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.
V17 and earlier: Legacy Features, Fixes, and Release History
v0.17.6.1
Ref Spec was not updated, so the blockstun and hitstun values did not work on EXE export. They are working now.
v0.17.6
The HUD overlay has been upgraded.
v0.17.5
Character-select flickering is gone.
At the bottom of Normals Preview there is now a highlighter that shows beneficial normals by criteria. There is also a punish selector. Click a normal and see the best way to counter it.
v0.17.4.2
Hit and block advantage is now calculated from recovery. There are some false positives, but it is a start.
v0.17.4.1
Frame Data is receiving category windows to make my life easier.
v0.17.4
Recovery data was found in the MOT file. Cancel-window research is still ongoing.
v0.17.4
Air Knockback X and Y for normals were found. Some ground knockback was also found, but it is still a little strange.
v0.17.3.2
Created a mini move profiler. As you perform moves, it sniffs out recovery, whiff recovery, and other values that may not yet appear in the Frame Data window.
v0.17.3.1.2
Move ID CSV was accidentally removed and has been restored. Work also continued on missing hitstun and blockstun values for characters such as Morrigan and Polimar.
v0.17.3.1.1
Cleaned up some hurtboxes for giants.
v0.17.3.1
Hurtboxes now have Clean, Detailed, and Debug options to reduce visual clutter. Camera handling also received minor stabilization improvements.
v0.17.3
Hitboxes and hurtboxes could freeze or crash on hit. That should no longer happen. Hitboxes now flash during invincibility or loss of control.
v0.17.2
The invulnerability flag has been found and basic research has begun.
v0.17.1
Opening one window could make other windows unresponsive. This is fixed.
v0.17
Megacrash Trainer now supports triggering on subsequent attacks and airborne characters.
Profiles were built for supers and projectiles. Mission Mode now checks for crouching characters and uses the combo counter for better accuracy. Frame Data received a facelift. Hurtboxes are also live, though they still need refinement.
OTG windows are open. Post-KO movement remains under investigation.
v0.16.3.1
Post-KO control appears to be working.
v0.16.3
Hurtboxes are live, with some remaining camera-orientation issues.
v0.16.2
Projectile hitboxes have been updated and are more accurate.
v0.16.13.2
Post-KO should be working again, but remains temperamental.
v0.16.13.1
Character-select flickering was reduced. OTG flags for normals were found. Post-KO actions remain under investigation.
v0.16.13
You can sometimes move after KO. Collision is not yet restored.
v0.16.12
The program can now be started from menus instead of requiring a mid-match launch.
v0.16.11
Solo Character is back. The solo slot appears next to Ryu and Ken.
v0.16.1
Yami stabilization temporarily removed Solo Team support.
v0.16
Yami 1, Yami 2, and Yami 3 became playable from the character-select screen.
One-versus-one fights were also added through the Solo Team option.
Double-sided win counts were added.
v15.3.4.4
Heavy optimizations.
v15.3.4.3
Assists were breaking between rounds. They should now work. Win-count wording was improved.
v15.3.4.2
Win counts now persist even when the HUD window is closed.
v15.3.4.1
Possible wrong routing from Megacrash was improved.
v15.3.4
Win counts now persist in Versus.
v15.3.5
A basic HUD Editor is in progress.
v15.3.4
UI housekeeping and Marvel-style assist markers were added.
v15.3.3
Fixed a crash in Main.
v15.3.2
Dhalsim limbs were restored.
v15.3.1
Megacrash window sizing was adjusted.
v15.3
Megacrash Trainer is live. It can test reactions with configured or randomized Megacrash scenarios.
v15.2
Character tables now load from memory for much faster scans. Projectile hitboxes no longer remain permanently enabled.
v15.1
Supers are now editable.
v15.02
Dhalsim limbs are available for everyone.
v15.01
Multi-hit normals received early support, and Frame Data received cleanup.
V15
Version 15 introduced a major Frame Data redesign and shareable balance-patch JSON exports.
v0.14.31
Frame Data became more informative.
v0.14.3
Opponent air knockback is now shown.
v0.14.22
Assists returned to normal.
v0.14.21
Several broken assists were fixed. Volnutt still needed additional work.
v0.14.2
Normals Preview was reading the wrong byte for frame data. This was fixed.
v0.14.15
Mirror assists were fixed. Attack IDs were restored to the main GUI.
v14.1
Speed Modifier was restored.
V14
Assists became more stable, faster, and better supported in mirror matches. The main GUI received a major facelift.
13.1
Memory optimization.
13.2
Quick Assist button hitboxes improved. Assist changing became more consistent across rounds.
13.3
Assists now persist across matches while the tool is live.
13.3.1
Additional memory optimizations made assist scanning much faster.
12.1
Assist changers entered deep beta with per-team configuration.
12
Mission Mode received Baroque detection improvements, resets, blockstring support, route adjustments, UX changes, and more consistent Frame Data.
11
Saki is working.
