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v0.20

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@cce2955 cce2955 released this 15 Jul 17:14
· 25 commits to main since this release

Important

Looking for the download? Scroll to the bottom of this page, expand Assets, then click TvCGUI-V20-Latest.exe.

Latest release 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
V20.6 PTX IIS HERE!!!! image image image
  • 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
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V20.5.8 Hitstun Scaling
  • Added a monitor for hitstun scaling
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  • 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

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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
  • 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

  • On the other hand I found better signifiers for meter and health, so the HUD now displays them better

  • 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

    • v.20.5.5.1

      • Some mission mode fixes, everything should be cool, also a few bonus missions added
    • 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
V20.5.1 Damage Scaling update
  • Damage Scaling is found.
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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

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....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

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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

V20.1: Main GUI update

Main GUI updated to better mesh with the overlay

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V20: Punish Trainer and Native Action Mapping

July 15, 2026

V20 introduces the new Punish Trainer.

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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

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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 HUD

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.

V18.6.2 Mission Mode updates
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.

V18.6.1 enhanced input display
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.

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V18.5: Advantage Matrix and Punish Finder

And with that being said, I now have the Advantage Matrix.

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Click a move and see how you could have punished that. Chun keeps poking with 2A, who can punish that?

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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.

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Frame advantage is still on the HUD, but it also has its own card at the top. This can be toggled off.

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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.

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Tag-ins also get their own card. This can be toggled off.

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There is now a move ruler.

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When it is blue, you are out of range. But when it is green?

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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.

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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.

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V17 and earlier: Legacy Features, Fixes, and Release History

v0.17.6.1Ref Spec was not updated, so the blockstun and hitstun values did not work on EXE export. They are working now.

v0.17.6The HUD overlay has been upgraded.

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v0.17.5Character-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.

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v0.17.4.2Hit and block advantage is now calculated from recovery. There are some false positives, but it is a start.

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v0.17.4.1Frame Data is receiving category windows to make my life easier.

v0.17.4Recovery data was found in the MOT file. Cancel-window research is still ongoing.

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v0.17.4Air Knockback X and Y for normals were found. Some ground knockback was also found, but it is still a little strange.

v0.17.3.2Created 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.

v0.17.3.1.2Move 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.

v0.17.3.1.1Cleaned up some hurtboxes for giants.

v0.17.3.1Hurtboxes now have Clean, Detailed, and Debug options to reduce visual clutter. Camera handling also received minor stabilization improvements.

v0.17.3Hitboxes and hurtboxes could freeze or crash on hit. That should no longer happen. Hitboxes now flash during invincibility or loss of control.

v0.17.2The invulnerability flag has been found and basic research has begun.

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v0.17.1Opening one window could make other windows unresponsive. This is fixed.

v0.17Megacrash Trainer now supports triggering on subsequent attacks and airborne characters.

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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.

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OTG windows are open. Post-KO movement remains under investigation.

v0.16.3.1Post-KO control appears to be working.

v0.16.3Hurtboxes are live, with some remaining camera-orientation issues.

v0.16.2Projectile hitboxes have been updated and are more accurate.

v0.16.13.2Post-KO should be working again, but remains temperamental.

v0.16.13.1Character-select flickering was reduced. OTG flags for normals were found. Post-KO actions remain under investigation.

v0.16.13You can sometimes move after KO. Collision is not yet restored.

v0.16.12The program can now be started from menus instead of requiring a mid-match launch.

v0.16.11Solo Character is back. The solo slot appears next to Ryu and Ken.

v0.16.1Yami stabilization temporarily removed Solo Team support.

v0.16Yami 1, Yami 2, and Yami 3 became playable from the character-select screen.

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One-versus-one fights were also added through the Solo Team option.

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Double-sided win counts were added.

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v15.3.4.4Heavy optimizations.

v15.3.4.3Assists were breaking between rounds. They should now work. Win-count wording was improved.

v15.3.4.2Win counts now persist even when the HUD window is closed.

v15.3.4.1Possible wrong routing from Megacrash was improved.

v15.3.4Win counts now persist in Versus.

v15.3.5A basic HUD Editor is in progress.

v15.3.4UI housekeeping and Marvel-style assist markers were added.

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v15.3.3Fixed a crash in Main.

v15.3.2Dhalsim limbs were restored.

v15.3.1Megacrash window sizing was adjusted.

v15.3Megacrash Trainer is live. It can test reactions with configured or randomized Megacrash scenarios.

v15.2Character tables now load from memory for much faster scans. Projectile hitboxes no longer remain permanently enabled.

v15.1Supers are now editable.

v15.02Dhalsim limbs are available for everyone.

v15.01Multi-hit normals received early support, and Frame Data received cleanup.

V15Version 15 introduced a major Frame Data redesign and shareable balance-patch JSON exports.

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v0.14.31Frame Data became more informative.

v0.14.3Opponent air knockback is now shown.

v0.14.22Assists returned to normal.

v0.14.21Several broken assists were fixed. Volnutt still needed additional work.

v0.14.2Normals Preview was reading the wrong byte for frame data. This was fixed.

v0.14.15Mirror assists were fixed. Attack IDs were restored to the main GUI.

v14.1Speed Modifier was restored.

V14Assists became more stable, faster, and better supported in mirror matches. The main GUI received a major facelift.

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13.1Memory optimization.

13.2Quick Assist button hitboxes improved. Assist changing became more consistent across rounds.

13.3Assists now persist across matches while the tool is live.

13.3.1Additional memory optimizations made assist scanning much faster.

12.1Assist changers entered deep beta with per-team configuration.

12Mission Mode received Baroque detection improvements, resets, blockstring support, route adjustments, UX changes, and more consistent Frame Data.

11Saki is working.