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
For basic punish practice:
- Select the opponent's fighter slot.
- Choose the move you want them to perform.
- Add it to the sequence.
- Set your countdown.
- Arm the trainer.
- Wait for the opponent to perform the move.
- Block it or avoid it and practice your punish.
By default, Only count down from neutral is enabled.
That means the trainer waits until the fight has returned to neutral before beginning another countdown.
Uncheck it if you want the opponent to attack even during hitstun or blockstun.
Mission Mode
Mission Mode is the combo/trial side of the tool.
Instead of simply displaying information, it gives you a route or objective and watches your actual inputs and combo state to determine whether you completed it.
Missions can include things such as:
- Ground routes
- Air routes
- Jump cancels
- Baroque
- Repeated steps
- Blockstrings
- Character-specific sequences
If a mission fails, reset and try it again.
Megacrash Trainer
Megacrash Trainer is for practicing defensive Megacrash reactions and decision making.
Instead of setting up the same exact situation manually over and over, configure the trainer and let it create the scenario for you.
It can be used for repeated or randomized Megacrash practice, including situations that occur later during pressure rather than only on the first attack.
Use it when you want to actually build the reaction instead of practicing against a completely predictable setup.
Move Editing and Custom Cancels
Move Editing
Supported move properties can be changed from the GUI.
This can be used for testing balance ideas, experimenting with properties, or simply seeing what happens when a move behaves differently.
Supers and other move categories have varying levels of editable data.
Custom Cancel Lab
The Custom Cancel tools let you alter which moves are allowed to cancel into other moves.
You can also batch-edit cancel behavior rather than changing every interaction one at a time.
This is useful for:
- Testing new combo routes
- Building balance patches
- Experimenting with chain rules
- Giving characters routes they normally do not have
If you are only interested in normal training mode practice, you can completely ignore this section.
Assists
The GUI includes tools for changing and experimenting with assists.
Supported assist settings can persist across rounds while the tool is active.
This is useful for testing team ideas without repeatedly rebuilding everything manually.
Some unusual combinations and mirror situations have received additional support over time.
Extra Characters / Solo Teams
The GUI can expose characters and team configurations that normal TvC character select does not normally make convenient.
Depending on the current build, this includes support for things such as:
- PTX and Gold Lightan on normal teams
- Yami variants
- Solo character teams
Extra character options appear through the character-select additions in the GUI.
These features are more experimental than simply reading frame data or using the HUD, so expect the occasional weird TvC behavior when doing things the original game was never expecting you to do.
Post-KO Control
Post-KO control allows play to continue after the normal round-ending KO behavior would take control away.
Win Counts and Versus Tools
For longer Versus sessions, the GUI can keep track of wins rather than making everyone remember the score.
Win counts can persist while playing and are displayed for both sides.
Punish Trainer update
- it's a little more wieldy but punish trainer has been expanded for blockstrings and such. It's not easy to use but it's there, experiment a bit while I figure a better way to do this
- Punish trainer also gives you the ability to define a jump before an air move, so you can like..actually test those
- The canceller or whatever you want to call it is easier, actually the entire sequencer is easier
- It does have a bug though if you're trying to block string punish, until I fix it, turn blocking off and give them a jab or just restart the match, annoying but I'm trying to iron it out
V0.21.2 Frame Data Bar Beta
- Hitstun bar updated, and an attack frame data bar is kinda here? When you press a button, get a physical bar showing startup, attack and recovery, if you're in a combo, the hitstun bar will "ride" over it, showing if your move will reach in time, if your move "should" be active before hitstun wears out you'll see a confirmation flag on the active bar like in the image above. Now to be fair this doesn't mean it WILL connect, that's for hitboxes to determine, but in mathematically speaking if you do manage to line up the hitboxes through whatever crazy thing you're thinking of it should work
V0.21.1 UI Update
- with a new version I tend to consolidate and update the UI, and I failed to do that...until now!! Meter has been put in the attic, baroque percentage appears next to health dynamically as it appears and is used, hitstun and blockstun tracking is smaller, damage scaling is given it's little cute cubby. So uh, enjoy it until I think it's ugly, which I'm already thinking. and I was right, it's been updated,
old:
new:
V0.21 Hitstun Bar
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V20 is settled, moving to V21, this is a small one but I wanted to keep V20 at its baseline
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V21 adds one feature, or rather modifies it, the hitstun bar now counts down like in Persona Arena to show hitstun timings. This is currently cosmetic and derived via calculations, a look for the actual hitstun counter is underway
- done, it now links directly to the game, Hitstun bar shows the exact hitstun frame data and shows decay as well. Now optimize your routes
- Why not let blockstun in on the fun, see blockstun in real time as well.
V21 ^
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 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
v0.17.6.1Ref 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.
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.
v0.17.4.2Hit and block advantage is now calculated from recovery. There are some false positives, but it is a start.
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.
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.
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.
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.
v0.16.3.1Post-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.
One-versus-one fights were also added through the Solo Team option.
Double-sided win counts were added.
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.
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.
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.
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.



