I went through the Bradygames guide and recorded a list of all the projectile/beam attacks in the game with the intent of determining what wins out in a firefight. I hope you find this stuff to be somewhat useful.

First, a recap of how the projectile clashing system works in MvC3:

  • Every projectile/beam attack in the game is assigned a priority (high, medium, or low). Projectiles of a higher priority will always wipe out projectiles of lower priority upon contact without losing any of their strength. All hyper combo projectiles (except C. Viper’s EX attacks) are high priority. A very small number of non-hyper projectiles are medium priority. Everything else is low priority.

  • When two projectiles of equal priority collide, they eat away at each other’s durability points, and the projectile with greater durability continues traveling forward with reduced durability. For example, if a Hadouken (5 points) clashes with a single Taskmaster arrow (3 points), the Hadouken will continue forward with 2 remaining durability points. Projectiles with reduced durability will still inflict the same amount of damage and same number of hits upon contact as they would have done at full strength.

  • Very generally speaking, your standard energy blasts (Hadoukens and such) have about 5 durability points. Smaller, faster shots (like gunfire) usually have less durability per shot, while full-screen beams usually have more.

The complete list:

http://www.sixfortyfive.com/temp/mvc3.xlsx - Excel spreadsheet
http://www.sixfortyfive.com/temp/mvc3.htm - simple webpage if you can’t open Excel docs

An explanation of the columns in the document:

  • Priority: self-explanatory, using above definition. An asterisk denotes an attack that doesn’t have a listed priority in the guide and are thus educated guesses on my part.

  • Durability: The number of durability points per individual object (for projectiles) or per object per frame (for beams).

  • Duration: This only applies to beams and “beam-like” attacks. They’re a bit weird in that their durability points are applied per frame instead of per hit.

  • Hits: Usually the number of hits in the attack, but I often change this value to reflect the number of actual projectiles fired, which is not always the same. For example, Proton Canon has 36 hits total, but the first hit is not part of the beam attack, so I list it as 35 hits in this document. If there are errors in the way I’ve recorded my data, they’re likely to crop up here more than anywhere else since I probably didn’t always have the presence of mind to do this correctly every single time a discrepancy cropped up.

  • Total: The total durability for the attack, accounting for all hits added together. Projectile durability is calculated by multiplying the durability of each projectile in the attack by the number of projectiles fired. Beam durability is calculated by multiplying the number of frames by the durability of each frame (and further multiplied by the number of beams fired, in the rare cases where multiple beams are present).

Attacks that interact with projectiles in notable ways:

Amaterasu

  • Solar Flare reflects projectiles, nullifies beams.

Tron

  • Bandit Boulder nullifies low & medium priority projectiles.

Crimson Viper

  • Thunder Knuckle nullifies projectiles. The guide is inconsistent regarding which version(s) this applies to though.

Haggar

  • The final hit of Giant Haggar Press creates a large explosion that destroys projectiles.

Akuma

  • Tatsumaki Kankyaku destroys low & medium priority projectiles.

Hsien-Ko

  • Henkyo Ki reflects most projectiles, exceptions being those which explode upon impact (such as TK Shot).

Captain America

  • Charging Star nullifies low & medium priority projectiles.
  • Hyper Charging Star destroys all projectiles, ignores all beams.

Thor

  • Mighty Strike nullifies projectiles during active frames.

Phoenix

  • TK Overdrive nullifies projectiles.

Magneto

  • Force Field nullifies low & medium priority projectiles.

Dormammu

  • All M, H, and S normals (except command normals) nullify low & medium priority projectiles.
  • All versions of Liberation nullify projectiles (except perhaps C3).

Taskmaster

  • Charging Star is immunie to low & medium priority projectiles during frames 4-18.
  • Guard Master H counters low & medium priority projectiles.

Sentinel

  • L normals nullify low priority projectiles.
  • M, S, and air H normals nullify low & medium priority projectiles.
  • Rocket Punch nullifies low & medium priority projectiles.

Other notes:

  • For attacks that can be charged for multiple hits, I usually just listed the fully-charged version of the attack. Sometimes weaker variants are listed, though.

  • The total durability value is obviously less useful for attacks that are spread across a wide area, such as Doom’s Photon Array. In most circumstances, only half the shots fired by this attack will be relevant to a firefight, and even less than that if at full-screen length.

  • Some attacks do not have their total durability listed because it’s virtually impossible to gauge their total number of hits, such as Okami Shuffle.

  • Not all of the data in the Brady guide appears to be 100% accurate. According to their data, EM Disruptor H should beat out a fully charged Aim Master outright, but in practice these attacks actually cancel each other out. (I suspect Disruptor is the attack that is reported incorrectly here, but I haven’t done much testing.)

  • I just realized while typing this post that I neglected to include Dark Phoenix’s data, who has altered durability points for some attacks. I’ll get around to this later.

Comments and corrections are appreciated. I haven’t done much of my own testing for verification yet but wanted to go ahead and post what I had, so I’m curious if there’s anything amiss about this.

Wow, great work!

I personally found the chart (html one, don’t have excel on this comp) a tad hard to read but the info looks solid for my characters.

Some things that may go under the “notable ways” category that I know are Spencer’s Armor Piercer and Super Skrulls Orbital Grudge also absorb some projectiles.

Awesome info to read. Thanks for compiling.

Storm’s Lightning Sphere is missing

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: