Releases: cce2955/TvC-Continuo
Release list
v0.21
Important
Looking for the download? Scroll to the bottom of this page, expand Assets, then look for TvCGUI-V21.
FEATURES: What is in here and how do I use it?
If you just downloaded TvC GUI and opened it for the first time, this is what all of this stuff actually does, why you might want it, and where to start.
You do not need to understand memory addresses, action IDs, recompilation, or any of the nonsense happening underneath it.
HUD / Overlay
The HUD is the information overlay that sits over the game while you play.
It reads what is happening in the match and gives you information that TvC normally does not show.
Move Timing / Frame Data Bar
When you perform a move, a bar appears showing its:
Startup is how long it takes before the move can hit.
Active is when the move is actually capable of hitting.
Recovery is the period after the attack where your character is still committed to it.
During a combo, the opponent's remaining hitstun can ride across this bar.

This lets you visually answer questions like:
"Will my next move become active before the opponent recovers?"
If the active portion reaches the required timing while hitstun still remains, the HUD can flag that the move is mathematically fast enough to connect.
That does not guarantee the move will hit.
You can have enough time and still whiff because of spacing, movement, height, or hitboxes.
Hitstun and Blockstun
When someone gets hit, the HUD shows how many frames of hitstun remain.

When someone blocks, it shows the remaining blockstun instead.
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The counters run down with the game so you can see exactly how long the defending character is stuck.
This is useful for:
- Testing combos
- Finding links
- Checking resets
- Understanding block pressure
- Seeing exactly when a character becomes free again
Hitstun Scaling
Long combos do not always leave the opponent stunned for the same amount of time.
The Hitstun Scaling display lets you watch that scaling happen during the combo.
If a route suddenly stops working late in a combo, check this.
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The move may not have changed at all. The opponent may simply be recovering faster because of combo scaling.
Damage Scaling
The Damage Scaling display shows how much the combo is currently reducing your damage.
Use it when comparing combo routes.
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A route with more hits is not automatically a better route.
Sometimes fewer, stronger attacks preserve enough scaling to produce more total damage.
Baroque
When Baroque is involved, its relevant percentage can appear alongside the normal HUD information.
This makes it easier to see what is happening to your route without stopping and trying to calculate everything yourself.
Frame Advantage
Frame advantage tells you who gets to move first after an interaction.
Positive means the attacker recovers first.
Negative means the defender recovers first.
The GUI includes both calculated frame information and, where available, observed frame advantage that has been manually tested in-game.

If an observed value exists, that is generally the one you want when evaluating an actual punish.
Input Display
The live Input Display shows what the game is actually receiving from your controller.
Directions, buttons, neutral inputs, and timing are shown as you play.
Charge Tracking
For moves that involve holding a button or maintaining a charge, the HUD can display how long that charge has been held.
For supported characters and moves, this lets you see the charge build in real time instead of guessing.
Combo and Tag Information
The HUD can also show live information related to the current combo, including exact damage and other combat information.

Tag events can receive their own display as well.
These cards can be toggled if you do not want them taking up screen space.
Hitboxes, Hurtboxes, and Range Tools
Hitboxes
Turn on Hitboxes to see the areas where attacks can actually connect.
Normals, specials, supers, and projectiles have varying levels of support.
Projectile hitboxes have received additional work because projectiles behave differently from normal character attacks.
Hurtboxes
Hurtboxes show the areas of a character that can be hit.
Different display levels are available so you can choose between a cleaner view and more detailed debugging information.
If an attack visually looks like it should hit but does not, comparing its hitbox to the opponent's hurtbox is usually the first place to look.
Ghost Hitboxes
Fast-moving hitboxes can be difficult to understand from a single frame.
Ghost Hitboxes leave a visual trail showing where the attack has been.
This makes the full coverage of a move much easier to understand....kinda
Invincibility, Armor, and Protection
The GUI can track several defensive/protection states.
Move Ruler
The Move Ruler is a visual range checker.
Select a move and use it to estimate whether the move can reach from the current position.
Generally:
Green = in expected range
There are horizontal and vertical ruler options.
Using both can create a larger collision/range envelope for checking whether the attack has the horizontal and vertical positioning necessary to connect.
The ruler is still an experimental tool, so use the actual hitboxes when you need the final answer.
Frame Data
The Frame Data tools are for looking at moves without needing to keep a spreadsheet open beside the game.
Frame Data Window
Select a character and inspect their moves.

Depending on the move and available data, you can see things such as:
- Startup
- Active frames
- Recovery
- Hitstun
- Blockstun
- Frame advantage
- Knockback information
- Cancel information
- Other move properties
Not every property has been completely decoded for every move, so some fields are more mature than others.
Normals Preview
Normals Preview gives you a faster way to compare a character's normal attacks.
There are also tools for highlighting normals that meet useful criteria.
Advantage Matrix / Punish Finder
Select a move and the Advantage Matrix can compare its disadvantage against other characters' available attacks.
For example:
Punish / Sequence Trainer
You choose the opponent and tell the game what you want that character to perform.
Practicing One Punish
Fo...
v0.20
Important
Looking for the download? Scroll to the bottom of this page, expand Assets, then click TvCGUI-V20-Latest.exe.
V20.7
- Input Display was showing in chunks instead of real time, same thing for damage and hitstun scaling, these now run in real time
- Forgot to add a freeze guard for all the new stuff, locally everything ran fine, but when exported to a GUI a child process would call the launcher into a new GUI, which itself would call another one, this has been fixed, it's funny because I had this exact error a while back and forgot to keep up with it
- Forgot to add a freeze guard for all the new stuff, locally everything ran fine, but when exported to a GUI a child process would call the launcher into a new GUI, which itself would call another one, this has been fixed, it's funny because I had this exact error a while back and forgot to keep up with it
V20.6 PTX IIS HERE!!!!
- PTX is selectable on the Character select screen under "Extra Characters", just PTX for now, Lightan should get his time in the sun soon
V20.6.1
- And lightan gets to shine on
V20.5.8 Hitstun Scaling
- Added a monitor for hitstun scaling
- 20.5.8.1: Post KO now works for everyone including Zero and Frank. I think, it seems to not work first match on rare occasions? Will need feeback for that
V20.5.7 Ruler Envelope
-When Ruler Horizontal and Verical are on, a colision "range" is produced, for more accurate collision checking
V20.5.6 Mission mode and ruler fixes
- Took a small break but I'm back
- Mission mode accepts jump cancels better
- Ruler had a distance bug for collision checking, this is better
V20.5.5 Memory Management and health update
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Things are getting bloated, a lot of allocating and chunking and other computer sciency terms are afoot, the program should run smooth as butter until later when I get lazy and let it go bad again
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On the other hand I found better signifiers for meter and health, so the HUD now displays them better
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The hud also has a CORE mode, which is just essentials, research which turns on a few more modules, and Full for those of you who want every piece of info all at once
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v.20.5.5.1
- Some mission mode fixes, everything should be cool, also a few bonus missions added
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v.20.5.5.2
- Turns out mission mode was the exact opposite of fixed, it's been rewritten to be the amount of fixed I'm comfortable with
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V.20.5 Baroque Flag
- Baroque gate being investigated
V20.4: Protection Tracking and Fixes
July 24, 2026
Counters, armor, and invincibility got an upgrade, as did projectiles and supers in the frame gui
....may need some more work but it's going
The GUI should now show "strengths" of projectiles like Zero's charged blaster or volnutt charge
General cleanup and stability fixes
kthx bye
V20.3: Projectile Hitbox Accuracy
Projectile Hitboxes are updated to be much more accurate
Note I didn't say pretty I just said accurate
V20.2: Custom Cancel lab
You can now batch edit moves to have custom cancels
V20: Punish Trainer and Native Action Mapping
July 15, 2026
V20 introduces the new Punish Trainer.
Select a live fighter slot, choose one of that character's mapped moves, and have the game perform it automatically so you can practice recognizing and punishing it.
This feature came after finding a new static recompilation research path that exposed the game's real action-request and transition systems. Moves are now requested through the game's own action pipeline
V20 ^
v19.2.1: Mission Mode Uniform Updates
All missions have been updated and named
v19.2 Mission Mode upgrade
Mission mode is getting a face lift, there are some weird inputs here and there, for a future update, but have fun
V19.1: Animation updates
V19: Broadcast HUD, Defense Scanner, and Input Reliability
July 13, 2026
V19.0
The live HUD has been rebuilt into a more broadcast-style presentation with animation and clearer information.
There is also a badge that shows whether you were hit high, low, mid, or by an unblockable attack.
Mission Mode has received additional route and input-handling adjustments.
V19 ^
V18.7: Dolphin Black Screen Fix and Read-Only Input Monitoring
July 13, 2026
A major production bug was found while testing the new input systems.
During input experiments, some debugging and Gecko-related code was accidentally left enabled. That experimental path could reach into Dolphin's folders, modify Dolphin.ini, alter game configuration files, enable debugging, and leave Dolphin launching games into a black screen until the affected configuration was reset.
This behavior has been removed.
I will now keep a stable build from this point forward.
V18.6.2: Mission Mode Input and Combo Fixes
Mission Mode now uses raw inputs for move checks and the Down, Down, Taunt mission menu.
Trials now confirm hits faster, allow extra moves between required steps while hitstun remains active, reset faster when hitstun ends, and require fresh inputs for repeated loop steps.
Mission Mode no longer activates Megacrash Trainer, which was a bug I was unaware was happening until recently. Regression testing will continue to be updated.
V18.6.1: Enhanced Input Display and Charge Tracking
The input display has received another upgrade.
Directional inputs now use images, alongside dedicated icons for neutral and button inputs, making everything much easier to read at a glance.
A frame counter has also been added, so you can see exactly how early or late each input was.
On top of that, holding a chargeable button, such as Zero or Condor, now displays exactly how long you have been charging it.
V18.5.1: Live Input Display
After dragging my feet, I found the raw inputs. I should have done that first, but now you can see exactly what your inputs look like at all times, so now you truly know if you teched that.
V18.5: Advantage Matrix and Punish Finder
And with...
v0.19
Important
Looking for the download? Scroll all the way to the bottom of this page. Open Assets, then click TvCGUI-V19-Latest.exe.
v19.2 Mission Mode upgrade
- Mission mode is getting a face lift, there are some weird inputs here and there, for a future update, but have fun
V19: Broadcast HUD, Defense Scanner, and Input Reliability
July 13, 2026
V19.0
The live HUD has been rebuilt into a more broadcast-style presentation with animation and clearer information.
There is also a badge that shows whether you were hit high, low, mid, or by an unblockable attack.
Mission Mode has received additional route and input-handling adjustments.
V19 ^
V18.7: Dolphin Black Screen Fix and Read-Only Input Monitoring
July 13, 2026
A major production bug was found while testing the new input systems.
During input experiments, some debugging and Gecko-related code was accidentally left enabled. That experimental path could reach into Dolphin's folders, modify Dolphin.ini, alter game configuration files, enable debugging, and leave Dolphin launching games into a black screen until the affected configuration was reset.
This behavior has been removed.
I will now keep a stable build from this point forward.
V18.6.2: Mission Mode Input and Combo Fixes
Mission Mode now uses raw inputs for move checks and the Down, Down, Taunt mission menu.
Trials now confirm hits faster, allow extra moves between required steps while hitstun remains active, reset faster when hitstun ends, and require fresh inputs for repeated loop steps.
Mission Mode no longer activates Megacrash Trainer, which was a bug I was unaware was happening until recently. Regression testing will continue to be updated.
V18.6.1: Enhanced Input Display and Charge Tracking
The input display has received another upgrade.
Directional inputs now use images, alongside dedicated icons for neutral and button inputs, making everything much easier to read at a glance.
A frame counter has also been added, so you can see exactly how early or late each input was.
On top of that, holding a chargeable button, such as Zero or Condor, now displays exactly how long you have been charging it.
V18.5.1: Live Input Display
After dragging my feet, I found the raw inputs. I should have done that first, but now you can see exactly what your inputs look like at all times, so now you truly know if you teched that.
V18.5: Advantage Matrix and Punish Finder
And with that being said, I now have the Advantage Matrix.
Click a move and see how you could have punished that. Chun keeps poking with 2A, who can punish that?
Oh, all these people? And here is their startup? Excellent.
V18.4: Observed Frame Advantage and Regression Testing
To keep the story short, the frame data derived from the source takes some assumptions, and there are some windows that were not found, so some frame data came out a little weird. Not all of it, but about 70% could be trusted.
I have now personally calculated frame advantage. In the frame data window there is now derived block advantage, which is what the program calculates from the details found so far, and observed block advantage, which is personally tested and much more accurate. This has also been ported to the Normals Preview window.
Also, I do not think I mentioned there is regression testing in here. Because there is.
V18.3: Yami Arcade Fixes and Live CSV Exports
Yami has been fixed. You can now play Arcade Mode. There may be one more error message in Training Mode, but it is inconsistent.
Also, for the nerds, as you play there will be an output CSV in data/exports.
V18.2.3: Clearer Win Count Display
Win count was also a little confusing. It should now make a little more sense.
V18.2.2: Megacrash Trainer Flow and Stability Fixes
Megacrash Trainer was a little confusing and did not work entirely as intended. It is now flowing much better.
Minor bug fixes.
- Bug found: Yami crashes when Win Score is on. I never accounted for Final Stage. Not fixing it yet, just a heads up.
V18.2.1: UI Cleanup and Extra Character Clarity
Some cleanup on my side. This should not affect anything user side.
Extra characters now show as a Ryu icon for clarity. The solo slot shows as Zero.
V18.2: Post-KO Wins and Frame Data Fixes
Post-KO wins are now fully functional, with one exception. Zero and Frank have special KO screens, so at the moment they do not work.
The Frame Data GUI had a few bugs. These have been resolved.
V18.1: Vertical Range Ruler
Vertical Ruler added to Range.
V18: Major HUD Overhaul, Move Ruler, and Ghost Hitboxes
Open V18 release details
And unfortunately this change was so severe I had to move to V18.
The onscreen HUD got a massive overhaul. I am hoping this is cleaner, easier to see, and does not take up so much real estate like it did before.
Frame advantage is still on the HUD, but it also has its own card at the top. This can be toggled off.
A new combo card is added, so you can see exact damage and meter gain. I need to add Baroque, but that is not today. This can be toggled off.
Tag-ins also get their own card. This can be toggled off.
There is now a move ruler.
When it is blue, you are out of range. But when it is green?
The move is ready to hit. This is still a beta. Some rulers are off. The game will attempt to adjust, but some are still broken. For the most part they should be accurate.
Ghost hitboxes are also in. Hitboxes were difficult to see, and still are, but trailing hitboxes give you a better way to visualize their range.
0.17
v0.17.6.1
Ref Spec wasn't updated so the blockstun/hitstun values did not work on EXE export, they are working now
v0.17.6
May as well done a new release but no need, the HUD overlay has been upgraded
v0.17.5
Character select flickering is gone, never to appear again.
At the bottom of the preview normals is now a highlighter, shows various beneficial normals by a criteria. On top of that there is a punish selector. Click a normal, see the best way to counter!!!.
v0.17.4.2
Hit/Block advantage is now calculated from recovery, there are some false positives, but it's a start

v0.17.4.1
Frame Data window is getting category windows to make my life easier
v0.17.4
Fished out some animation data from the mot file, recovery is found, one I get the cancel windows some stuff is gonna be weird
v0.17.4
Air Knockback X/Y for normals found. some ground Knockback found but a little weird.
v0.17.3.2
Created a mini move profiler, as you do moves, it'll sniff out recovery, whiff recovery, etc. if it's not listed in the frame data window, wip to finding other values.
v0.17.3.1.2
Move ID CSV accidently got nuked, restored
Also figuring out why some chars like morrigan and polimar had no hitstun or blockstun, and even then I'm not even right
v0.17.3.1.1
Cleaned up some hurtboxes for giants, but I don't like it, but it's better than before, but eh
v0.17.3.1
Hurtboxes were very busy, they now have a "clean" "detailed" and "debug" option to help reduce some business. Also some minor tweaks to camera work to help them stablize
v0.17.3
On hit, hitboxes and hurtboxes would "Freeze" and sometimes stop rendering or even crash. I dunno about you, but that sounds pretty bad......so that should be not a problem now. Also hitboxes now flash on invincibility, or during loss of control, still a WIP
v0.17.2
Invul flag has been found, doing some basic research into it
v0.17.1
after opening a window, the other windows became unresponsive :/
It's good now
v0.17
Megacrash trainer updated, now you have the ability to crash on subsequent attacks, so if you want the crash to happen only after (for example) the second hadouken in your combo, it tracks that then bursts. Also affects airborne characters now

Profiles built for supers projectiles, should immediately load on frame data open
mission mode now checks for crouching characters, and as it also now tracks combo counter it should be more accurate.
Frame data window has also been given a facelift, is a lot friendlier, but still needs work

Hurtboxes are also live, they still need refining but seem to be mostly accurate
OTG windows are open
Post KO movement is still a thing, some characters are unaffected, seeking why
0.16
v0.16.3.1
Post KO control seems to be working?
v0.16.3
Hurtboxes are live, there's still some weirdness from camera orientation, but like...80% there
v0.16.2
Projectile hitboxes have been updated, they're more accurate....kinda? I mean they're better
v0.16.13.2
Post KO should be working again, but...it's extremely temperamental, trying to get it to arm consistently
v0.16.13.1
Flickering reduced on char select screen, not entirely but reduced
OTG flag for normals found
Investigating post KO actions
v0.16.13
you can move after KO...sometimes, still WIP, no collision yet
v0.16.12
You should finally not have to start the program mid match, you can start it in any menu and it should finally be smart enough to catch when a match is going on
v0.16.11
Solo character is back, its death was short lived.
Soo character is next to Ryu
v0.16.1
Some stabilization has been done for yami, as a result, this killed the solo team option (for now), but opens up some other options for me .
RIP Solo teams v 0.16, you will be missed...for now
v0.16
We are now in Beta for characters, Yami 1/2/3 is now playable and has its own entry on the character select screen
and the feature nobody asked for including me, 1 v 1 fights, click the "solo team" button and next to Ryu/Ken will be a blank character, select that as your second character and you will now be solo...
Extra emphasis on beta, they work independent of each other and sometimes don't load on character select, good luck
For those of you who want to keep track of your wins, double sided win counts are here!!!

v0.15
v 15.3.4.4
Heavy optimizations
v 15.3.4.3
Assists were breaking between rounds, they should be working now
Win count verbiage shows Win when 1 win and wins when 2+ wins, 0 can either be 0 wins or New Hero by a toggle
v 15.3.4.2
Win counts were persisting only when HUD was open, it's now a state that persists even when hud window is closed
v 15.3.4.1
Possible wrong routing from megacrash module, this should be much better
v 15.3.4
Win counts now persist in versus
v 15.3.5
very basic HUD Editor is in progress
v 15.3.4
Some UI Housekeeping, added marvel style assist markers
v 15.3.3
Fixed a crash in main
v 15.3.2
Dhalsim limbs broke, restored
v 15.3.1
Megacrash window has been adjusted as some elements were hiding
v 15.3
After some out of the box thinking, the megacrash trainer is LIVE!!! Set up scenarios and test your reactions or let the computer randomly megacrash your setups to test your reactions
v15.2
Character tables are now loaded in memory, not entirely just enough, this should speed up character scans to near instantaneous. Also the bug where projectile hitboxes were always on has been fixed, they appear at the same time as physical
v15.1
Supers are now editable, not all of them, but a lot are now exposed
v 15.02
Dhalsim limbs are available for everyone
v15.01
Multi hit normals are working, sort of, this may be a case by case basis but working on it, also some Frame data GUI cleanup
V15
version 15 is HERE!!!!
Frame Data window got a much needed facelift

It now detects your changes for faster rollback, it also shows your changes live as you make it, and on the main GUI any changes relevant to there are reflected as well.
This was a much needed change because there's now a nice little button

This button tracks your changes per character and saves it to a JSON, this JSON can be freely shared with others, effectively letting you balance the game on your terms, give your balance patch to your friends where your character is mysteriously better than theirs!!!

TvC Continuo v0.14.22
v0.14.31
Frame data window is a bit more informative
v.0.14.3
Under Frame data, knockback is now presented for opponents in air
v0.14.22
Assists are back to normal
v0.14.21
Select assists were broken, most of these have been adressed . Volnutt for sure is still broken, just issuing a quick hotpatch while I get him back
v0.14.2
Normals preview was reading wrong byte for frame data, this has been fixed
v0.14.15
Mirror assists were bugged, they are now working
Main GUI has attack IDs restored
v14.1
Speed modifier has been restored
V14 -
Assists are much much more stable, should work better between matches, should support mirror matches better.
Assists have been optimized, should load much much much faster
Some quick assists updated
Flags updated
Main GUI Has gotten a crazy new face lift, responsive, animations, tabs have been condensed and created, gui elements moved around

TvC Continuo v0.13.3.1
Assist and Quick Assist is ready to go
Choose a quick assist on the GUI or go to assist scan to choose any assist you want
13.1: change from v13 Memory optimization
13.2 : Quick assist button hitboxes are better, assist changing is more consistent across rounds
13.3: Assists persist across matches while tool is live
13.3.1: More memory optimizations, assist scanning should be lightning fast now
TvC Continuo v0.12.1
Assist changers are here, but in deep beta
It has a bulky UI, you can change per team, so Ryu on team 1 can have shoryu while Ryu on team 2 can use tatsu
Capcom characters are 90% done, VJoe is being weird.
Tatsunoko hasn't been tested, but some work, use at your own risk.
Fixes are on the way. Speed and replacemetn fixes needed
TvC Continuo v0.12
Mission mode updates:
Baroque should be easier to catch now
resets have been added, some blockstring setups are able to be performed in a mission when the mission calls for it
A lot of combo routes adjusted, much more clear in their execution and....actually completable
UX Changes
Frame data is now showing more consistently




