Orbital Grudge has 1 hit of super armor, which is not projectile specific. Armor Piercer is interesting though; there’s no invulnerability data given for that move in the guide.

No durability data for that move is in the guide. I’ll test it later though.

I’ve taken a lot of single hit, non exploding, projectiles out with Spencer’s AP. Even Zero’s lvl3 charged shot, iirc. Dante’s Multi Lock orbs are hard to time when they go off. And It takes out Dante’s Air Play.

Also, in relation to Dante’s Hysteric (Missiles), Spence’s :l: Wire Grapple will punch through the cloud of missiles, losing it’s grabbing ability, but then Dante which seems to blow the missiles up in the air.

I’d like to see if AP takes out Joe’s Six Machine.

Tron’s standing H and S both nullify low-priority projectiles to some extent.

very nice list.

Excellent compilation! Hopefully it makes it into the Hyper-Guide. =D

Morrigan’s Shadow Servant Hyper nullifies a great many projectiles too.

I’m pretty skeptical on a lot of the medium priority projectiles. Tron’s Gustaff Flame, for instance, isn’t a projectile, it’s just an attack that destroys projectiles, like Charging Star or Akuma’s Tatsu. Same with Volcano and Thunder Knuckle. Try using Wesker and Taskmaster’s counters against them. All Chris’s Grenade Toss projectiles, Deadpool’s Ninja Gift :m:, MODOK’s Balloon/Jamming Bomb are canceled by a Hadoken and destroy it, as well.

I’m aware, but there’s no durability listed for this move. It’s as if the guide doesn’t consider it to be or simply didn’t even think to classify it as a projectile.

I’m suspect of much of the same moves, but like I said, I haven’t done much of my own testing. Thunder Knuckle is a particularly weird one. Some versions are denoted as projectile attacks; others are denoted as attacks that simply ignore projectiles.

Should be added to Marvel vs Capcom 3/Systems/Projectile Clashing - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!

I agree.
Or at the very least, the thread should be stickied. It helped me out a lot.

Just wondering what the heck you mean by durability on projectiles. That aside the Dog can go through a lot of things along with Chris magnum but when it comes to ease of use it goes to Deadpool.

Good eye. You’re right. EM Disrupter is one of very few moves that didn’t completely jive with our greater theory of how all other projectiles work. Its behavior is inconsistent compared to other beams, perhaps because it is the beam with the lowest number of hits. There simply wasn’t time to arrive at a perfect explanation. We allude to as much somewhere in the Magneto text, if my recall is correct. The numbers we included ultimately are an approximation, but depending on what an EMD is actually interacting with the results can differ.

Forgive me for not having examples fresh in memory, my memory of the deadline for the book is a months-old hazy blur. We actually only arrived at the durability stat system you see in the guide at the very end, and adding all that projectile data last-minute was almost literally the last thing we did. We were thrilled we had just enough time (and table space) to squeeze it in there. There are two or three places where our overall theory doesn’t completely jive with what’s going on in the game (Mag EMD, V.Joe bomb, bound to be another thing or two I’m forgetting), but we knew that…for 99% of projectile interactions, the data should hold up no problem, though.

is there a projectile speed section as well?

I’m not seeing anything for Dante’s Devil Trigger specials; air qcf+S (lightning) and air dp+S (vortex)
Information on those would be greatly appreciated.

Vortex is a physical attack. Thunderbolt has enough durability to destroy 2 :h: Hadangekis or 2 Sentinel Forces over its life, but lets a level 3 Hyper Zero Blaster go through. For duration attack comparisons, it has more durability per frame than Twister, Jam Session, TK Shot :l:, Plasma Beam :l:, UniBeam :l:, Mighty Spark (while firing), and Sentinel :h:; but less than Dark Hole, Purification, TK Shot :m:/:h:, Plasma Beam :m:/:h:, UniBeam :m:/:h:, Repulsor Blast, Mighty Spark (while charging), or Psionic Blaster. Psionic Blaster and the Might Spark charge don’t last long enough to really stop it, though, so it just removes some hits.

thanks man, big help :smiley:

Dante’s fireworks actually has a lot of priority.

While low/medium priority projectiles seem well understood… there doesn’t seem to be any hard and fast rules on super projectiles versus super projectiles. And definitely not all beam supers are the same (different startup before super freeze, startup after super freeze, and even travel time of beam supers are different!)

Trish’s Round Harvest seems to have the same amount of durability points as Dormammu’s Stalking Flare. (In training mode, it seems the two supers go through each other, and thereby reducing number of hits they do, so I had Dormammu teleport behind Trish to bring the Round Harvest back into the Stalking Flare, and they canceled each other out.)

Round Harvest also seems to beat both Akuma’s Gohado (fireball), and also stop Gohado (beam). Round Harvest also eat up other projectile supers too like Deadpool’s Happy Happy Trigger. Of course, instead of Round Harvest dealing 15~17 hits at full screen, the durability loss makes it do a lot less hits. Round Harvest gets nullified completely by Proton Canon… doesn’t even stop a single hit… very odd! Possibly Stalking Flare will suffer the same loss?

Akuma’s Gohado (fireball) seem to easily beat most fireball projectiles like Shuma Gorath Mystic Smash or Sentinel’s Hyper Sentinel Force. Actually, seems like super projectiles will clash predictably… Mystic Smash vs Mystic Smash and also Hyper Sentinel Force vs Hyper Sentinel Force will clash with each other.

Akuma’s Gohado (fireball) passes through most beam supers. i.e Gohado (fireball) projectiles will not stop Proton Cannon, and Akuma will be interrupted… but by the same token, Akuma’s projectiles will pass through and interrupt Iron Man. This is consistent with Hyper Sentinel Force, as we all know that those drones aren’t stopped by beam supers either. Possibly all projectile supers ignore beam supers?

Akuma’s Gohado (beam) will pass through most other beams. If you time it right, Gohado (beam) vs Gohado beam will trade and both Akumas will get hit once. Perhaps most beam supers pass through each other and will trade? Shinku Hadoken vs Shinku Hadoken (beam) will trade. Similarly, Gohado (beam) vs Shinku Hadoken will trade. Proton Canon and Shinku Hadoken also do not clash, and Iron Man and Ryu will trade 1 hit. Similar trade occurs for Proton Canon vs Modok’s Psionic Blast.

Oddly enough Proton Canon vs Proton Canon will clash and nullify each other. Also odd is that Akuma’s Gohado beam will also clash with Proton Canon, and Proton Canon hit Akuma for 29 or 34 hits out of 35. Note that Shinku Hadoken didn’t clash with Proton Canon.

Interestingly Storm’s Hail Storm is likely a beam super, as it doesn’t clash with itself. Storm vs Storm both doing Hail Storm will trade 17 hits with each other.

Magneto’s Shockwave seems to be multiple stationary projectiles. They don’t seem to block beam supers either.

Haven’t tested much with Phoenix Rage, but likely a beam super that clashes with Proton Canon.

I was just about to do this since I did most of the moves Tron’s st.:h: and :f::m: nullifies. Glad I don’t need to now. That’s way too much work.

This is a very good read, great to see everything compiled together neatly.