple/cyan health; flat recoverable red
  • Authenticated activation portrait before full HUD; native revival health cache synchronized
v9.3.1 · previous release2026-10-05 · two editions

v9.3.1 reduces repeated work during X-Factor. Existing glows, activation effects, rules and nine colors remain. Both-side native checks and installer controls passed; Windows/Fightcade player confirmation remains open.

Release receipt and check status

Download DHC v9.3.1 · Windows installer

MVSC-DHC-v9.3.1.cmd · 1.6 MB
SHA-256 06bfd9469cb7e6cab57b57bac756f723c69c50104dd09977d4a58a806618f401

DHC v9.3.1 · Windows + Python package

MVSC-DHC-v9.3.1-tester.zip · 433 KB
SHA-256 faa794d5a9a35df3adc9a9efaffd7422a90f40289b64730a90587192f2227294

  • Earlier controller rejection avoids unnecessary work on inactive opponents and speed-neutral paths.
  • Active HUD copies ordinary records directly; equivalent glow lookup avoids repeated arithmetic and unused rows.
  • Exact artwork, native opening effects, RGB output, gameplay factors, timers and prior repairs remain; measured improvement requires Windows/Fightcade confirmation.
v9.3 · previous release2026-10-05 · two editions

v9.3 is available for community testing: native activation portraits and finite animated super backdrops, a light red backdrop tint and subtle red/fire-gold highlight cycles. The sampled second-life and X-Factor sequence was observed on both sides with ARCADE controls. Full-roster routes, native Windows, audible sound and rollback remain open.

Release receipt and check status

Download DHC v9.3 · Windows installer

MVSC-DHC-v9.3.cmd · 1.6 MB
SHA-256 fa48c982c5c64866d25c0d1ebcc04a38b9413b7451da71c94de88a6a9b06dc4a

DHC v9.3 · Windows + Python package

MVSC-DHC-v9.3-tester.zip · 432 KB
SHA-256 eb21fc898551c0ce0be28ebfd2d276feae978f531bba6cb1d0afe109f59502fe

  • Native super portraits and flashes introduce a finite 30-tick X-Factor opening and 60-tick second-life opening. Resurrection lightly tints the native animated backdrop red, preserving its pattern and shading.
  • Forty-tick highlight cycles use the current native costume palette: up to a 15% red blend for X-Factor or 10% amber for resurrection, rounded to RGB444. Shadows, black outlines and native brightness remain.
  • Selected fighters in REMIX LEVEL 5 revive once after a qualifying lethal hit at exactly five whole bars, then deal 130% damage while health drains over 1,500 eligible point ticks to one HP. X-Factor and bench time pause the drain.
  • An existing super portrait refuses a fresh X-Factor request without spending the team allowance. Release all six buttons and press again after it clears; small mirrored power-bar markers show ready, active and spent states.
  • Retains nine colors, earlier portrait repairs, native power-bar art and previous DHC route repairs. Bounded machine and four declared-fixture native runs pass; platform, sound, rollback and wider gameplay checks remain open.
v9.2.2 · previous release2026-10-04 · two editions

v9.2.2 is available for community testing. It corrects extra-color portraits for Orange Hulk, Red Venom and Gold War Machine and reduces extra processing while X-Factor is inactive. Nine colors, existing mechanics and artwork remain. Fresh machine/data checks pass; native portraits, matched super timing, Windows, audible Roll/Spider-Man sound, rollback and broader reports remain open.

Release receipt and check status

Download DHC v9.2.2 · Windows installer

MVSC-DHC-v9.2.2.cmd · 1.5 MB
SHA-256 f4f8bbf3abada153d82014da3ca17c238b0b9b2fc7b120b62220db6bb4c347b9

DHC v9.2.2 · Windows + Python package

MVSC-DHC-v9.2.2-tester.zip · 415 KB
SHA-256 0907ef3cfbc5a6c99a8eae568fb2605207bd817ae7be1870f15994e0b57ec7c1

  • Corrects Orange Hulk’s added VS/team/super and victory portrait colors; his corrected large SELECT faces remain.
  • Corrects Red Venom and Gold War Machine’s added large SELECT, VS/team/super and victory portrait colors. Original two colors, body palettes, other characters and selection-grid art remain.
  • Reduces extra animation, damage, sprite-copy and palette processing while X-Factor is inactive. Paired machine checks preserve active behavior; native super timing remains unmeasured.
  • Retains existing mechanics, nine colors, HUD, audio data and prior route repairs. Publishes fresh installed-code/art-reader checks; wider gameplay and platform reports remain open.
v9.2.1 · previous release2026-10-04 · two editions

v9.2.1 is available for community testing. It corrects seven added Orange Hulk SELECT face colors and guards invalid stored selector owners; the Fightcade training report is not established fixed. The v9.2 mechanics and nine colors remain. Corrected native rendering, Windows, audible Roll/Spider-Man sound, rollback and broader gameplay reports remain open.

Release receipt and check status

Download DHC v9.2.1 · Windows installer

MVSC-DHC-v9.2.1.cmd · 1.5 MB
SHA-256 37c227593cd64b22bb5a5e7770dbbd4e1c11f870729c17656c0583b257724621

DHC v9.2.1 · Windows + Python package

MVSC-DHC-v9.2.1-tester.zip · 412 KB
SHA-256 f10cca7ee6e902ba462ffae7dbb588c1d5f00723321116eea678cfb55df0ff63

  • Corrects seven added Orange Hulk large SELECT face palettes, retaining his original two faces and every body palette unchanged.
  • Guards invalid stored selector-owner bytes through the native reacquisition path; the Fightcade training report remains unconfirmed.
  • Retains v9.2 X-Factor, resurrection, HUD gradients, nine colors and previous route repairs without a new blanket gameplay claim.
  • Publishes bounded machine/data and installer checks while corrected native rendering, Windows, audio, rollback and wider gameplay tests remain open.
v9.2 · previous release2026-10-03 · two editions

DHC v9.2 is the current community release: REMIX adds six-button X-Factor, automatic five-bar resurrection, a shaded red pulse, native HUD gradients, a three-frame paired-color window and the bounded Orange Hulk/Akuma repairs. Nine colors and distinct secret palettes remain. Native Windows, audible Roll/Spider-Man sound, Fightcade rollback and broader gameplay checks remain open.

Release receipt and check status

Download DHC v9.2 · Windows installer

MVSC-DHC-v9.2.cmd · 1.5 MB
SHA-256 a83bd21fda99e68873a74a2bf54b5c86478f21a7d6114ca3fffe5b1c84fe7a84

DHC v9.2 · Windows + Python package

MVSC-DHC-v9.2-tester.zip · 418 KB
SHA-256 102304f5ade4d6c7a13dac39af90d48526879175915153a39f52681187167b4d

  • REMIX adds X-Factor once per team per match: all six attack buttons from neutral or an eligible normal. XF2 lasts 900 game-clock ticks with 1.5× damage; the last fighter gets XF3, 1,200 ticks and 1.75× damage. Native eligibility, red-health recovery and chip prevention apply.
  • REMIX LEVEL 5 adds automatic resurrection after a qualifying lethal hit: exactly five whole bars restore native starting life and red health, once per fighter per match. With fewer than five bars, ordinary KO behavior continues.
  • A readable red body tint cycles light, dark, very dark and dark over 128 game-clock ticks. No X-Factor copies or contours are added; native afterimages remain. All four life fills and red recoverable segments gain gradients, with warm team activation pulses and native animated power colors.
  • At character select, hold the first button and add its matching partner within three frames for LP+LK, MP+MK or HP+HK. Nine REMIX colors and distinct secret palettes remain; fighting and pushblock recognizers retain native behavior.
  • Orange Hulk gains the missing horizontal Gamma Charge source row. Light live-hit Charge into his own Gamma Wave passes both-side controls; whiff, block, expired contact and zero meter refuse. Anti-air Charge and broader destinations remain open.
  • Akuma old-beam cleanup now precedes native Team Hyper owner timer restart. This is a bounded emitter-lifetime repair, not acceptance of every stacking, partner, defender or freeze combination. Captain Sword into selected Ryu already passed in v9.1; no new Sword-specific fix is claimed.
  • Ordinary-input native controls cover both XF2 teams, actual P1 tagging, pulse positions, settled expiry and ARCADE refusal. HUD display fixtures and their scope are documented separately. Community publication does not establish native Windows, audio, rollback, broader routes or complete gameplay acceptance.
v9.1-secret-palettes-r2 · previous release2026-10-02 · two editions

DHC v9.1 is the current community release: nine REMIX colors, distinct secret-character extras and the retained narrow Gamma Charge, Storm, Hulk and Roll repairs. Released for players to test and report issues. Native Windows, audible Roll/Spider-Man sound, Fightcade rollback, fresh all-secret rendering and broader gameplay checks remain open; the release notes state their scope.

Release receipt and check status

Download DHC v9.1 · Windows installer

MVSC-DHC-v9.1-secret-palettes-r2.cmd · 1.3 MB
SHA-256 6bfe45e214ac3fb71c5b9369b6d68f5291e126cb1a3ed9e47914fede271a7c7a

DHC v9.1 · Windows + Python package

MVSC-DHC-v9.1-secret-palettes-r2-tester.zip · 385 KB
SHA-256 4ef794fd59b0ef558d09ef4d56bfde2df8e7b183509852cda856889c75ad0e3e

  • Gold War Machine, Orange Hulk, Red Venom, Shadow Lady and Lilith restore their exact own native P/K body, selection, portrait and victory palettes at the first two choices.
  • Twenty added single-button colors and five paired choices use approved indexed variants. Ten secret pairs, sixty other paired choices and every other fighter’s colors remain exact. PalMod, native designs and individual contributors are credited in the package.
  • All 45 actual secret rows match their approved sources. Across 216 regular/form reference banks, 9,720 full-color comparisons and 9,720 visible-pen comparisons have no exact costume matches; nine choices remain distinct within each secret form.
  • Independent full-member reconstruction and checksum checks pass. Retained 68000 artwork readers complete all 1,800 SELECT/VS/team/super/WIN upload fixtures. These are bounded data and reader checks; fresh rendered selection and natural WIN acceptance remain open.
  • The preceding paired-button selection and narrow Gamma Charge, Storm, Hulk and Roll route/state work is retained byte for byte. This palette revision does not establish new sound, effect, beam/rock/throw or broader gameplay acceptance.
  • Community release: complete gameplay acceptance, native Windows, audible Roll/Spider-Man sound and Fightcade rollback remain open. Gamma Wave into Captain Storm selecting Quake is unresolved; the separate Storm startup repair does not fix that report.
v9-r2 · previous release2026-10-01 · two editions

Repaired replacement for withdrawn v9, with partial validation. Windows patch-only installer for a clean Euro 980123 mvsc.zip (21-member MAME or 20-member FBNeo/Fightcade input); writes a separate mvsc_dhc_v9-r2.zip. Complete release acceptance remains pending. No ROM is included or downloaded. The receipt states observed repairs, exact checks and remaining reports.

Release receipt and check status

Download DHC v9 · installer r2

MVSC-DHC-v9-r2.cmd · 1.1 MB
SHA-256 f327456eb33e58ad49cd8983905dc54a41f3570f11299f27a6de72ad2f7eb46d

v9 r2 Python package for macOS / Linux

MVSC-DHC-v9-r2-python.zip · 154 KB
SHA-256 f4740869c8a30c8b51a59aa55075bb86c87971b34f037b34fc2bfdb15f9f431d

  • Repaired v9 replacement: selectable incoming Hypers, the LEVEL 3/5 SUPER selector and Roll’s three added moves, with REMIX and ARCADE retained.
  • Old Ryu Shinkuu and normal War Machine Proton emitters retire through separate native exit states before a new owner Hyper restarts their timers or completion flags; broader reported pairings, stacking and freeze/damage behavior remain unqualified.
  • The old Gamma Crush rock root retires through native cleanup when Hulk begins a new Gamma Wave; sampled pre-Team damage and meter are preserved. Repeated post-Team rock damage, same-action Crush restart and natural Orange Hulk behavior remain unproved.
  • Roll’s added HCF and DP intermediate directions use 18 native updates; Psycho Shot checks exact fighter ownership before attack or palette work. Natural corruption and audio quality remain broader open reports.
  • The selected-partner request requires a Hyper source and rechecks owner/captured-target state at request and commit; the shared source and chain guards reject seeded retained Hulk capture state. LEVEL 5 survives the reproduced CPU-team-KO transition diagnostic.
  • Stated plainly: 99 repeated diagnostic gate cases and 12 native Hulk controls on the exact candidate, plus source-bound machine checks. Player audio feedback is positive but route-unspecified. Complete release acceptance, physical controllers, Fightcade online play and Windows PowerShell 5.1 remain pending; the optional stock-grab compatibility component is excluded.
v9.1-diagnostic · previous diagnostic tester2026-10-02 · two editions

Optional diagnostic candidate for bounded testing, with three paired-button colors and narrow route/state repairs. Installer checks passed with Python and the actual embedded PowerShell 7.6.5 on macOS. Native Windows CMD/PowerShell 5.1, audible Roll/Spider-Man sound, Fightcade rollback and broader gameplay acceptance remain open. This is not an accepted complete release.

Release receipt and check status

Download v9.1 diagnostic tester package · Windows + Python

MVSC-DHC-v9.1-diagnostic-tester.zip · 376 KB
SHA-256 d559e8e7b06e67f3430db8bd27fc1e94546a6ff27269dfd0537906235f8807af

v9.1 diagnostic · Windows installer only

MVSC-DHC-v9.1-diagnostic.cmd · 1.3 MB
SHA-256 f80f313bb691aa668fe8b1e6c6685134252752219b357ad997d782ffd0e46905

  • REMIX adds LP+LK, MP+MK and HP+HK colors across 25 body/form groups. All six existing body choices remain exact; ARCADE retains its native palette table and inputs. PalMod and individual source credits are included in the tester package.
  • Horizontal Gamma Charge now admits Hulk’s own Hyper through the existing hit and meter gates. LK into Gamma Wave works on both sides; MK/HK controls accept and pay. Anti-air Charge, Orange Hulk and wider destinations remain open.
  • Fresh Gamma Crush initial body-contact requests require grounded Hulk; accepted requests may continue through lift. Native Team Hyper controls pass on both sides, while selected-partner and actual blocked-contact positives remain open.
  • Captain Storm’s accepted P1 startup survives the native screen boundary check. The separate Gamma Wave → Captain Storm report that chooses Hulk Quake remains unreproduced; universal Captain Sword route coverage is still open.
  • Incoming Roll teleport after Berserker Barrage X is refused before bench state changes, extra meter or handoff. Roll’s own teleport/Psycho controls remain; Psycho returns the complete selected color index in the exact new REMIX bank.
  • Final-build palette controls cover Roll, Mega Man, Jin and Morrigan selection and both-side tags; selected Hyper art readers have bounded source/owner observations. Complete effects, WIN art, KO/rematch, all-partner beam/rock/throw retests and the historical crash remain unqualified.
  • All 7,110 loadable Discord photos were visually reviewed, including super effects; five attachments remain unavailable and 48 external MP4 embeds are excluded. Effect screenshots are research leads until native indexed rows and attack ownership are proved. Stock throw behavior remains the default.
v9 · withdrawn, no download2026-09-23

Historical rollback record. This describes the September build and its withdrawal, rather than the v9 r2 replacement.

Historical rollback record: the September 23 v9 was withdrawn after reports of sound problems, corruption and unreliable Roll moves. During the September 30 repair work, v8 was the public download. The old installer is preserved locally for comparison and is not offered here; its historical receipt does not certify the v9 r2 replacement.

Historical receipt · does not certify these repairs

  • Withdrawn September-v9 scope: selectable partner Hyper on hit, block or whiff, the LEVEL 3/LEVEL 5 selector, and Roll’s air beam, Hell Warp and Psycho Shot. These were not features of the v8 download offered during the rollback.
  • Repair work covers the separate Ryu and Proton Cannon beam reports, Hulk rock/contact and captured-target state, Mega Man/Roll animation and ownership, legal routes, handoff inputs, audio and the historical v9 UI reports.
  • The Captain Commando and Zangief grab report is a stock-game compatibility proposal; it is not attributed to DHC or extended to Hulk without evidence.
  • Historical receipt only: the old c1891313 candidate recorded 306 declared observations. Those checks did not establish resolution of the new player reports; as of the September 30 rollback record, no repaired candidate had been accepted.
v8 · previous release2026-09-11

ROM-free patch-only installer: no ROM is included or downloaded. One installer, two styles: REMIX (default) adds Special-to-Super, Super-to-Super, the partner handoff, five Hyper levels, six colors and the expanded hit display; ARCADE is the stock game. Verifies your clean Euro ROM and writes a separate mvsc_dhc_v8.zip. The release receipt states exactly which checks ran on this build and at what tier.

Release receipt and check status

Download DHC v8

MVSC-DHC-v8.cmd · 614 KB
SHA-256 240da5473bfe8de8fdfa67ddbdf3063babf50f3b7781d4ea66f8eac3dc2a04cf

  • REMIX and ARCADE ship from one installer, chosen on the STYLE SELECT screen before the roster. ARCADE bails out of every added route before it runs, so stock play is unchanged.
  • Partner handoff, REMIX only: re-input your active Hyper's command after qualified contact and your partner enters on their own native team Hyper. The destination is fixed to that team Hyper; this is not MvC2's selectable DHC.
  • The partner's Hyper now draws its background. The cross route handed the incoming fighter a Hyper without initialising its animation state, so the script event the animation would have delivered never arrived and the background graphics load was never reached; six bytes inside the v8 post-commit hook supply that event. Confirmed in play on 2026-09-10 after four withdrawn attempts, with a 1501-line zero-difference regression against the base.
  • Level 4 of the five-level meter fills yellow, the way MvC2's does, by pointing the bar at the tile the game already draws with pen 8. Forty-four bytes, no palette row written, levels 1, 2, 3 and 5 byte-for-byte stock.
  • Five Hyper levels, six color choices per fighter and the expanded hit display are in the same build, as before.
  • Stated plainly: the two new fixes were verified on a headless MAME fixture and by hand, not by the full pinned lane table; the Windows installer path was verified through the Python patcher on twelve hostile cases and rebuilt byte-identically on two machines, and the PowerShell gate on this exact build is still to run. The receipt carries each status.
v7 · previous release2026-09-03 · two editions

ROM-free patch-only installer: no ROM is included or downloaded. The parity edition, superseded by v8 on 2026-09-11 and kept here with its roster sibling for anyone who wants the exact bytes that shipped on 2026-09-03. Special-to-Super now works from every fighter's qualifying specials - the sealed core recognised 17 sources, this ships 83, built from the PlayStation port's own recognizers - so Wolverine's Berserker Barrage into Berserker Barrage X and its siblings chain. A destination posture gate reads the acting fighter's posture at the cancel, so an air-only Super can no longer be entered from the ground, or a ground-only Super from the air, through a route its own command would refuse. This edition also refuses the six destinations the PlayStation port never marks cancel-legal (Zangief's three grab Hypers, and one CPS-2 custom each for Ryu, Morrigan and Shadow Lady); Zangief's Iron Body, which the port does mark, is kept. If you want those six and the all-roster three-Hyper chains, take the roster edition below - it is the same build with the extensions left in, named for what it is. Everything from v6 rides along. No whole-game/strict PSX parity or official Fightcade compatibility claim.

Download combined DHC v7 (parity edition)

MVSC-DHC-v7.cmd · 171 KB
SHA-256 e14cb8aa24a084a56709d06a650f4f47d3fab205c7392f25e5e138541f3deca2

Combined DHC v7 - roster edition (keeps the extensions)

MVSC-DHC-v7-roster.cmd · 172 KB
SHA-256 5467f38e2a27fa7f8a9f85b9e6b9561cc18ed0936fe9e4304779d192ca11f9ce

  • Special-to-Super on every fighter with a qualifying special: the source table goes from 17 rows to 83, built from the PlayStation port's own recognizers. On v6 the core never tagged Wolverine's qcb+P as a source at all - its source tag stayed $FF for the special's whole life - so there was nothing for the Super to cancel from; on v7 the same route commits at frame 1576 on both sides.
  • New destination posture gate: every allowlist row carries two posture bits taken from the destination's own command descriptor, checked at the cancel with its own reject code. A cancel can no longer hand a grounded fighter an air-only Super, or an airborne fighter a ground-only one.
  • v7 ships as two editions from one version. The parity build refuses six destinations the port never marks cancel-legal; the roster build keeps them plus the all-roster three-Hyper chains for Venom, Red Venom and Captain Commando. Both are listed here; neither is hidden behind the other.
  • Measured, not asserted: the twelve demoted routes are refused on the parity build with a live source Hyper and a qualified contact, never entering the destination and never committing, while on that same build Zangief's Iron Body commits at frame 1543. Twenty-two object-cleanup lanes stay green on both editions.
  • Not fixed, and not claimed: reports of Gold War Machine's Mega Optic Blast coming out from the ground were not reproduced. Five routes were driven on the pinned rig and none produced it. The posture gate is correct parity work on its own terms and is not being sold as that fix.
  • Same ROM-free format-2 installer; writes mvsc_dhc_v7.zip beside your untouched mvsc.zip.
v6 · previous release2026-09-02

ROM-free patch-only installer: no ROM is included or downloaded. The v6 release: combined v5 plus the PlayStation port's cancelled-Super object cleanup. Superseded by v7, which opens Special-to-Super on every qualifying fighter, adds the destination posture gate, and splits parity from the roster extensions. Retained for anyone who wants the exact bytes that shipped on 2026-09-02.

Download combined DHC v6

MVSC-DHC-v6.cmd · 168 KB
SHA-256 ba5e4480bc1e4433e0b8556aea46a9fe8055b6662250f68e3c2a38c5863b8ba6

  • PSX-style object cleanup: at every accepted same-fighter Super-to-Super cancel the first Super's catalogued beams, drills and allies are freed the way the PlayStation port's child-object handlers free them - no more Proton Cannon, Big Bang Laser or Rush Drill stuck on screen (War Machine, Hulk, Wolverine, Roll, Captain Commando, Jin, Morrigan, Mega Man, Orange Hulk, Shadow Lady on the PSX rule; Gold War Machine and Lilith as deliberate extensions).
  • The rule comes from decompiling the PSX per-character overlays (parent action != spawn action -> free) and is applied once, at the sealed cancel commit, after the commit's own bookkeeping is published; Ryu's Hadouken, Gambit's cards, War Destroyer's missiles and every other object keep their native lifetime.
  • New 22-lane object-lifetime gate (P1/P2 kill-set positives, protected survivors, pre-contact and whiff negatives) added to the release authority; every v5 gate re-run on the same candidate: 42/42 three-Super, 36/36 Special-to-Super, 142/142 destination actions, Duo, timing, six colors, 999 HIT, Gold Mega Optic, boot.
  • Visible in the reel: Shadow Lady's Galaxy Missile now connects after the Big Bang Laser cancel instead of firing under a stuck beam.
  • Same ROM-free format-2 installer; only mvc.06a, mvc.10, mvce.03a and mvce.04a change; writes mvsc_dhc_v6.zip beside your untouched mvsc.zip.
v5 · previous release2026-08-31

Previous combined release (sealed 2026-08-31). Same feature set as v6 minus the PSX-style object cleanup: a cancelled Super's beams, drills and allies stay on screen until they time out. Use v6.

Download combined DHC v5

MVSC-DHC-v5.cmd · 166 KB
SHA-256 ce51c4068a682b720f394eab41f8a4dc66e8ab74ef75722bd87b18d4e903c320

  • Combined stock-size patch: Super-to-Super chains for all 21 supported identities plus Special-to-Super (36 lanes, exact Ryu Hadouken -> Shinkuu Hadouken), six MvC2 colors, the 0-999 display, Mega Man's Magnetic Shockwave and Gold War Machine's one-bar Mega Optic Blast in one installer.
  • Captain Commando runs the distinct $00 -> $0C -> $00 route; Mech Zangief captured at the close fixture gap; native Duo isolation (added cancels suspend while Duo is active and return after expiry).
  • Known limitation, fixed in v6: a cancelled Super's beams, drills and allies stayed on screen until they timed out.
v4 · previous release2026-08-30

Previous Hyper-to-Hyper-only release. Use combined v5 for Special-to-Super, six colors, 999 HIT, Gold Mega Optic, and Duo isolation.

Download DHC v4

MVSC-DHC-v4.cmd · 67 KB
SHA-256 d9dfdbf1e2db87aa657c1b7e384cda91ebdefb6e4da245efd1e08c0553bf2c29

  • Hyper-to-Hyper (same-active-fighter Super-to-Super) across the roster on P1 and P2, sealed by the final action matrix and repeated timing runs; no Special-to-Super, colors, 999 display or Gold Mega Optic yet.
  • First ROM-free format-2 installer: replacement bytes and verification metadata only, no stock before-bytes.
v1 · previous release2026-08-13

Previous Ryu-only release. Use combined v5 for the full scoped feature set.

Download DHC v1

MVSC-DHC-v1.cmd · 30 KB
SHA-256 513a4ea2cd8c22b2e912df929fc8c68218ba645d159cfc09996031e4afe7412e

  • Ryu's two-link route only; roster-wide cancels were not released.
Earlier gameplay reelCombined v6 footage · archive only

Captured on v6. This does not demonstrate v7 source coverage or the current release. The 999 display segment is a seeded boundary diagnostic, not a naturally played 999-hit combo.

Archived engineering notes and receiptsv5–v7 record · retained unchanged

Read the archived article and release hashes. These are historical claims and do not certify the current release.

Related work: Cross Fever — four players, plus MVC1-style Duo for XMvsSF and MSHvsSF. Its preview downloads are separate from this DHC release.

HOW IT WORKSThe actual bytes, the two fixes, and what got tested.

Try to cancel a Hyper into another Hyper in arcade Marvel vs. Capcom.

You can't. It never worked. The PlayStation version let you chain one Super into the next, but the CPS-2 board — the one in the cabinets, the one on Fightcade — never did. For twenty-eight years that was just how it was.

So I changed it. And then I made your partner able to come in and finish the combo, the way MvC2 does it.

About the name

This was published as "Direct Hyper Cancel" until 2026-09-22. That name was mine, not Capcom's. n41 checked the manuals: MvC2 calls the mechanic a Delayed Hyper Combo, MvC3 calls it a Team Hyper Combo, and the MvC1 and MSHvSF manuals describe it without naming it at all. Since what this mod adds is MvC2's version of it, the page now uses MvC2's name. The abbreviation, the installer and every link stay DHC.

Current download · v11

Drag your clean mvsc.zip onto MVSC-DHC-v11.cmd. No terminal, nothing to type. A window opens, checks the file, and writes mvsc_dhc_v11.zip next to your original. Then the part people skip: copy that new file into your emulator's roms folder and rename the copy mvsc.zip, because MAME and FBNeo only load the original name. Watch it, then do it. The installer accepts clean MAME and Fightcade input archives; that does not qualify Fightcade netplay.

DHC v11 · community release

V11 is the current ROM-free community release. It adds eighteen color choices, six native report pages and removes the custom 20-hit DHC gate. Classic/REMIX, three bars, original artwork and labeled v8 videos remain.

Eight scoped native MAME 0.287 evidence gates cover activation, movement, expiry and following-match cleanup. Moving RES/XF record 2,100 ticks with zero lost callbacks or original producer misses. The raw X-Factor callback audit retains 54 differences; completed gameplay endpoints and consumed sprite lists have separate PASS scopes. Windows, a full manual Mac ladder, controllers/netplay, subjective listening and broader roster/route cases remain community tests. See the release notes, acceptance limits and exact package record.

V11: more colors, a clearer report

Eighteen choices, using the same buttons

The existing nine choices stay: LP, MP, HP, LK, MK, HK, plus LP+LK, MP+MK and HP+HK. Hold Start while choosing one of those nine inputs for colors 10–18. The short paired-button buffer stays; you can hold the first button and add its matching partner within three frames. Start is a bank modifier, not a nineteenth color. Reveal a secret fighter with its normal code before choosing its color.

Both DHC rulesets use the expanded bank. ARCADE retains its original P/K choices. The slideshow now shows all eighteen native War Machine selections from the current V11 release. The original six-color clip remains labeled history. These samples do not certify every character, form or palette consumer.

The packing approach comes from the XMvsSF palette work in FBNeo PR #2798: store palette differences, share repeated records and cache the native decoder's result. MVC1 uses its own ROM allocation and cache, with no new emulator extension required. Brightness and transparency words belong to the palette too; decoding must reproduce every original word exactly. MVC1's measured saving will be published with its own receipt, rather than borrowing XMvsSF's result.

The current 66-case native consumer matrix records 63 semantic passes, two Captain Commando taunt observations and one preserved P2-assist strict snapshot failure. The assist snapshot occurs inside cleanup; a separate actual return clears its maps and restores registers/SR. Universal IRQ reader authority remains unverified. Secret/form/super/victory samples are current, while all eighteen colors across every consumer are not claimed.

Palette work builds on PalMod and its contributors. Existing per-palette author credits stay with their source records, and new sources need the same attribution. N41 helped identify the correct DHC naming and provided technical explanations, including the separate Armored Spider-Man protection behavior; that armor change is not the combo breaker's protection rule.

Six pages with room for the information

The report now follows the organization of SF3 V4.3's implementation: compact spotlight cards, small native lettering, aligned fighter rows and restrained team-colored bands. Gold identifies the normal winner and key totals; cyan borders enclose black panels filled to their edges.

PageWhat it shows
OverviewDamage Leader, Best Team Combo, and four fighter rows for damage dealt/taken, hits and KOs.
OffenseTeam combo maxima, landed hits, Hyper starts, throws, attacks blocked and Happy Birthdays.
DamageDamage dealt, Hyper/special/normal/throw/chip damage, and damage per bar spent when measurable.
DefenseDamage taken, blocks, chip received, Variable Counters and successful breaker/X-Factor/resurrection commits.
Team & ResourcesDHC, longest Hyper chain, Duo, Variable Combination, tags, assists and bars spent.
MomentsRecorded team-combo highlights and available lead-history evidence.

Damage Leader describes damage, not an overall MVP or a second match winner. Team combos are credited to the team. Ties stay ties; N/A means there is no valid basis for a value, and + means a counter reached its cap. The game does not identify controller macros or autofire from inputs that are indistinguishable from manual play. No invented skill rating replaces the normal result. Either human can use Start to skip the report.

The Happy Birthday damage repair from -09 is retained: damage is accumulated as it lands instead of wrapping a partner's negative value into a huge total. Fresh current-build independent damage is 58 = ledger 58. The earlier quoted 65,422-to-55 comparison remains history, not a recovered raw receipt.

Keep the routes legal, keep the cleanup separate

V11 removes the custom 20-hit DHC restriction. A legitimate long combo should not lose its handoff solely because it crossed that count. Beam lifetime and ownership, stale-input rejection, meter checks and the one-handoff-per-chain protections remain separate.

Broader cases remain limited, including Gamma Charge contact/hitstop/recovery for Normal and Orange Hulk on both sides; selected partner Hypers; Gamma Wave into Captain Storm; Hulk's rocks and captured targets; Mega Man/Roll ownership, portraits and audio; and Gambit's card into grounded LP/LK pressure. Breaker checks include corners, repeated same-facing escapes, separation and attack or block control after protection expires. This list is test scope, not a claim that every older report has reproduced or been fixed.

The comeback rules stay recognizable

DHC Classic keeps route repairs with three bars and no X-Factor, resurrection or combo breaker. DHC REMIX retains manual, once-per-team, last-character X-Factor; Red Venom/Gold War Machine exclusions; Jin stacking; and resurrection for Morrigan, Lilith, Orange Hulk and Roll only.

X-Factor's current presentation uses warm orange/fruit-punch accents; resurrection uses blue-teal. Both use the native animated super background with their own tint, readable portraits and a color change only on the affected fighter's health fill. Recoverable health stays flat red. The native TIME-style XFACTOR timer stays. The visual and performance checks include movement and attacks, then complete restoration at expiry and into the next match in the recorded native scenarios. Current clips below use this V11 release; archived v9.3.2/v9.3.3 clips retain their version labels.

Resurrection is automatic at a qualifying lethal hit with three whole bars. It restores starting life once per eligible fighter slot, raises damage to 130% and drains life over 1,500 eligible active-fighter ticks, stopping at 1 HP. Bench time and X-Factor pause that drain; X-Factor does not become available again. These deliberately adapted MVC1 rules differ from a timed, manually activated X-Factor boost and do not copy Phoenix's entire Ultimate MVC3 moveset.

Current native V11 recordings

These are recorded V11 game frames at native playback speed, with declared initial fixtures and physical mapped inputs. Original native PCM is retained in individual clips; audio acceptance is digital fidelity only, with subjective listening still pending. The comparison and palette reel are intentionally muted. The full 180-second presentation trailer remains separate.

Archive: DHC v10 · previous community release

v10 adds a three-page match report. Choose DHC on STYLE, then CLASSIC or REMIX on RULES; ARCADE keeps the original rules. It keeps the game’s native lettering and a black, gold and cyan layout. Verified events and earned partial points can remain visible when a complete score is unavailable. Tracked HP and damage events describe only the recorded portion of the match; missing coverage stays N/A. They are not a complete skill rating or a score out of 100.

The screenshots below come from one naturally completed Classic match on the released build. One anti-air and 13 clean openings earned 35 verified points; the damage page records 288 tracked HP across 48 damage events. Those are bounded facts from that match, not full roster or mode coverage.

Slowdown during and after X-Factor remains unresolved. This release is being published for community testing while further scoring and performance work is deferred. It does not claim full skill-score coverage, no slowdown, Windows or Fightcade gameplay acceptance. The original hero, v8 trailer and later archive clips stay; they are not v10 footage. See the release notes and release record for the exact build and test scope.

Archive: DHC v9.3.4 · previous community release

v9.3.4 focuses on combo-breaker recovery. An accepted breaker now puts the attacker into native recoil without dealing damage. A grounded attacker uses a 96-pixel pushback stream and receives 24 eligible recovery ticks. The movement can reach 96 game pixels; stage edges can clamp it. Each escape also refreshes the defender's flight permissions, so another breaker while facing the same way does not inherit stale attack or guard restrictions. Thanks to artfuldodger2468 for reporting the recovery problem.

The one-bar cost, LK+MP input, 40 eligible protection ticks and v9.3.3's animated super opening, COMBO BREAKER announcement and Tech Hit cue stay. DHC Classic/REMIX rules, X-Factor, the four revivals, nine colors, selected partner Hypers and the original artwork stay. The release notes and publication record identify this build and the scope of its checks. Physical controllers, native Windows, Fightcade rollback, wider roster coverage and lingering projectile ownership remain open.

The breaker video below is historical v9.3.3 footage. It shows the earlier opening and sound; it does not demonstrate v9.3.4's recoil or recovery fix. The v9.3.2 X-Factor/resurrection videos and original v8 trailer keep their archive labels and files.

Archive: changes introduced in v9.3.4

A breaker should leave both fighters able to continue the round. The attacker now enters the game's own recoil state with zero damage, rather than continuing the normal that triggered the escape. When the attacker is on the ground, the breaker uses a 96-pixel pushback stream and gives them 24 eligible recovery ticks. Stage edges can clamp the displacement. The defender keeps the short native escape hop and its 40 eligible ticks of protection.

Each accepted hop begins with fresh flight permissions. This repairs the stale state that could make a later breaker in the same facing leave the defender unable to attack or block normally. The input remains exactly LK+MP, with a fresh press during normal-contact hitstun and one whole bar available. Hypers, captures, Duo, a pending handoff, pause and super freeze still reject the request before spending meter. The native opening, flash, announcement and sound remain from v9.3.3.

Eleven bounded local MAME 0.287 CPS-2/QSound HLE diagnostics passed on this candidate: eight positive runs with 24 paid breaker cycles, plus three no-spend controls. The positive runs cover repeated same-facing airborne HP and original-hop guard on both sides, plus Wolverine and Gold War Machine ordinary-normal corner pressure. Gold War Machine receives a narrow exception for its ordinary permanent-armor normals; true Hypers, captures and its separate X-Factor exclusion remain.

The 12 native air-guard witnesses occurred against live normal pressure with 14–16 protection ticks remaining. They establish guard eligibility during the protected escape, not damage blocking after immunity expires. The checks use declared initial meter/spacing fixtures and emulator input fields, with no post-setup guest-state writes. Physical controllers, Windows, Fightcade rollback, facing reversals/cross-ups, wider roster coverage and host performance remain unverified.

Archive: DHC v9.3.3 · community release

v9.3.3 was the previous community release. Combo breaker gained its own animated super opening, native flash, COMBO BREAKER announcement and stock Tech Hit cue. The historical v9.3.3 video shows it midscreen, in the corner and against a low attack. It still costs one bar. X-Factor becomes a last-fighter comeback, while the three-bar second life is limited to Morrigan, Lilith, Orange Hulk and Roll. The two modes have different costume cycles, active life colors and native animated openings. Nine colors, selected partner Hypers, retained route repairs and the original v8 artwork and trailer stay.

Check the showcase and download status, then compare the rules below. The release notes and publication record identify the exact build, capture conditions and measured test scope. Native checks cover the new opening, announcement, one-bar spend and cleanup. The previous v9.3.2 X-Factor/resurrection clock comparisons remain linked as historical evidence; they are not a new performance verdict for every v9.3.3 situation. The new breaker reel includes native capture audio. Windows, audible Roll/Spider-Man sound, rollback and broader gameplay checks remain open. The footage does not establish overall FPS or every matchup.

The September 23 v9 remains withdrawn. Earlier releases keep their original files, records and labeled footage.

Archive: rules documented for v10

The update uses one package. Pick DHC on STYLE, then choose the RULES screen:

  • DHC Classic: DHC cancel and partner-route repairs, three bars, no combo breaker, X-Factor or resurrection.
  • DHC REMIX: the same repairs plus the manual combo breaker, last-fighter X-Factor and four low-tier revivals described below.

Both use three bars and retain nine colors and Roll's added moves. The LEVEL 3/5 choice is removed. ARCADE remains on the first STYLE screen for the original gameplay rules and P/K colors. The revised life and power artwork stays in every style.

Combo breaker: spend one bar to escape

While a normal attack has you in hitstun, press exactly LK+MP with a fresh press of either button. An accepted input spends one whole bar and starts a short native escape hop with 40 eligible game-clock ticks of protection. It is manual and separate from the six-button X-Factor activation; it does not spend that allowance. Adding another attack button refuses the breaker request.

This deliberately supports normal-contact hitstun. Hypers, captured states, Duo, a pending partner handoff, pause and super freeze refuse the request before meter or input is consumed. The protection belongs to that fighter and ends on expiry, KO, a role change or leaving REMIX. Native hitstop pauses its timer.

The input, cost, escape state, Hyper refusal and finite protection have bounded machine checks and native diagnostics using ordinary controller inputs and actual normal contacts on both sides. Physical controller coverage remains open. A lingering projectile hitting while its owner performs a normal still needs native ownership testing. This borrows the idea from the XCOTA work.

In v9.3.3, an accepted breaker starts an 18-tick native animated super opening and flash. COMBO BREAKER appears where AIR COMBO normally lives, using the game's existing letters. The stock Tech Hit cue is requested once. Life, power and portraits remain visible; the message and effects clear afterward. The three-scenario reel preserves native gameplay timing and capture audio.

X-Factor: one last-fighter boost

Press LP+MP+HP+LK+MK+HK together. If you use macros, press PPP and KKK together; either macro on its own is not the activation. Only your last living teammate can activate it, once per team per match, for 1,200 eligible game-clock ticks. Red Venom and Gold War Machine are excluded, including when they tag into a team whose X-Factor has already started.

X-Factor uses the character's damage and speed profile, recovers red health within the existing recoverable limit and prevents chip damage while active. Normal Hulk and Orange Hulk now get 30% faster eligible normal/ordinary animations and grounded walking. Other profiles stay in place, and Jin's native boost can stack with X-Factor. This is an MVC1 adaptation: the speed change does not reproduce every Ultimate MVC3 special or its air physics. Game-clock ticks are not a promise of a fixed number of real-time seconds.

The opening uses the fighter's native portrait, flash and animated super background with a red tint for 30 ticks. Then the stage returns. A stronger crimson highlight pulse remains during movement and attacks, and only the active fighter's life fill turns purple. It adds no following fighter copies.

Resurrection: a second life with a cost

Choose DHC REMIX. A qualifying lethal hit at all three whole bars, with no fractional meter, automatically spends those bars and restores the fighter's native starting life. Only Morrigan, Lilith, Orange Hulk and Roll qualify, once per fighter slot per match. There is no activation command and no second X-Factor use.

The revived fighter deals 130% damage, but that life drains over 1,500 unfrozen eligible ticks while they are the active fighter, stopping at 1 HP. Time on the bench pauses the drain. X-Factor also pauses it; after X-Factor expires, the saved drain resumes. The drain cannot cause the final KO, but an opponent's hit still can.

The 60-tick opening keeps the native animated super pattern and gives it a blue/teal tint. The costume cycles through teal highlights and the active life fill turns cyan. That is visibly different from X-Factor's crimson and purple. Reserve fills stay warm, recoverable health is flat red, and the power bars keep their native animated colors.

X-FactorResurrection
StartAll six attacks, last living teammateQualifying lethal hit with all three whole bars
WhoLast teammate, except Red Venom / Gold War MachineMorrigan, Lilith, Orange Hulk, Roll
Use limitOnce per team per matchOnce per fighter slot per match
End or cost1,200 eligible ticks, then expiresLife drains toward 1 HP; bench time and X-Factor pause it
Read it on screenCrimson pulse · purple active lifeTeal cycle · cyan active life

The showcase panel preserves three historical v9.3.3 combo breaker scenarios. They do not demonstrate the v9.3.4 recovery fix. The X-Factor and resurrection feature cards retain their labeled v9.3.2 archive videos so you can compare the two modes. Their five matched pairs include 63 measured phases and 28 sustained checks against the same three-bar rules with the older visuals. Those v9.3.2 checks passed within discrete clock-counting resolution. The records keep each ratio, resolution and capture setup. These measure emulated game clocks; they do not establish v9.3.3 Windows/Fightcade FPS or every super and matchup.

Release archive · older rules below

The following chapters retain their original release wording and test scope. Their older X-Factor timers, activation rules, resurrection rosters and colors belong to those versions. Use the v9.3.4 repair and retained rules above for this update. The original v8 trailer remains available above.

New in v9.3.1

The v9.3.1 update focuses on work repeated while X-Factor is active. It keeps the activation rules, portrait openings and subtle red/fire-gold highlight cycles introduced in v9.3. The warm gold and amber life fills, red recoverable health, native animated power colors, tiny X-Factor indicator and nine costume choices stay in place. No artwork or historical video is replaced.

The life-bar helper previously received ordinary fighter and effect sprites as well as life fills. Those unrelated records now take their original copy path directly; eligible life fills keep the same guarded amber/orange pulse. A comparison against the released v9.3 code passed 7,788 bounded machine cases, including queue holes, all five copy paths, native and private state, and activation flags changing between entries.

The animation and walking checks also avoid full helper work for an inactive opponent or a speed-neutral profile. The costume cycle skips unused palette rows and uses a fixed brightness lookup. Damage, speed profiles, timers, once-use rules and the emitted RGB444 colors stay the same. This adds no extra sprites, palette uploads or saved-color cache.

Separate old/new comparisons cover 21,542 controller cases and 13,044 highlight groups, with 380,032 selected output words and 1,280 fixtures using current native palette data. These are bounded comparisons of the checked paths, not a full-roster native gameplay verdict.

In one queue shaped like the sampled idle-active sprite count, the helper calls fall from 145 to 36 and this HUD path executes 7.1% fewer instructions. That is a code-path comparison, not an overall FPS measurement or a claim that every reported slowdown is resolved.

Matched native v9.3/v9.3.1 input schedules produced more guest-clock updates in the sampled busy windows on both sides. One late 180-screen-frame window recorded 168→184 ticks on P1 and 150→162 on P2. These read-only observers also add host work, and earlier updates affect later collision and timer state. This is a bounded diagnostic comparison, not Fightcade FPS or a universal speedup. Player comparisons on the same core and settings remain open.

Four fresh native diagnostic runs on the packaged v9.3.1 candidate observed the sampled resurrection, X-Factor pause, expiry and refused repeat activation on both sides, with ARCADE controls. Each used eleven declared setup writes and no later state writes. The Windows installer and portable package use this exact candidate. The v9.3 chapter below keeps its original captures and scope.

Native v9.3.1 diagnostic: Captain America's blue costume remains shaded, the life fills pulse amber during X-Factor, and the second-life drain is paused.
v9.3.1 native diagnostic · October 5. Same warm life fills, subtle costume highlights and small X-Factor indicator; the saved second-life drain is paused.

New in v9.3

Activation uses the native super portrait, opening flash and animated super background. The portrait reads the fighter's own costume colors. Resurrection opens with a native super backdrop with a light red tint for 60 ticks; X-Factor uses its native opening for 30 ticks. The stage background returns after that finite sequence. The effect adds no following fighter copies. Captain America's blue afterimages, Jin's gold glow and Mega Man's charge-glow paths remain in place.

Native v9.3 diagnostic: Captain America's blue portrait opens his second life while the dark, shaded native super pattern remains behind the fighters with a light red tint.
Native diagnostic · resurrection opening · October 5. The 20% red backdrop blend is rounded to native RGB444; its animation and shading remain. The portrait keeps its blue costume.

The body effect is a 40-tick highlight cycle inspired by Jin's native glow. It reads the current native palette each upload, so native color changes feed the effect directly. It cycles the fighter's primary color row and Wolverine's claw row; other weapon and effect rows keep their native colors. Only bright pens use at most a 15% red blend for X-Factor or 10% amber blend for resurrection, rounded to native RGB444. The first two strengths are exactly original, covering 12 of the 40 ticks. Black outlines, shadows, midtones, native brightness and the transparent final pen stay intact.

X-Factor and its sources

Capcom's Ultimate MVC3 manual describes a once-per-match boost usable on the ground or in the air, with a stronger effect as the team shrinks and a red body aura. The official character guides give different damage and speed boosts for Ryu and Wolverine. Those references inform the available profiles here; other fighters have explicit MVC1 settings. This adapts the mechanic to a two-fighter team without claiming all of Ultimate's moves, movement or physics.

In REMIX, press LP+MP+HP+LK+MK+HK together. Each team gets one activation per match, lasting 900 eligible game-clock ticks with both fighters alive or 1,200 ticks for its last fighter. Tagging or revival does not renew it. Eligible normal, guard and specifically checked special/Hyper states can activate; hitstun, captured fighters and unverified committed states refuse. Pause and native super freeze do not spend the timer.

If another super portrait is still active, X-Factor refuses the request without spending the team's boost. Release all six buttons, then press them again after the portrait clears. Holding the rejected chord does not queue a new activation.

A second life for a selected roster

Choose REMIX / LEVEL 5. A qualifying lethal hit with exactly five whole bars and no fractional meter spends those bars and restores starting life once per fighter slot per match. The eligible roster is Captain America, Zangief/Mech Zangief, base Ryu, Shadow Lady, Captain Commando, Venom, Jin, Mega Man, Morrigan, Lilith, Orange Hulk and Roll. Other fighters and Ryu's Ken/Akuma forms are excluded; Zangief's forms share one revival allowance.

After the finite portrait/flash sequence, the revived point deals 130% damage and drains its starting life over 1,500 eligible point ticks, stopping at one HP. Bench time does not drain life. These roster and numeric choices are deliberate MVC1 adaptations, not Phoenix-specific Ultimate values. The fire-gold highlights do not grant permanent invulnerability. X-Factor takes over the highlights and pauses the drain; on expiry, fire gold and the saved drain resume. Fire gold is a Phoenix-inspired design choice, not RGB sampled from an Ultimate transformation or a claim of numerical drain parity. The lightly red-tinted native resurrection backdrop is a separate opening effect.

What the checks establish

The highlight helper passed 13,044 bounded machine groups, checking 380,032 selected RGB words; 74,064 words actually changed at the native palette latch. The checks cover both palette-upload sources, all 40 cycle ticks, the color and brightness boundaries, point-slot roles and positive and negative owner cases. Stored palettes, actors, HUD and CPU state return exactly. These are captured upload words, not a full-roster native visual verdict. Four fresh native runs on the current candidate observed Captain America on both sides against Ryu, with living Venom reserves, in REMIX and ARCADE. They used ordinary inputs after eleven declared health, meter and spacing setup writes, with no later state writes. The REMIX samples show the native portrait, animated backdrop and drain–X-Factor–resumed-drain sequence; the ARCADE controls keep the stock lethal KO. Earlier diagnostics keep their own candidate pins and scope.

Across 189 stored palettes and 3,780 paired code cases, the new highlight helper executes 46.319–95.747% fewer 68000 instructions, averaging 67.116% fewer, than the earlier monochrome helper. Inactive uploads keep their native path. This measures only palette-helper instructions, not native FPS, total super cost or a resolution of the reported super lag. The v8 footage and older release chapters below keep their original scope; use these v9.3 rules for the current X-Factor and resurrection behavior.

New in v9.2.2

The earlier Orange Hulk fix reached his large SELECT face. His super, team and victory portraits had separate color banks, and those still kept orange skin. Red Venom's red body and Gold War Machine's gold armor hit the same problem: the conversion treated those colors as human skin. Their added portrait colors now follow the selected costume. Their two original colors stay, and Shadow Lady, Lilith, regular portraits and the small selection-grid icons remain.

I also found work running on ordinary effect animations and every queued sprite when neither team had activated X-Factor. Supers create a lot of those objects. The inactive paths now skip that work and use the game's original sprite copy and palette upload. Active X-Factor's red pulse, warm bars and checked gameplay behavior remain.

The final file passed 1,280 fresh paired code-check groups and 1,800 fresh art-reader executions, alongside separately bound earlier component checks. The CPU paths do less work; that is not an overall FPS measurement. A native comparison during supers is still open. The qualification records the exact scope. The v8 videos, color slideshow and page design stay.

New in v9.2.1

Orange Hulk's added pink, blue and other costume choices could leave his large SELECT face orange. The palette derivation treated his orange skin like human skin and preserved it. This update changes that rule only for his seven added large faces; his two original faces, body colors and other artwork stay intact.

The shared menu guard also rejects invalid stored owner bytes. Only the native committed owners 0x80 and 0x81 are retained; other values reacquire an owner through the game's original path. This is a compatibility guard, not proof that the reported Fightcade left/right problem was caused or fixed by it.

The exact final ZIP passed 32,768 corrected-candidate selector executions and 32,768 baseline executions: 65,536 comparative executions, plus 1,800 corrected-candidate art-upload fixtures across five secrets, nine colors and four slots. These are machine/data checks, not fresh native gameplay. The focused qualification keeps those distinctions. The earlier v9.2 observations below retain their own candidate pins and are not a rerun of every route on v9.2.1.

New in v9.2

The controls below are in the current community release. Their qualification is tied to the exact v9.2 candidate and package. The source-bound controls have limited scope; the open tests remain listed.

Choose REMIX on STYLE to play the new mechanics. For resurrection, also choose LEVEL 5 on SUPER. ARCADE retains native gameplay rules, three meter levels and the two original P/K colors. The shared life-bar art appears in both.

X-Factor: one boost per team

Press all six attack buttons together: LP+MP+HP+LK+MK+HK. Each team gets one activation per match. Use it while neutral or during an eligible normal, including ordinary air recovery. Release the buttons before another command. Block reactions, specials, Hypers and forced air recovery refuse activation.

Fighters still aliveBoostDurationDamage
BothXF2900 game-clock ticks1.5×
Last fighterXF31,200 game-clock ticks1.75×

Eligible attack-animation countdowns run faster. Red health recovers up to its existing ceiling, and active X-Factor prevents chip damage. These use the game's own clock and health rules, so the durations describe game ticks rather than wall-clock seconds through pauses and super freezes.

Resurrection: save five bars

At LEVEL 5, a qualifying lethal hit automatically spends exactly five whole bars and restores the fighter's native starting life and red-health values. Each fighter can return once per match. There is no extra input. With less than five bars, the normal KO happens.

I ported these mechanics from the MVC2 eight-button project and adapted them to MvC1's two-fighter teams, clock, meter and health routines. Native-input controls cover XF2 and a naturally reached last-fighter XF3, including its 1,200 ticks, scaled damage and native healing. Separate resurrection runs earned five bars through gameplay on both teams before taking a real lethal beam hit, paying five bars and restoring life once. Those runs made no gameplay-state writes. This is bounded coverage: legal air follow-ups, every fighter and lethal path, trades, forms, match transitions and the remaining platform tests still need playtesting.

Route, beam, color and HUD corrections

  • Orange Hulk's horizontal Gamma Charge: his source-table row was missing. Light Charge into his own Gamma Wave now works after a live hit on either side, spending one bar. Whiff, block, expired contact and zero meter refuse. Normal Hulk keeps the earlier repair. Anti-air Charge and wider destinations remain separate native tests.
  • Akuma's beam: matched native Team Hyper controls confirmed that an earlier emitter could inherit a freshly reset owner timer when a Hyper restarted. The old emitter now retires through native cleanup before that reset. Selected Akuma → Morrigan was already clean in the measured baseline; this repair does not establish the cause of the whole community clip or qualify every partner, defender or stacking case. Ryu and War Machine keep their separate beam repairs.
  • Captain Sword: Sword → selected Ryu Shinkuu works on both sides and already worked in v9.1. Gamma Wave → Captain Storm works at the tested normal motion timing. Very early, short direction samples refuse without spending meter or transferring the team. The report where Hulk chooses Quake remains open.
  • Paired colors: hold the first button and add its matching partner within three frames. LP+LK, MP+MK and HP+HK choose colors seven, eight and nine. A single button confirms at the end of the window or earlier on release. Fighting inputs and pushblock keep their native behavior. For a secret fighter, enter its ordinary unlock code, move onto its revealed portrait, then select the color. The original two colors and distinct extras remain.
  • HUD and power visuals: warm gold and amber gradients appear across all four life bars, with darker reserve fills and shaded red recoverable health. The power bars retain their native animated colors with a thin white highlight and gray shadow. The same artwork appears in both styles.

The tint-only design

X-Factor adds a readable dark-red body tint, smoothly cycling light → dark → very dark → dark over 128 game-clock ticks. It adds no trailing copies or contours. Captain America's native blue afterimages and other native effects stay unchanged. The powered team's life bars use the warm amber/orange treatment, with no added R or XF letter badges.

A fresh ordinary-input native control on the final tint-only build observed XF2 on both teams, an actual P1 tag and all sixteen sampled pulse positions. It made no gameplay-state writes. Native GPU palette comparisons cover the captured uploads, including stock white flashes; temporary CPU color words restored exactly, and source colors returned after both measured expiries. This accepts those observations, not every fighter, tag state or match transition. Native ARCADE-negative checks and separate declared HUD display fixtures for red recoverable health, LEVEL 5 and MAX are complete within their measured scope. The display fixtures use declared setup writes and are separate from ordinary-input gameplay proof. Five captures at moving bitmap boundaries receive no HUD pixel credit in that original record. A later actual-buffer check reproduced two archived images and explained their seventeen gap pixels as native front shimmer and a moving red edge. Other unobserved captures remain uncredited; the additive record leaves the original qualification and release hashes unchanged. The native tint checks and HUD checks retain the source pins and separate fixture declarations. The uncredited captures are retained for follow-up; they do not establish an every-frame verdict or a visual root cause.

The power-bar work preserves the game's own hue animation rather than painting fixed-color strips across the fill. LEVEL and MAX retain their native lettering. An earlier explanation confused the tile at 0x16AB5 with a yellow level-4 fill. That tile is the LEVEL 1 numeral, not a power-fill graphic. The qualified artwork and measured checks are documented with the release. The animated meter above is an explanatory illustration, not a native capture of this new artwork.

The previous Roll, Hulk, meter/menu and selected Captain Storm changes remain. Heroes Reborn's character changes and a new assist-selection menu are separate work. The stock Commando/Zangief grabs retain their original behavior.

Retained from v9.1

REMIX has nine color choices per fighter in v9.1. Three paired presses add choices alongside the six single attack buttons:

Buttons at character selectExtra color choice
LP + LKSeventh
MP + MKEighth
HP + HKNinth

The color feature above keeps the slanted, glowing stripe design and now shows all nine choices. Its slideshow fades through nine in-game War Machine palettes; select a color band to choose a palette. The original six-color gameplay stays available through the Original video control. ARCADE keeps its native palette choices. The existing opponent duplicate rule can advance a chosen color when the opposing fighter already uses it.

The v9.1 secret-palette revision restores the two original colors for Gold War Machine, Orange Hulk, Red Venom, Shadow Lady and Lilith, then replaces their four added single-button colors and five paired choices that needed work. I used unused indexed variants from Discord and PalMod, checked all 45 secret choices against 216 regular-character and form references, and reviewed the visible outfits. None is an exact regular-character costume match. The other fighters' colors stay unchanged; the original secret colors remain intact. Secret palette sources and credits record each import and the visual review limits.

The new colors use indexed palette sources from PalMod's gallery and the palette community, with source and contributor credits included in the package. I also reviewed all 7,110 loadable Discord photos, including super effects. Those effect sheets remain leads for separately mapped imports; the nine-color display illustrates the selection choices.

That v9.1 release also included these bounded gameplay changes:

  • Horizontal Gamma Charge can cancel into Hulk's own Hyper through the existing live-hit and meter gates. LK into Gamma Wave works on both sides; anti-air Charge, Orange Hulk and wider destinations remain open.
  • Captain Storm's accepted P1 startup survives the native screen boundary check. The separate report where Hulk chooses Gamma Quake remains unreproduced.
  • Incoming Roll teleport after Berserker Barrage X is refused before bench state changes, extra meter or handoff. Psycho restores the complete selected color in the new REMIX palette bank.
  • Gamma Crush has a grounded initial body-contact window for native Team Hyper. Selected-partner and actual blocked-contact positive tests remain open.

Download the current DHC v9.2.2. The test scope and remaining reports are available alongside the download. The v8 trailer and hero footage keep their original labels.

Repairs carried forward from v9 r2

The replacement package uses the candidate described in its receipt. Several bounded repairs have diagnostic evidence behind them; broader release acceptance remains incomplete. Roll's added half-circle and Shoryuken-style commands now give every intermediate direction 18 native command updates, instead of a varying 12–17, while keeping the native final button window. Ordinary-input checks on both sides include returning to her normals afterward. A slow rejection of her original QCF + LK command also occurs in the stock comparison and is kept separate from the added-move fix.

A local ladder-transition diagnostic reproduced LEVEL 5 changing after a CPU team KO and the next match on the withdrawn build. The setup used declared opponent-health and spacing fixtures to reach that transition. A fresh check on the exact v9.1 candidate keeps LEVEL 5 into the next match after a native CPU team KO. This checks the reported first-match reset; full ladders, Fightcade training and rematches still need broader testing.

An isolated check with the installed Fightcade core and trainer accepts Left/Right on STYLE and SUPER for either chooser on both builds, after the page settles. Opening the trainer overlay blocks directions and buttons before the ROM; closing it restores selection. This verifies overlay interception; the historical report's exact cause remains unconfirmed. The controls use turbo mode and do not accept live client launches, physical controllers, normal-speed audio or rollback.

The selected-partner request and commit path now rechecks the active fighter and captured-target state at both boundaries. Isolated machine-code controls pass. The shared source bridge and Hyper chain tracker now also refuse seeded Hulk grab states that retain a stale Hyper action, clearing the old chain in those machine fixtures. This extends the guard beyond the selected-partner path; it does not reproduce the natural Gamma Quake clip or settle legal post-release behavior.

A separate native Team control reproduces an old Gamma Crush rock remaining after Hulk begins a new Gamma Wave. The narrow guard detects that change of owner action and retires the old rock root through the game's existing cleanup path. Native controls on both sides preserve the sampled pre-Team rock payments, meter spending and matched source-only behavior. The guard keeps native fragment handlers and adds no grounded-only cancel restriction. These controls do not prove repeated rock damage after Team, distinguish a new Crush from an earlier Crush, or qualify natural Orange Hulk behavior.

Separate native Team controls reproduced earlier beams from normal Ryu's Shinkuu Hadouken and ordinary War Machine's Proton Cannon staying active when a restarted super reset the same owner's state. Ryu's emitter reads the fighter's timer; Proton's roots and segments read completion flags. The diagnostic repair sends the older beams through their respective native exit states before initializing the new attack. Native controls on both sides verify this bounded lifetime repair, with meter spending unchanged. Broader partner/defender, pause, hit frequency, ownership and damage scaling acceptance remains incomplete; Proton's reported stacking difference is a separate question.

A native-input diagnostic also reproduced Hulk's QCF + punch special into Gamma Wave selecting the partner's Proton Cannon on the withdrawn v9. The repaired path keeps Hulk active and spends one meter level for his own Hyper in that same case. Fresh v9.1 controls also keep Hulk active for special-hit into Gamma Wave with PPP and Gamma Quake with KKK, on both sides, with one meter level spent and the partner idle. These check the button combinations a macro sends; physical controller bindings remain a separate test. A selected handoff is admitted from a Hyper, while the same-fighter bridge handles an eligible special cancel.

A separate native-input matrix reaches Soul Eraser and the selected incoming Hyper in 64 of 65 tested combinations. A supplementary input with enough native charge reaches the remaining Shadow Lady Hyper; earlier rejects are retained as insufficient-charge controls. Captain Sword into Ryu's Hyper and Ragnarok into Berserker Barrage X have observations on both sides. Cajun Explosion accepts tested legal timings; one later motion completes but is refused by the unchanged native opponent-camera check. These are bounded route observations, not acceptance of every delay or partner combination.

Isolated controls exposed invalid owner-pointer access and stale palette restoration in Roll's frozen Psycho Shot handler. Its repair limits owner pointers to the four fighter slots and checks that the owner is still Roll before attack or palette work. This is a bounded corruption repair; it does not establish the cause of the reported sound problems or every natural animation failure. Audio quality, the wider beam acceptance and the other reports remain open. These bounded results do not establish complete release acceptance.

Remaining reports and acceptance work

Player reports are reproduction leads. Their symptoms, proposed workarounds and possible causes are kept separate. These reports do not establish that the withdrawn v9 UI problems also occur in stable v8.

ReportWhat still needs broader verification
Ryu beam persistenceBeam lifetime, hit frequency, pause/freeze, ownership, meter and damage scaling independently; Ryu/Morrigan against Hulk, Wolverine's corner follow-up, other partners and defenders. This is the Hyper beam report, separate from a fireball retaining its native lifetime.
War Machine Proton CannonIts own lifetime and ownership checks, plus the reported stacking difference. A Ryu change does not establish a fix for every beam.
Hulk Gamma CrushThe sampled Crush→Wave old-root cleanup is described above. Repeated contact, other partner-dependent lifetimes, same-action Crush restart, natural Orange Hulk and the reported Mega Man block behavior remain unqualified. The repair adds no grounded-only restriction.
Hulk grab after Gamma QuakeCaptured-target state and cancel eligibility through startup, swing, release and recovery; legal post-release behavior is checked separately from retained state.
Mega Man and RollIncoming animation, Beat Plane into Hyper Mega Man, projectile ownership, interruption, expiry, KO, rematch, forms and palettes. The old report's exact “Ken” form is unconfirmed.
Route legalityGamma Charge into super, Soul Eraser with each relevant partner, Captain Sword, Ragnarok into Berserker Barrage X and Cajun Explosion. Each input's legal conditions are defined first; no Soul Eraser subset is accepted from the report alone.
Handoff and inputsOne handoff per continuous chain, the selected incoming Hyper, native PP/PPP/KKK and macros, recovery into an independent chain, and stale-request rejection without meter spending or state transfer. Roll's new half-circle and Shoryuken-style commands are compared with established commands on ordinary inputs.
Sound and corruptionAudio and object/animation behavior through interrupted moves, transitions, KO and rematches. The old stream crash remains a lead, with no established cause.
Withdrawn-v9 UIBounded LEVEL 5 transition and special→own-Hyper routing repairs are described above. Closed-overlay Fightcade Left/Right controls pass on the tested older builds. Full ladders, other transitions, rematches and the original trainer-report context remain unqualified; these reports are not attributed to stable v8.

The Captain Commando kick-throw and Zangief standing-MP-grab report describes a stock glitch. It is a separate compatibility proposal: compare a normal jump with and without an aerial normal, then subsequent super-jump states and the available follow-up combos. Original behavior stays the comparison. A change would be named explicitly in REMIX; the report does not establish a connection to Hulk.

A stock corner diagnostic now reproduces the jump-history consequence against Spider-Man: buffered Captain Sword after Commando's kick throw is blocked after an empty normal jump, but connects after an aerial normal. Zangief's standing MP throw shows the same history-dependent guard behavior with an aerial follow-up. Subsequent super jumps match the reported history classes. Native read/write traces link the difference to retained air-guard eligibility. A separate, optional compatibility prototype allows those follow-ups in all history classes tested in REMIX while matching the ARCADE and other-throw comparisons. Forty native runs on the retained earlier parent cover twelve paired comparisons for the two targeted throws and eight pairs for ARCADE and other throws; 960 isolated machine controls check target ownership and register behavior. Eight further native controls on the latest composed parent cover only empty normal jumps, with and without the optional change, for both throws on both sides. The earlier history matrix has not been repeated in full on that parent. The prototype remains outside the main repair and has not been accepted for release; the main v9 r2 package, archived v8 and the original stock comparison retain their stock behavior for these throws.

Report references: Ryu beam clip, Gamma Quake grab clip, old stream crash lead at 2:01:19, and stock grab reproduction.

Cross Fever is a separate project with preview downloads; its results do not certify DHC.

The earlier engineering story

The sections below retain the v8 design and release history. Their fixtures, receipts and footage belong to those named builds; they do not certify the v9 r2 replacement or close its remaining reports.

Why do this to the arcade version?

The project started with one idea: take the PlayStation cancel and put it in the CPS-2 version. Once that worked I added Special-into-Super routes, with rules, and a bunch of visual stuff. The game calls these Supers Hyper Combos, so that's the word I use.

v8 is the partner handoff. Your Hyper hands the combo to the incoming fighter, who comes in doing their own team Super. That sits on top of the same-fighter cancels that were already there. REMIX and ARCADE are in one installer, and REMIX is on by default. It came out on 2026-09-11. The installer's above, and the release receipt says exactly which checks ran on this build and how far each one went. The v7 files are still in the archive, and their parity/roster names still mean what they meant when they shipped.

clip · loops · audio available
DHC v8 trailer // 2:37 · every chain runs start to finish — Special, Hyper, second Hyper, partner handoff · headless MAME runs of the release build plus arcade-mode clips I played by hand · game audio under the music. It's a trailer, not proof.

Historical v8 release: the partner background and meter

Two fixes went on top of the r4 candidate. Both are in mvc.10, and together they're fifty bytes. The handoff post goes through each one.

The partner's Hyper draws its background now. In the test builds it didn't. The cross route hands the incoming fighter a Hyper but never sets up its animation state. A Hyper's script waits at its second step for an event the animation driver writes into $003C(a6) when a frame timer runs out — and that timer was never started, so the event never came, the script never moved, and the game never got to the background load at $0983F4. The fix is six bytes inside the v8 author's own post-commit hook. Three of its reserved nops, at a point where a6 is already the incoming fighter and the REMIX check has already passed, write the event the animation would've written. I confirmed it in play on 2026-09-10, after four tries I threw out. 1,501 log lines, zero differences from the base, on a 125-second normal-play scenario.

Level 4 fills yellow. The game picks the meter's fill colour by tile, not by palette. $7020 draws with pen 8 (yellow) and $7030 with pen 9 (red). The REMIX HUD routine puts the bar tile in d4 and the level in d5 before it jumps to the base draw, so both jumps now go through a stub that swaps d4 to $7020 when d5 is 4. That's forty-four bytes. No palette row gets written, and levels 1, 2, 3 and 5 are byte-for-byte stock. I ran forty frames of back-to-back Supers with both meters going through all five levels and diffed every frame against stock. Every pixel that's different is inside the meter strip.

Here's what the receipt doesn't say: that the full pinned lane table ran on this exact build. It ran on the r4 candidate underneath. The two fixes were checked on a headless fixture and by hand. The Windows installer was rebuilt byte-for-byte on two machines and pushed through twelve broken-archive cases with the Python patcher, but the PowerShell path on this exact file still hasn't run. Every line in the receipt has its own status, and that's on purpose.

What counted as a real handoff in v8

Pressing the button is just the start. The move you're canceling from has to be one that's allowed, the hit has to belong to the right fighter and the right move, and your partner has to be available. Meter, your position, and the game's own Duo state all get checked before the handoff can go through. If you want to hand off again, you need a fresh, legal request from the move you're doing now. An old projectile doesn't get to trigger something unrelated.

That's why the tests include inputs that are supposed to fail. You need both — a handoff that works and one that's correctly refused — or you don't actually understand the mechanic. Starting a Super later, after the first move already ended, isn't a cancel. It's just two moves.

What MvC2 taught me

I dug out my old MvC2 measuring rig, put it back in MAME, and replayed its controller inputs. That let me see when the incoming fighter shows up, when the native team Super commits, when the meter gets spent, and when the partner actually becomes the point character. Those are four different moments, even though on screen it looks like one.

That order is what the MvC1 version follows: a request, then the game commits to it, then the point fighter actually changes. The MvC1 tests measure those same moments in MvC1's own engine, and they include a second handoff and a projectile that's still flying through the swap. I'm not claiming the timing matches MvC2 frame for frame.

Three different things people call "handoff"

One word, three mechanics across these games, and the differences are the whole design problem. Two things decide it: who acts next, and who picks what they do.

The arcade original does none of the three. That's where I started.

The v8 candidate running on CPS-2: Captain Commando's Hyper with his three teammates charging in, the blue crystal Hyper background filling the screen, and both meters at level three
PlayStation MVC in training mode, Ryu partway through cancelling one Hyper into another, the golden meteor background filling the screen and the input display showing both motions
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MVC, PlayStationv8 candidate, CPS-2
This is the thing I wanted to move. Left: the PlayStation version lets Ryu cancel one Hyper into another and gives the second one its own background. Right: Captain Commando doing a Hyper on the CPS-2 candidate. The background isn't decoration — the game picks it from the leg counter, which is why it changes as a chain gets longer.
MvC2 mid-handoff, the outgoing fighter leaving frame while the incoming partner's Hyper background fills the screen and the combo counter continues
MvC2, for comparison: the partner comes in doing whichever Hyper you typed. Different inputs in the same window bring the same partner in on different Hypers.

That last bit is the one thing v8 doesn't do. Its handoff destination comes from the incoming fighter's own data, not from what you typed. Closing that gap isn't a new system, it's one located change. The route already finds the partner, already checks the hit and the generation, and already writes the request the engine reads. It just doesn't read the destination that the input path has already stored for it. I left that out of v8 on purpose. The v9 r2 replacement uses that selected destination, with the request and commit guards described above.

Fixed in the historical v8 release

In the test builds a partner handoff had no background at all. The outgoing fighter's cleared and nothing replaced it. My first guess was that each side owned its own presentation, and I wrote four patches that forced a teardown or re-armed the presentation by hand. I threw all four out. The real cause was upstream of all that: the incoming fighter's Hyper script was stuck at its second step, waiting for an animation event the cross route never set up, so the background was never even asked for. Supplying that event — six bytes, no stub — is what shipped. See the handoff post.

What two-fighter teams rule out

MvC2 teams are three fighters, so a chain can go three legs. MvC teams are two. A two-fighter team has room for one handoff, and no routing change gets around that. What you can reach here is MvC2's choice, not MvC2's chain.

Earlier route checks

Captain Storm into Captain Sword, Shield Slash into Final Justice, and Captain Corridor into Sword are all in the regression set. I run each one with normal inputs on both sides, through the first move's hit and into the next Super. The Hulk grab report gets a clean-control comparison too, including the grabbed character's release and recovery after the cancel.

In those reports "arcade" means the CPS-2 version. In v8's selector, ARCADE means the original mechanics. The cancels and partner handoffs live in REMIX. Worth keeping straight if you're testing a route someone reported.

Why a leftover beam needs an owner

A cancelled move can leave a beam or a helper on screen. You can't just delete everything that looks like it, because a new move might've already reused that object slot, and a different projectile might be supposed to keep going.

So the v8 cleanup checks who owns the object, what move made it, and which allocation generation it belongs to before it follows the game's own free path. I watch the object pools through allocation and release, reused slots included. A fireball can retain its native lifetime through a handoff. That survivor case does not establish that a persistent Hyper beam is behaving correctly; the Ryu and Proton Cannon reports need their own contact and freeze traces.

What complete release acceptance still has to show

The combined candidate has to pass repeated regressions on both sides, with the controller inputs, the real move entry, the hit and the meter changes all kept in the raw trace. Palette checks follow all four team positions through the screens that matter. STYLE checks cover a second player joining, rounds, rematches and a fresh selection.

Counter-boundary tests are labelled as exactly that. A seeded display shadow and then a real hit can test 99, 100 or 999 and the held digits. It isn't a naturally played 999-hit combo, and the footage says so. The reports about Magnetic Shockwave, Mega Man/Roll and Gold War Machine are part of this work, and I keep a reproduced problem, a fix I've verified, and a report I haven't resolved as three separate things. A green build and a few good clips don't mean every requested fix is done.

What you get is a stock-size, patch-only release. The installer checks the clean parent, writes a separate output, and refuses wrong revisions, duplicate or missing files, modified inputs and an output path that already exists — The historical v8 receipt contains twelve such cases and binds its installer and trailer to candidate 63cfd090…. The v9 r2 receipt separately identifies the replacement candidate and its installer checks; no new-candidate trailer is claimed.

Earlier versions

v7 grew the special-source table and added a posture check on the destination. Its two editions follow different route rules: parity sticks to the PlayStation cancel rules, roster keeps the documented extras. v6 folded in the earlier cancelled-Super cleanup. Their files, checksums, change logs and the v6 reel are all in the archive above.

More reading: six color choices, the bigger hit counter, and five Hyper levels. The archived article and receipts keep the older record. They don't certify v8.

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Delayed Hyper Combo v9 · installer r2 for arcade Marvel vs. Capcom: repairs with partial validation, Hyper into Hyper cancels and selectable partner Hypers on the CPS-2 ROM. Remaining reports are listed alongside the patch. morphus56k.com/downloads/dhc

Work note

I designed the changes and decided what had to pass. I reverse-engineered the game's command and object systems, and I confirmed the partner-background fix by hand before it shipped. AI agents helped with disassembly, implementation, the harness, release checks and the trailer. A diagnostic run stays a diagnostic run: the receipt names each check's tier, and the lanes that haven't run on this build say "not run," not "passed."

This is an unaffiliated fan modification. Marvel vs. Capcom and its characters belong to their owners. The download is patch data. You bring your own legal game dump.

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