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.
Marvel vs. Capcom · CPS-2
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.
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
The super move. It burns a bar of meter and does the big damage. Marvel vs. Capcom calls them Hyper Combos.
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.
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.
Historical v9.3.3 footage: the super opening, announcement and sound. It does not demonstrate the current release’s changes.
The original footage stays here. Its rules and captures belong to v8.
Pick your partner’s Hyper, keep the combo going, and choose your colors. Gameplay clips below retain their original build labels.

01THE HANDOFF
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.
02THE CANCEL
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 · native V11 capture03THE COLORS · EIGHTEEN CHOICES
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.
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.
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.
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
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 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
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.
07X-FACTOR · REMIX
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.
08RESURRECTION · DHC REMIX
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.
09COMBO BREAKER · DHC REMIX
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.

Step 1 of 6Overview
Damage Leader, Best Team Combo and four fighter rows.
10THE MATCH REPORT · V11
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.
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.
Choose CLASSIC or REMIX on the next RULES screen.
Capcom's original rules.
During the game’s own Variable Cross / Duo, the added cancels step aside and let the native team mechanic do its thing.
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 and ARCADE are both in it. It takes the MAME mvsc.zip (21 files) or the Fightcade one (20 files). Same install either way.
Windows + macOS / Linux: Download the complete installer package. MVSC-DHC-v11.zip · SHA-256 53ac606941f30e32f30e93368774d34cfbd60abbf1b60a30e91424e4642f7462
mvsc.zip. Windows · installer r1.mvsc.zip and MVSC-DHC-v11.cmd. Any folder works.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.mvsc.zip.Emulators only load the original name. Your clean copy stays where it was, not in roms.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 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
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.
The people who played the builds, sent clips, and told me what broke. Their reports shaped the release.
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.
v8 and earlier installers remain unchanged. The withdrawn September v9 is a historical record with no installer link.
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
MVSC-DHC-v10.cmd · 1.8 MB
SHA-256 ddbde39d272fea97ff81082c3f00ffa271043e0934999404d1dbb21124accdac
MVSC-DHC-v10.zip · 509 KB
SHA-256 9eb1f929eafcb4776bbf0142f87ce749af5fd6886adcadf20e054945f2e70c39
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
MVSC-DHC-v9.3.4.cmd · 1.6 MB
SHA-256 2f8a7f2c1d620540271af2aa6c64d513081df78801857b9cd5eba5cd7baccbc6
MVSC-DHC-v9.3.4-tester.zip · 516 KB
SHA-256 e316e81c598e0d038e1ea0785fc86add4bb64254b88e7afcfd2cf2bd037c4012
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
MVSC-DHC-v9.3.3.cmd · 1.6 MB
SHA-256 ee5d783107a25fbd4aa85a82e1ec411873a31b5cbb936f2cc114308921924be4
MVSC-DHC-v9.3.3-tester.zip · 486 KB
SHA-256 910e4efef17aadf3545c9df70e2632f0b3e5b3a9ff00bdcc15d13f8cd4f8c66b
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
MVSC-DHC-v9.3.2.cmd · 1.5 MB
SHA-256 182f05c2ddeffa5b9a361d658e4aa06d670d8107c97592352d03c925e3eb79f4
MVSC-DHC-v9.3.2-tester.zip · 444 KB
SHA-256 bd9ca1bd4d3dcd34249058003cc619830e7437f268ee9c3f03d4865f699150f2
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
MVSC-DHC-v9.3.1.cmd · 1.6 MB
SHA-256 06bfd9469cb7e6cab57b57bac756f723c69c50104dd09977d4a58a806618f401
MVSC-DHC-v9.3.1-tester.zip · 433 KB
SHA-256 faa794d5a9a35df3adc9a9efaffd7422a90f40289b64730a90587192f2227294
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
MVSC-DHC-v9.3.cmd · 1.6 MB
SHA-256 fa48c982c5c64866d25c0d1ebcc04a38b9413b7451da71c94de88a6a9b06dc4a
MVSC-DHC-v9.3-tester.zip · 432 KB
SHA-256 eb21fc898551c0ce0be28ebfd2d276feae978f531bba6cb1d0afe109f59502fe
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
MVSC-DHC-v9.2.2.cmd · 1.5 MB
SHA-256 f4f8bbf3abada153d82014da3ca17c238b0b9b2fc7b120b62220db6bb4c347b9
MVSC-DHC-v9.2.2-tester.zip · 415 KB
SHA-256 0907ef3cfbc5a6c99a8eae568fb2605207bd817ae7be1870f15994e0b57ec7c1
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
MVSC-DHC-v9.2.1.cmd · 1.5 MB
SHA-256 37c227593cd64b22bb5a5e7770dbbd4e1c11f870729c17656c0583b257724621
MVSC-DHC-v9.2.1-tester.zip · 412 KB
SHA-256 f10cca7ee6e902ba462ffae7dbb588c1d5f00723321116eea678cfb55df0ff63
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
MVSC-DHC-v9.2.cmd · 1.5 MB
SHA-256 a83bd21fda99e68873a74a2bf54b5c86478f21a7d6114ca3fffe5b1c84fe7a84
MVSC-DHC-v9.2-tester.zip · 418 KB
SHA-256 102304f5ade4d6c7a13dac39af90d48526879175915153a39f52681187167b4d
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
MVSC-DHC-v9.1-secret-palettes-r2.cmd · 1.3 MB
SHA-256 6bfe45e214ac3fb71c5b9369b6d68f5291e126cb1a3ed9e47914fede271a7c7a
MVSC-DHC-v9.1-secret-palettes-r2-tester.zip · 385 KB
SHA-256 4ef794fd59b0ef558d09ef4d56bfde2df8e7b183509852cda856889c75ad0e3e
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
MVSC-DHC-v9-r2.cmd · 1.1 MB
SHA-256 f327456eb33e58ad49cd8983905dc54a41f3570f11299f27a6de72ad2f7eb46d
MVSC-DHC-v9-r2-python.zip · 154 KB
SHA-256 f4740869c8a30c8b51a59aa55075bb86c87971b34f037b34fc2bfdb15f9f431d
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
MVSC-DHC-v9.1-diagnostic-tester.zip · 376 KB
SHA-256 d559e8e7b06e67f3430db8bd27fc1e94546a6ff27269dfd0537906235f8807af
MVSC-DHC-v9.1-diagnostic.cmd · 1.3 MB
SHA-256 f80f313bb691aa668fe8b1e6c6685134252752219b357ad997d782ffd0e46905
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
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
MVSC-DHC-v8.cmd · 614 KB
SHA-256 240da5473bfe8de8fdfa67ddbdf3063babf50f3b7781d4ea66f8eac3dc2a04cf
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.
MVSC-DHC-v7.cmd · 171 KB
SHA-256 e14cb8aa24a084a56709d06a650f4f47d3fab205c7392f25e5e138541f3deca2
MVSC-DHC-v7-roster.cmd · 172 KB
SHA-256 5467f38e2a27fa7f8a9f85b9e6b9561cc18ed0936fe9e4304779d192ca11f9ce
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.
MVSC-DHC-v6.cmd · 168 KB
SHA-256 ba5e4480bc1e4433e0b8556aea46a9fe8055b6662250f68e3c2a38c5863b8ba6
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.
MVSC-DHC-v5.cmd · 166 KB
SHA-256 ce51c4068a682b720f394eab41f8a4dc66e8ab74ef75722bd87b18d4e903c320
Previous Hyper-to-Hyper-only release. Use combined v5 for Special-to-Super, six colors, 999 HIT, Gold Mega Optic, and Duo isolation.
MVSC-DHC-v4.cmd · 67 KB
SHA-256 d9dfdbf1e2db87aa657c1b7e384cda91ebdefb6e4da245efd1e08c0553bf2c29
Previous Ryu-only release. Use combined v5 for the full scoped feature set.
MVSC-DHC-v1.cmd · 30 KB
SHA-256 513a4ea2cd8c22b2e912df929fc8c68218ba645d159cfc09996031e4afe7412e
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.
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.
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.
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.
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.
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.
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.
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.
| Page | What it shows |
|---|---|
| Overview | Damage Leader, Best Team Combo, and four fighter rows for damage dealt/taken, hits and KOs. |
| Offense | Team combo maxima, landed hits, Hyper starts, throws, attacks blocked and Happy Birthdays. |
| Damage | Damage dealt, Hyper/special/normal/throw/chip damage, and damage per bar spent when measurable. |
| Defense | Damage taken, blocks, chip received, Variable Counters and successful breaker/X-Factor/resurrection commits. |
| Team & Resources | DHC, longest Hyper chain, Duo, Variable Combination, tags, assists and bars spent. |
| Moments | Recorded 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.
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.
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.
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.
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.
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.
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.
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.
The update uses one package. Pick DHC on STYLE, then choose the RULES screen:
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.
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.
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.
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-Factor | Resurrection | |
|---|---|---|
| Start | All six attacks, last living teammate | Qualifying lethal hit with all three whole bars |
| Who | Last teammate, except Red Venom / Gold War Machine | Morrigan, Lilith, Orange Hulk, Roll |
| Use limit | Once per team per match | Once per fighter slot per match |
| End or cost | 1,200 eligible ticks, then expires | Life drains toward 1 HP; bench time and X-Factor pause it |
| Read it on screen | Crimson pulse · purple active life | Teal 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.
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.
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.

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.

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.
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.
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.
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.
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.
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.
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.
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 alive | Boost | Duration | Damage |
|---|---|---|---|
| Both | XF2 | 900 game-clock ticks | 1.5× |
| Last fighter | XF3 | 1,200 game-clock ticks | 1.75× |
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.
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.
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.
REMIX has nine color choices per fighter in v9.1. Three paired presses add choices alongside the six single attack buttons:
| Buttons at character select | Extra color choice |
|---|---|
| LP + LK | Seventh |
| MP + MK | Eighth |
| HP + HK | Ninth |
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:
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.
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.
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.
| Report | What still needs broader verification |
|---|---|
| Ryu beam persistence | Beam 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 Cannon | Its own lifetime and ownership checks, plus the reported stacking difference. A Ryu change does not establish a fix for every beam. |
| Hulk Gamma Crush | The 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 Quake | Captured-target state and cancel eligibility through startup, swing, release and recovery; legal post-release behavior is checked separately from retained state. |
| Mega Man and Roll | Incoming 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 legality | Gamma 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 inputs | One 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 corruption | Audio and object/animation behavior through interrupted moves, transitions, KO and rematches. The old stream crash remains a lead, with no established cause. |
| Withdrawn-v9 UI | Bounded 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 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.
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.
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.
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.
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.
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.

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.
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.
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.
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.
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.
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.
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.
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
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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