Deconstructing the MvC2 Dreamcast CD

I was originally thinking that it went over 143… But in that first one (the only one I watched), 86+57 = 143… hmm

Cause it’s doing more than 143, the damage meter uses simple logic to get the damage. How is it possible to go past 143 when you can’t take anymore health in training? So the logic fails and returns a zero since it can not change when it’s still doing damage. I can make an attack do 200 and it will still say 143 damage.

How much does the second hit do by itself? (First combo, Chaos Dimension) in that situation? Since damage scaling hasn’t yet activated, if it does exactly the amount needed to get up to 143 (86), then it’s 143. If it does any more than that…

That is fascinating. Thanks again. With regards to Example 2 that I posted:

[Damage Data] Akuma vs Akuma - nj Tatsu [23 dmg], Juggernaut punch assist [57 dmg], cr hp [17 dmg], sj tatsu [4 hits] - 21 dmg, 15 dmg, 10 dmg, 0 dmg [?].

23+57+17+21+15+10 = 143 damage

Those 6 hits killed Akuma in Versus mode. It seems as though the 7th hit [which registered as 0 damage] is what went beyond 143.

Yeah, the thing is though… If you’re at 142 and you do an attack that should be (even with scaling) 2+ points of damage, it will only register in training mode as 1.
If you can do that 2-hit combo, and see that both hits separately total at 143, then see if it kills in 2P mode. If both separate are MORE than 143, then it will definitely kill, but only register in training mode as 143.

FYI those scaler options on cheat engine are for the character size not damage.

I don’t understand what you mean. Would you please elaborate?

Simple enough.

It’s main use is on Abyss 3 but you can do interesting things with it when used on other characters.

I want to see a video of baby sentinel doing FFLY combos.
LMAO

It’s also probably used for various Servbot things (the super with the hammer, for example).

Well there is such a thing for being too big or too small with that servbot sized is too small to hit anything it does scale hitboxes.
if anyone has a gameshark and if it can use memory addresses for the code somebody can use it.

Memory Addresses
0x8C2685C4
0x8C2685C8
0x8C2685CC

I recommend keeping all three addresses the same value and and the value is 4 bytes.

OMG this thread is getting GDLK!

Does that mean that a full lifebar is not 144 damage? 144 is the character size value?

No there is a character size scaler that changes sprite size.

Apparently, the coding for scaling applies to more than just sprites.

Jedpossum - Do you know how to change the amount of hitstun that each attack does? This relates to the invisible dizzy meter that causes a character to dizzy after a certain amount of attacks.

Or is there perhaps a way to eliminate the dizzy meter altogether?

If the amount of hitstun can be modified, than there is the possibility of new Infinites.

you could jut rebalance the whole game basically.

not sure if i like that idea lol

It’s after the damage data. Dunno, what does what after the initial damage byte since those notes are on my old computer.

Edit: Outdated check a later post in the thread.

[s]Damage Format



00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f  
DM HS ?? PB PF ?? ?? ?? LA CH ?? S1 ?? ?? ?? ??
S2 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? NU LL NU LL



DM = Damage
HS = Hitstun Flag (From hit, launch ground bounce, untechable launcher to even Anak’s Curse)
PB = Push Back how far the hit will the opponent push away (if opponent is cornered you move)
PF = Forces to use push back value given of previous byte
S# = Hitspark which hitspark graphic to use
LACH = Launch Height (Word aka 2 Bytes)

You guys broke out of the matrix.

Great discovery! Does that mean you can modify the hitstun and amount of pushback? Hitstun affects the rate at which characters become dizzy, right?