List:
Capcom:
Akuma
Amaterasu
Arthur
Chris
Chun-li
Dante
Felicia
Firebrand
Frank
Haggar
Hsien-ko
Jill
Joe
Morrigan
Nemesis
Phoenixwright
Ryu
Spencer
Strider
Trish
Tron
Vergil
Viper
Wesker
Zero

Marvel:
Captainamerica
Deadpool
Doom
Dormammu
Ghostrider
Hawkeye
Hulk
Ironfist
Ironman
Magneto
Modok
Nova
Phoenix
Rocketraccoon
Sentinel
She-hulk
Shuma
Spider-man
Storm
Strange
Skrull
Taskmaster
Thor
Wolverine
X-23

Misc stuff
Notes on other stuff I found that isn't specific to any one character.

Capcom:

Akuma:
Alt move entries - 'Goshoryuken H 2hits'
Notes -
Messatsu-Gohado Angyo(fireball super) is 48 hits before mashing, on ground usually get all of them if Akuma is midscreen or closer, however in air usually many of them miss, around 29-35 hits..not sure on average in combos. Function currently ignores the air version due to this. Both the ground and air version of this Hyper scale by 0.97
Messatsu-goshoryu(DP super) scales by 0.9 Raging Demon is a lvl 3 command throw super, base damage is 31000 * 15 before mashing. Mashed total is up to 510k.
Goshoryuken H is 3 hits, however if comboing Ungyo off it, need to hyper cancel on the 2nd hit or opp ends up too high.

Amaterasu:
Alt move entries - 'Cold Star Maxhits', 'Okami Shuffle Fullscreen', 'Okami Shuffle Largechars', 'Okami Shuffle Fullscreen Largechars'
Notes -
Weapon names are automatically added when entering 'H', 'c.H', 'j.H', 'Ichi', 'Ni', 'San', and 'Shi', hence there is no need to keep typing them over and over. The final attack on her chains does need to be entered fully though, as these ones have unique names. For Weapon Change entries, you'll need to specify which one, the entries are 'Weapon Change Solar Flare', 'Weapon Change Thunder Edge', and 'Weapon Change Devout Beads'.
Fireworks counter is a command throw, and will apply the grab penalty accordingly.
Glaive Chop nhits varies by height, usually get 7 or 8 if Ammy is a bit above or below opp, but can get less if she's same height. I have input this as 8 hits.
Cold Star is mashable, 1-8 hits..hence I have 2 entries, 'Cold Star' includes 1 hit, or 'Cold Star Maxhits' includes all 8. For other numbers, 'Cold Star' will need to be entered multiple times.
Okami Shuffle's damage/nhits vary greatly, as the ice and lightning appear randomly on the screen. Usually get more hits if Ammy is close and/or on large chars such as Sentinel, hence included multiple entries 'Okami Shuffle'(12 ice/12 lightning), 'Okami Shuffle Fullscreen'(10 ice, 6 lightning), 'Okami Shuffle Largechars'(14 ice, 18 lightning), 'Okami Shuffle Fullscreen Largechars'(10 ice, 9 lightning). Hits included in each entry are averages, from testing on Nova and Sentinel. Also, it scales by 0.98
Projectiles reflected by Solar Flare that hit opp will do the same damage as normal..hence combos off reflected projectiles can be entered by inputting the other char as starting char, then entering the projectile, 'Tag Amaterasu', and the followup list of moves.
Divine Instruments leaves Ammy in Thunder Edge stance at the end. Thunder Edge Stab uses M scaling.
Vale of Mist is the only move that actually FREEZES the Hyper guage, meaning even meter gain assists will not build meter, nor will tagging reset it.

Arthur:
Alt move entries - 'Dagger Toss Maxhits', 'Lance Toss 2hits', 'Fire Bottle Toss Bottle', 'Fire Bottle Toss Flames', 'Fire Bottle Toss Flames 1hit'
Notes -
Dagger Toss can be mashed for more hits, up to 3 hits. Hence included alt entry 'Dagger Toss Maxhits' for this. If using 2 hits, 'Dagger Toss' can be entered twice in a row.
Fire Bottle Toss has 2 phases...the bottle and the flames. Outside of gold armor, if the bottle hits then no flames get produced, hence included seperate entries 'Fire Bottle Toss Bottle', and 'Fire Bottle Toss Flames'. In gold armor, if the bottle hits you'll normally get all the flame hits, else if bottle hits the ground you'll still only get the flame hits, hence entered as 'Fire Bottle Toss' and 'Fire Bottle Toss Flames'. Ast version is the same. Generally you get all flame hits if used from just outside of bottle range, or for gold armor anywhere within bottle range(bottle hits) to just outside of that. However if farther away or in a corner you can get less(ie corner normal armor = 3 hits). In combos, it seems common to only get 1 hit of the flames, hence included entry 'Fire Bottle Toss Flames 1hit' for this.
Arthur's 3 armor states each have diff XF bonuses, hence handled as seperate character entries, 'Arthur', 'Arthurboxers', and 'Arthurgoldarmor', same for his assists. Entering 'Golden Armor', 'Normal Armor', or 'The Boxers' = function will automatically change his state accordingly. Otherwise if starting on boxers or gold armor, you can input the appropriate character entry.
Gold armor changes his specials, other moves are the same. Outside of XF, all his moves between normal and boxer state are identical. The effect of these levels = he takes 30% more damage in boxers, 20% less damage in gold armor. Although gold armor is an install, it has no effect on meter gain. No direct effect on damage either, rather it changes the actual properties of his specials.

Chris:
Alt move entries - 'Flamethrower Maxhits', 'Sweep Combo Nogroundbounce', 'Gun Fire M 2hits'
Flamethrower is 9-25 hits, hold H for more hits. If not held you get all 9...hold H and you usually get all 25 if opp is in a corner, midscreen however can get less, around 20. Entering 'Flamethrower' will process 9, if holding H use alt entry 'Flamethrower Maxhits'.
Gun Fire L is max 10 hits, usually get all of them at point blank, however if opp is farther away, can get less, aroung 7-8 at mid range, 5 at max range.
Gun Fire M is max 8 hits, usually get all of them on the ground, however air version off normal jump you usually only get 2, included alt entry for this.
Air version does get all the hits if done after super jump.
Sweep Combo's 2nd hit causes a ground bounce, or hard knockdown if ground bounce already used. In the latter case, the next 10 hits will miss before the final section OTGs, hence included alt entry 'Sweep Combo Nogroundbounce' for this. Also, all hits except the first 2 scale by 0.96
Chris's c.H, Low Shot, air Low Shot, and Flamethrower use S scaling. Gun Fire H and Magnum Combo use H scaling, except they still use the min scaling for S.
Grenade Launcher scales by 0.9

Chun-li:
Alt move entries - 'Hyakuretsukyaku_L_Maxhits', 'Hyakuretsukyaku_M_Maxhits', Hyakuretsukyaku_H_Maxhits'
Notes -
Hyakuretsukyaku(rapid fire kicks) = does not seem to get all the hits in her combos, not sure what the average is. Hence results may be off by around 3k for combos that use this move(more in XF). It's also mashable for more hits, hence included alt entries for max hit versions.
Her taunt does actual damage and can be combo'd from by S/special/Hyper cancel, or combo'd into via assists, uses S scaling, hence included an entry for this.

Dante:
Alt move entries - 'Fireworks Maxhits', 'Fireworks 18hits', 'Fireworks 20hits', 'Fireworks 11hits', 'Fireworks 16hits','Fireworks 3hits', 'Fireworks 5hits', 'Air Play Lvl1', 'Air Play Lvl2', 'Air Play Lvl3', 'Drive Projectile', 'Scat Shot Maxhits', 'Clay Pigeon Maxhits', 'Weasel Shot Maxhits', 'Rain Storm Maxhits', 'Cold Shower Maxhits', 'c.H Maxhits', 'Million Stab Maxhits', 'Acid Rain Onlyrain', 'Beehive Nobounce'
Notes -
Dante's Stinger Lvl 2 is technically "Stinger Lv.2" in-game, however I have entered it as 'Stinger Lvl2' as it's a more common abbreviation.
Multi-Lock can be charged for more hits, up to 5. However the charge time for each extra shot is long, idk if anyone ever uses? Entry for this processes 1 hit, for more hits it can be entered multiple times.
Acid Rain is 8 hits, 3 for rising orbs + 5 for the rain. In combos ie off Pop Shredder, you get all of them. However some situations ie incoming you'll only get the rain, which can be combo'd from, hence included alt entry "Acid Rain Onlyrain" for this.
Revolver = 4-5 hits, 5 is when opp is in midair. When cancelled from Volcano it's possible to get all 5 hits but usually get 4. If opp is too close can end up getting only 2 but this causes combo drop. vs jumping enemy can do anti-air MH into it > this results in all 5 hits, likely same idea for combos off Plasma Beam etc. Hence entry processes all 5 for now.
Hysteric = usually get all 8 hits unless opp is fullscreen, in which case you get 6 or 7. Entry processes all 8.
Twister > Tempest = the cancel window is long enough to allow ALL 10 hits of Twister to connect before going into Tempest. Hence both moves are listed normally.
Beehive causes a ground bounce, however if ground bounce was already used opp recovers instantly, hence combos at this point you need to cancel before the last hit. Hence added alt entry "Beehive Nobounce" for this, which includes damage/meter for all except the last hit.
Sky Dance nhits varies by height, max is 13. Looks like usually get 10-11, hence entered it as 11 hits for now.
Drive is 2 hits, one for the sword and one for the projectile. At close range these combo, although in corners the projectile can miss, not sure if this applies for anything practical. At range, only projectile hits, likely can be combo'd from with DT/XF, assists etc, hence included alt entry "Drive Projectile" for only the projectile hit.
Fireworks is max 26 hits, can get this if doing MH anti-air into Revolver > Fireworks. However usually you get less. I tested raw and get the following: After Reverb Shock = midscreen 18, corner 20. Jet Stream = midscreen 11, corner 16. Hence included an entry for each of these, "Fireworks Maxhits", "Fireworks 18hits", etc. Also included entries for 3 hits and 5 hits, can use this multiple times for the correct amount.
These were tested vs a standing opp. When used at the end of a juggle combo, the opp will be in the air, the number of hits varies greatly by screen position, hurtbox, and finisher.
Notes from Glass:
Corner

Post Sky Dance GB reset xx Beehive groundbounce
- Stinger BC Jet Stream - 3-5 hits (Does not work on Sentinel)(5 hits on RR)
- Stinger BC Reverb Shock - 4 hits consistent (5-6 on Sentinel)(3 hits on RR)
- Reverb Shock only - 6 hits consistent (13 on Sentinel)(9 hits on RR)

After Launch, j.H xx Air Play, j.H xx Killer Bee, backdash S~Clay Pigeon (2 or 10 shots)
- Reverb Shock - At worst 4 hits, at best 12 hits
- Same hit range after doing two or three reps of 10 shots in the corner

Midscreen/Back-to-Corner

After Grapple connects
- Reverb Shock only - 13-14 hits
- Stinger BC Reverb Shock - 13 hits consistent

After Volcano, j.MHxx Air Play, j.H S~Clay Pigeon (2 or 10 shots) midscreen
- Reverb Shock - 5 hits at worst, 15 hits at best, most commonly 10-11 hits
- Reverb Shock near corner - 4-5 hits

After full 6 reps of shot loops midscreen
- Reverb Shock - 10 hits frequently (Likely due to range Reverb Shock hits them), 14 hits if Reverb Shock hits deep

Did a bout of testing to see what I could find, it's not really possible to hit Jet Stream midscreen without some crazy combo but just doing Hammer, Wesker OTG assist, Jet Stream xx Fireworks got 11 hits usually

All combos done on Nova, didn't get around to testing midscreen stuff on Sent/RR


Crazy Dance is completely non-standard meter gain. Strategy guide lists it as 1634, base dmg total * 0.008 is 2160. Both are incorrect; 5x Jet Stream + Crazy Dance + H is barely under 1 bar, 5x Jet Stream + Crazy Dance + S barely builds a bar. Following this with Multi-Lock(5 hits) * 3 + Multi-Lock(4 hits) + air M will build another. Total from this is 9964, consistent with having 40 meter after building the previous bar. Thus, I conclude Crazy Dance's meter gain is 1000(1680 * 5 = 8400, + 1000 = 9400, + 640 from S is 10040).
Weasel Shot assist is non-standard. When used on point it is 160 meter per bullet, max 6 bullets, in other words normal. However, the assist version is 4 hits for 960 meter.. meaning it builds the same meter that doing all 6 would give if used normally.

Felicia:
Alt move entries - 'Sand Splash Kick', 'Front Throw Mashed', 'Kitten Attack'
Notes -
Felicia's front throw is mashable for up to 4 extra hits, hence included alt entry 'Front Throw Mashed' for this.
Sand Splash has 2 hitboxes - one for Felicia's leg and one for the projectile. In combos, often only the projectile hits(due to the kick causing drop otherwise), hence I have split this move into seperate entries, 'Sand Splash Kick' (kick damage is the same for all versions), and 'Sand Splash L', 'Sand Splash M', 'Sand Splash H' for the projectile.
Rolling Buckler ~ Rolling Slide is the in-game name for Felicia's A assist; she does Rolling Buckler into the Rolling Slide follow-up attack. Shortened this entry to 'Rolling Buckler', due to the length.
Sand Splash(normal and ast) = often if the kick hits, then said kick and 1st hit of the projectile are simultaneous, causing misleading numbers on the in-game damage display. Depending on the distance, sometimes the projectile 1st hit can end up before the kick, causing differences in damage for those 2 hits; ie raw ast call = these 2 hits can deal either 46000 or 49000. However it's usually the latter(49000 = kick hits first for 40000, then projectile 1st hit does 9000).
Kitty Helper's attacks are base 25000 per hit, 30 frames startup 17 active 7 recovery. It's treated as a Special - uses 0.9(S scaling), and follows the min scaling for S. Not sure about relevance in combos, it seems to actually mess them up a lot; seems to be more of a neutral tool for unblockable setups than anything for combos.
If it does combo, there's no easy way to determine where each hit will end up, hence the calc function ignores it. However if you know this, you can enter each hit manually using entry 'Kitten Attack'.

Firebrand:
Alt move entries - 'j.H 1hit', 'H Firsthitonly', 'H Secondhitonly', 'Demon Missile H Charged', 'Chaos Tide L', 'Chaos Tide M', 'Chaos Tide H', 'Hell Spitfire H Otg'
Notes -
Hell Spitfire H is 6 hits, however only the 2nd part(grounded flames) can OTG. Also, when using as an OTG, usually end up getting max 4 hits. Hence included alt entry 'Hell Spitfire H Otg' for this. In the corner, it often only gets 2. When converting off a throw, usually have to trade between spitfire/Bon Voyage; if you launch earlier you get 2 hits from Hell Spitfire but either all hits or only miss 1-2 from Bon Voyage. Else if you let all 4 spitfire hits connect before launch, you lose 3-5 on Bon Voyage due to the additional corner carry.
Bon Voyage does not get the min scaling bonus from XF, ie even in XF it always scales down to 10%.
Dark Fire is max 20 hits before mashing, however it can get get less if used from too far away.
Chaos Tide's attack entries are 'Chaos Tide L', 'Chaos Tide M', and 'Chaos Tide H'.
Wallcling fireballs have the same dmg/meter gain as Hell Spitfire.
Firebrand's standing H and j.H are 2 hits, but sometimes only get 1, hence included alt entries 'j.H 1hit', and 'H Firsthitonly', 'H Secondhitonly'.
Chaos Tide attacks = the L attack(Spitfire) builds the same meter as normal version, however the M and H(Demon Missile) attacks don't build any. Firebrand's own attacks build meter normally.

Frank:
Alt move entries - None
Notes -
Function automatically handles lvl system, tallying exp from Snapshots and processing the appropriate version of attacks. Also included entries to manually set his lvl, 'Lvl1', 'Lvl2', 'Lvl3', 'Lvl4', 'Lvl5'; if you're starting at a lvl that is not 1, you can input the appropriate entry as the first "attack". Otherwise, function defaults to starting at lvl 1.
Funny Face Crusher is a Hyper command throw, this causes it to not scale, however unlike traditional CmdThrows, Hyper CmdThrows do not apply the 0.7 grab penalty.

Haggar:
Alt move entries - 'Rapid Fire Fist Nolasthit', 'Giant Haggar Press Lasthit', 'Front Throw Mashed', 'Back Throw Mashed', 'Wild Swing 8hits', 'Wild Swing Maxhits'
Notes -
Haggar's ground throws can be mashed for up to 2 more hits, hencer included alt entries for mashed versions.
Hoodlum Launcher M and H are CmdThrows, however they do NOT apply the grab penalty. Haggar's Piledriver and Skyhigh Back Drop CmdThrows, however, do apply this penalty.
Wild Swing has 3 "levels" depending on opp's height when it hits; at normal jump height you get lvl 1, which is 6 hits, at a bit below s.j height(most common in launcher combos), you get lvl 2 = 8 hits, at max s.j height you get lvl 3 = 12 hits. The 8 hit version has a different base damage value for the last hit; 80000, others the last hit base dmg is 50000. Entries for this are 'Wild Swing', 'Wild Swing 8hits', and 'Wild Swing Maxhits'.
Rapid Fire Fist is 12 hits before mashing, however in long combos opp will often pop out before the last 2 hits, hence included alt entry 'Rapid Fire Fist Nolasthit' for this.
Giant Haggar Press is 8 hits, can get all of them if done via delayed TK after launcher, or DHC from a Hyper that leaves opp in the air, else if using as an OTG you'll only get the last hit. Hence, alt entry 'Giant Haggar Press Lasthit' should be used for OTG situations. If not using as an OTG(ie get all of the hits), the second-to-last hit does not scale.
Final Haggar Buster is a lvl 3 CmdThrow Hyper. Since it's a Hyper, it does not apply the grab penalty.
Hoodlum Launcher L(2nd hit only) min scaling doesn't get the XF bonus, meaning it still scales down to 0.15. First hit gets it though.
Wild Swing = none of the hits get the XF min scaling bonus normally.
Steel Pipe = both normal and ast versions use H scaling; afaik it's the only ast that uses H scaling. Other command normal asts use S scaling/H min scaling.

Hsien-ko:
Alt move entries - 'Anki Hou Bomb', 'Senpu Bu L Maxhits', 'Senpu Bu M Maxhits', 'Senpu Bu H Maxhits'
Notes -
Senpu Bu can be mashed for an extra swing and more hits, hence included alt entries for the maxhit versions. Sometimes Senpu Bu can get less hits, depending on position/opp size, not sure on the avg here.
Chireitou is max 6 hits, usually get all of them but can get less in the corner.
Tenrai Ha is 9 hits, can be mashed for more, but the falling balls are random = sometimes a few can miss.
Rimoukon(hyper armor super) does not impact damage, however Hsien-ko does not build meter during it. Also, it's worth noting that if Hsien-ko is hit during this, multi hitting moves/hypers won't scale.
Anki Hou bomb item has a diff base damage value than the other items, hence included an alt entry for it.

Jill:
Alt move entries - 'Machine Gun Spray 29hits', 'Machine Gun Spray 34hits', 'Machine Gun Spray 39hits', 'Machine Gun Spray 37hits'
Notes -
Machine Gun Spray is 22 hits if opp around jump height. However it can do considerably more hits if combo'd from Somersault Kick, around 29 in the corner or 32-34 midscreen. For large chars it's about 39 in the corner/37 midscreen, tested on Sentinel. Hence included alt entries for each of these.
It gets less hits vs grounded opps, 11 normally...or even less than this in OTG situations. Also, it scales by 0.98
Fallen Prey and Ensnarement are hit-grab moves, and apply the 0.7 cmd throw penalty to any follow ups. Also, the 2nd hit on both moves has non-standard min scaling, about 0.286 If combo'd from a normal throw, the first hit will take the grab penalty, 2nd will ignore it, then the cmdthrow 0.7 overwrites the normal grab penalty of 0.5

Joe:
Alt move entries - None
Notes -
Charged Voomerang is 3 hits, however by themselves the hits don't combo. Mach Speed scales by 0.98

Morrigan:
Alt move entries - 'Darkness Illusion Ground'
Notes -
Soul Drain = doubled in Astral due to 2x projectiles, however the drain is a special on hit, not affected by multipliers from XF, hitting ast etc. It steals 3000 meter from opp on hit, however it cannot drain meter that opp does not have, ie if it hits opp with 0 meter, you won't gain any meter from it. On block, the meter gain is identical to Soul Fist.
Finishing Shower is 35 hits before mashing, however it can get less if opp too high. Also, it scales by 0.98
Darkness Illusion is 33 hits if used on the ground, 35 in the air. However, total damage is the same for both. Entering it normally will process 35 hits. Else entry for the ground version is 'Darkness Illusion Ground'. Finishing Shower scales by 0.98
Astral Vision = the calculator will process everything twice except assists, throws, and hypers, and resets the flag when a hyper is used. This should work for standard combos, however in some circumstances you don't get all of the hits on certain moves, hence it may not give accurate results for very long and/or XF combos.

Nemesis:
Alt move entries - None
Notes -
Clothesline Rocket M/H are 2 hits, normally the rocket(2nd hit) combos off the wallbounce, however it can miss in corners. Doesn't seem to have much application in combos though.
Deadly Reach is 3 hits, however the air version can get less if Nemesis lands before it finishes.

Phoenixwright:
Alt move entries - None
Notes -
Phoenix Wright's modes are handled by entering as separate characters, due to diff move properties and min scaling. 'Phoenixwright' == Investigation, 'Phoenixwrighttrial' and 'Phoenixwrightturnabout' are self explanatory. Assists are also listed this way, as they are affected; Phoenix Wright retains the same mode when tagged out.
'Mode Change' entry will handle switching between investigation/trial, there is no need to specify them. Bridge to the Turnabout switches to Turnabout mode, Order In The Court switches to Investigation if used in Trial mode, Ace Attorney ends Turnabout and switches back to Investigation...function automatically handles these transitions.
However if starting in a mode other than investigation, you'll need to use the appropriate character entry.
Turnabout is a 20% damage/speed bonus that applies to everything, including global attacks.
Switching modes does not reset the grab penalty, hence I used a null variable to eat it when calling switch chars function to handle the transitions.
Both versions of Paperwork/Paperwork Storm = the H version throws a 4th projectile(3 more hits for Paperwork Storm), however this hit can miss if opp is too far or too close/cornered.
Knife evidence = usually get all 3 hits at mid screen range, any farther and 3rd hit usually misses.
Break the Witness scales by 0.95, Order In the Court scales by 0.975
Maya M and Maya H both use M scaling, and ignore the grab penalty. Illuminating Point uses S scaling.
Turnabout mode increases P.Wright's XF bonus to 2.0 for ALL Xf levels.
Ace Attorney has such a large duration, when used in XF, said XF may run out before it finishes, espec in Xf1 or used late in XF, causing inaccurate results.

Ryu:
Alt move entries - 'j.M 1hit'
Notes -
Ren Hadoken can be mashed for up to 5 hits, however the additional hits are all identical to the first, hence using only 1 entry; if mashing, this entry can be input multiple times.
j.M is 2 hits, however sometimes only get 1, hence included alt entry 'j.M 1hit'.
Shinku Tatsumaki Senpukyaku and Shin Tatsumaki Senpukyaku scale by 0.96

Spencer:
Alt move entries - 'Armor Piercer Close', 'Armor Piercer Mid', 'Armor Piercer Far', 'Reel In Punch Afterh'
Notes -
Spencer's Come Ere attack pulls opps in but does no damage.
Armor Piercer's damage depends on distance, hence split this into 3 entries: 'Armor Piercer Close', 'Armor Piercer Mid', and 'Armor Piercer Far'.
Reel In Punch does not scale if done from Wire Grapple H, other versions of Wire Grapple it scales normally. Hence included alt entry 'Reel In Punch Afterh' for this.
Bionic Maneuvers first hit does not scale. Also, it builds 160 meter.
Spencer's Reel In Punch, Zip Kick, air Wire Grapple, and both his Wire Grapple assists are all non-standard meter gain - 720, 900, 1200, and 200 respectively.
Wire Grapple > Zip Kick vs Air Wire Grapple look like the same thing, and do the same damage, however the meter gain is different...because both moves are non-standard. Total 1140 for the Wire Grapple > Zip Kick, 1200 for air Wire Grapple.

Strider:
Alt move entries - 'Excalibur L 2hits'
Notes -
Legion is max 15 hits, in practice usually you get 13-15, hence entered 14 hits for an average value.
Ouroboros = The ring projectiles use Hyper scaling, however the droid hits use Special scaling. Both use the Hyper minimum scaling. Tested doing the orbs into j.H > Excalibur L over and over. It looks like on initial jump everything hits at once, then 1 more droid hits during Excalibur. Mashing L more times during the Excalibur does not seem to impact it, as Strider will be too low. = Basically 1 droid + 2 rings on the air H, then 1 droid + 2 rings on the Excalibur? Added functionality for Ouroboros, it adds 1 droid and 2 rings after every attack. Also, it appears often the Excalibur L only gets 2 hits during Orb juggle, hence added alt entry "Excalibur L 2hits", to use for this. This gives results to within around 10-20k for non-XF combo..for the longer XF3 juggle, results may be off around 50k.

Trish:
Alt move entries - None
Notes -
Maximum Voltage scales by 0.96, unmashed is 30 hits, usually get all of them if she is point blank, ie ground version in opp's face, doing it after air series, or TK into it off a knockdown. However if opp is farther away it can sometimes get less, depending on the char some of the higher lightning bolts miss over their head. Mashing increases the damage by an unusual amount, around 40-50k even after an air series, not sure about the base damage on mashed hits.
Low Voltage assist is max 3 hits, usually get all of them at point blank, however if farther away it will often only get 2.
Round Harvest is 24 hits, usually get all of them. However, XF decreases this; usually get 21-22 hits instead.
When used raw, Round Trip is about 13 hits normally, 20 if appropriate Switch Sign is used. I am not sure how many hits apply in combos on avg, hence function currently ignores this move.
During Round Trip/Harvest, her H, c.H, and S moves change. Entries for this are 'Alt H', 'Alt c.H', and 'Alt S'. j.H also changes, but is identical to Stiletto Kick.

Tron:
Alt move entries - 'Bandit Boulder 2hits', 'Bandit Boulder Lasthit', 'Bonne Strike L Mashed', 'Bonne Strike M Mashed', 'Bonne Strike H Mashed'
Notes -
Bandit Boulder is 3 hits, first 2 hits use H scaling, last hit uses S scaling but H min scaling. If used at point blank, get all 3 hits, however if a bit farther away only get 2. if at max range only get the last hit. Entries for this are 'Bandit Boulder', 'Bandit Boulder 2hits', 'Bandit_Boulder Lasthit'. For assist version, it's common to only get the last hit, entry is 'Bandit Boulder Lasthit'.
Bandit Boulder is not immune to HSD, if used too late in a combo, the 3rd hit will miss; not sure if this matters if using c.H > assist + Bandit Boulder to OTG, as assist will hold opps instead.
Assist versions of Bandit Boulder and Gustaff Fire use S scaling for all hits, however H min scaling.
Bonne Mixer(all 3 versions) are CmdThrows that do not apply the grab penalty.
Bonne Strike can be mashed for more hits; hence included alt entries for the mashed versions.
Tron has many multi-hitting normals, also does not always get max hits on mashed Bonne Strike; hence results may be off by around 3-13k due to variance on number of hits.

Vergil:
Alt move entries - 'Round Trip 3hits', 'Judgement Cut 3hits', 'Dimension Slash Largechars'
Notes -
Round Trip on sword loop/Strider ext = usually gets 3 hits of first part.
Sword loop = 3-5 hits on return, then 1-3 hits on JC
S-H > RT ext = 4 hits on launch, 3-4 on return, then 2-4 on JC
Strider ext = 2-3 hits on launch, 4 on return, 3 on JC
Corner ext with Doom = 3 hits on launch, 3-4 on return, then 2-4 on JC
From this, I took average 3 hits from each phase of RT and JC, hence the alt entries. Common RT ext used in Sword loop etc should be entered as 'Round Trip 3hits', 'c.H', 'Round Trip 3hits', 'Judgement Cut 3hits', 'c.H', etc. If doing RT > c.H > Lunar Phase, RT gets more hits due to Vergil moving higher on Lunar Phase, about 9 hits on the return. This can be input by using the alt entry 'Round Trip 3hits' repeatedly, ie 'Round Trip 3hits', 'c.H', 'Round Trip 3hits', 'Lunar Phase', 'Round Trip 3hits', 'Round Trip 3hits'. It's difficult to estimate due to variance on the number of hits, however entering this way can give approximate answers.
RT hitting at mid range will normally get 15-17 hits. Backdash once > tele behind results in 17 hits. However plink dash backwards twice > teleport behind will result in 20 hits. Currently the normal entry processes 15 hits.
Hit order on sword loop = initial 3x Sword hits > Lunar(9 hits) + 7x sword hits > 8x sword hits > 3 RT hits. Function tallies all the sword hits at once, as most combos leading to Swords will already be close to minimum scaling by the initial Sword casting anyways, espec with the initial 3x Sword hits before Lunar, or more than this before Helm Breaker on DHCs/Strider ext/etc
This produces results that are off by only a few thousand for the first 1-2 hits before minimum scaling is reached - eg. for Vergil Rising Sun ext in a corner into wallbounce > RT > sword loop the function returns results that are off by only around 10,000. However combos where initial hit is Swords or Rapid Slash > Swords = results may be off by around 20-40k.
Dimension Slash is random, found the average on Nova is about 27 hits, Sentinel 42 hits. Hence used 2 entries, one for the average on a normal char, and one for large chars.
Listed Spiral Swords meter as -2500 as a correction, as many combos using it involve attacks hitting during swords. Correct value is 0, however Vergil does not gain meter during this. Calc function stops tallying meter during installs that stop your char from building meter(when install multiplier is not 1), however Swords is not an install and does not change that multiplier. Also unlike most installs it's short-term, no easy way to determine when the function should resume tallying meter gain. However it appears for most combos, the moves used before Swords run out add up to about 2500-3000 meter. Hence subtracting 2500 from the total should give accurate answers, unless you input a combo that does not involve using other moves during Swords(ie enemy dies to the first few hits)

Viper:
Alt move entries - 'Focus Attack Lvl1', 'Focus Attack Lvl2', 'Focus Attack Lvl3', 'S 1hit', 'Optic Laser 1hit'
Notes -
Burning Kick/Ex Burning Kick both have diff damage values for ground vs air versions, hence included a seperate entry for the air versions.
Viper's S is 2 hits, however the first hit can be special/hyper cancelled, hence included alt entry 'S 1hit' for this. Optic Laser is 3 hits, however when comboing off Seismo can sometimes only get 1, hence included alt entry 'Optic Laser 1hit' for this.

Wesker:
Alt move entries - 'Phantom Dance Corner', 'Phantom Dance Largechars'
Notes -
If combo starts with glasses off, you can enter 'Glasses Off' as the first entry in attack list. Otherwise the function automatically handles removing them when entering Phantom Dance.
Phantom Dance is mashable, but in an odd way; mashing can sometimes actually decrease the total damage.
If not mashed, Avg number of hits is about 11, or 8 in the corner. On large chars and midscreen about 13. Entries for this are 'Phantom Dance', 'Phantom Dance Corner', 'Phantom Dance Largechars'. Also, it scales by 0.96
Lost In Nightmares with glasses off when entered raw will display as 517,499 instead of 517,500 due to a bug with how PCs handle numbers. For actual combos the round function will fix, however it may incorrectly round down.
All of Wesker's gunshot cmd normals scale like Specials, except they use the min scaling for normals.
Wesker's glasses have 3 states...on, damaged, or off/fully broken. He gets a 10% damage boost if they are damaged, 15% for off/broken. Taking damage will put them in damaged state, further damage will knock them off. If he taunts or is removed from the playing field(tag, tac etc) when they are off, he puts on a fresh pair.
If starting a combo with glasses in damaged state, you can enter 'Glasses Damaged' as the first entry.

Zero:
Alt move entries - 'Hyper Zero Blaster Lvl1', 'Hyper Zero Blaster Lvl2', 'Hyper Zero Blaster Lvl3', 'Blaster Lvl3 Noshadowhit'
Notes -
Shippuga uses H scaling normally, however the assist version uses S scaling. Ast version min scaling is still H though.
Sougenmu persists when Zero is tagged out and will affect his asts, however Ryuenjin will only get 1 extra hit. Currently the calc function does not account for this, like other installs, but leaving note here.
Rekkoha scales by 0.96
Sougenmu duplicates all of Zero's actions, lasts 5 seconds. Calc function can't account for time, however it appears the lightning loop usually allows 7 moves before it runs out, hence using a counter for this. Lightning loop often involves the second lvl 3 blaster fireballs not hitting, hence included alt entry 'Blaster Lvl3 Noshadowhit' for this.
Blaster lvl3 is 3 hits, usually get all of them when cancelling from his OTG, but in lightning loops it can sometimes get less depending on position/opp size.
Lightning loop with jumps = usually get all 5 hits for both the normal and shadow hits. However if it's done using TK inputs, the shadow usually only hits twice.


Marvel:

Captainamerica:
Alt move entries - None
Notes -
Hyper Charging Star scales by 0.98
When doing Shield Slash OTG > Hyper Charging Star in the corner, the shield return hits during Hyper Charging Star; if not at min scaling yet this can throw off the results a bit.
Charging Star H is 3 hits, but sometimes only gets 1 or 2 if used far away/opp too high.

Deadpool:
Alt move entries - Ninja Gift 2hits
Notes -
Deadpool's taunt does damage, base 10000 and H scaling, hence included an entry for it.
Ninja Gift L is 3 hits, however unless it's a large char you usually only get 2, hence included alt entry 'Ninja Gift L 2hits' for this.
Happy Happy Trigger scales by 0.97, Cuttin Time scales by 0.9

Doom:
Alt move entries - M 1hit, H 1hit, j.M 1hit, Photon Array 50hits, Photon Array 40hits
Notes -
Hidden Missiles and j.H(buttergun) = S scaling.
Air Photon Array = usually get all hits. However some combos call for DHC'ing before the last hit. If you DHC very early, or you DHC into it(meaning you get ground version), you won't get many hits at all, in which case you might as well skip the entry. Ground Photon Array is double-sided, up to 50 hits unmashed, however typically only get all of both sides on large chars. Included alt entries 'Photon Array 50hits' and 'Photon Array 40hits' for these cases.
Doom's standing M/H and j.M hit twice, however some combos involve cancelling before the 2nd hit, hence included alt entries for only 1 hit.

Dormammu:
Alt move entries - None
Notes -
Entries for Liberation are 'Liberation (n) (color)', eg 'Liberation 3 red', or 'Liberation 2 blue'. For combinations of red/blue, the number for red should be entered first, ie 'Liberation 2 red 1 blue'.
Liberation 1 red 1 blue and 1 red 2 blue(Meteor Shower) are very random, around 9~20 hits depending on opp position/hurtbox. Liberation 2 red 1 blue(Volcano) is also random, usually gets more hits if opp is in the air. In combos, it gets considerably more hits when used after S, espec with TK into air version, which can result in around 35~45 hits, compared to around 15~20 normally.
Meteor Shower meter gain is 160 per hit for both versions. Need average number of hits to give accurate answers, Volcano same issue, hence function currently ignores both.
Chaotic Flame scales by 0.965
Dark Matter and Flame Carpet use S scaling.
Purification > Chaotic Flame finisher involves most of purification hitting during Chaotic Flame, hence results may be off around 5-10k if not at min scaling yet.
Dark Dimension after a throw conversion resets the grab penalty.

Ghostrider:
Alt move entries - 'Hellfire 8hits', 'Hellfire 2hits'
Notes -
Judgement Strike is max 10 hits, can get all of them at point blank, if opp farther away usually get 5-7. This move doesn't seem to have much application in combos though.
Chaos Bringer, Hells Embrace, and Conviction Slam are hit-grab moves, hence they apply the CmdThrow penalty 0.7. If they are combo'd into off a normal throw, the first hit will take the 0.5 penalty, then the rest will ignore it, and after they finish the 0.7 CmdThrow penalty will simply overwrite normal grab penalty. Also, all hits except the first have non-standard min scaling equal to Ghost Rider's normal minimum * 1.43, or 0.2145
Hellfire Maelstrom is 19 hits before mashing, however often some of them miss depending on opp position. There's also some variance on which hits miss; the last 2 hits have different base dmg values, usually only get one or the other..this results in some random/unpredictable damage.
When OTG'ing with Hellfire L, opp gets knocked upwards; allowing more hits of Hellfire to connect causes more hits of this Hyper to miss, reducing overall damage.
Hellfire is max 10 hits, however when using L version as an OTG, usually only get 8. If going into Maelstrom Hyper, it's worth cancelling on the 2nd hit, to get more hits from the Mael. Hence included alt entries 'Hellfire 8hits' and 'Hellfire 2hits' for this.
Spirit Of Vengeance has different followups depending on the button pressed afterwards. Hence included additional entries for each followup, 'Spirit Lender', 'Spirit Mender', 'Spirit Hender', and 'Spirit Sender' for this. These are all additional attacks, hence need to be entered separately after the initial Spirit Of Vengeance entry. Inputting these follow-ups before Spirit's initial attack ends will cancel it, resulting in less hits depending on your timing. Most of them require cancelling the last hit, hence using seperate entry 'Spirit Defaultender' for said last hit; if not using any followup, should be entered as 'Spirit Of Vengeance', 'Spirit Defaultender'. L followup it is possible to get all 12 hits before the cancel and still land it, this can be entered as 'Spirit Of Vengeance', 'Spirit Defaultender', 'Spirit Lender'. Tight timing though, in practice likely will be cancelling the last hit most of the time. M = latest point for cancel looks to be 10 hits, H and S can land after cancelling on hit 11. Hence, results may be off slightly for the M follow up, H and S however should be correct this way. S followup however looks to be max 8 hits, in some circumstances it can get less(6 or 7), depending on opp size/position.
Penance Stare is a CmdThrow lvl 3. Since it's a Hyper, it does not apply the grab penalty for CmdThrows.
Heartless Spire is max 3 hits, however it can sometimes get less depending on opp size/position. Also, it uses S scaling.

Hawkeye:
Alt move entries - 'H 2shots', 'H 3shots', 'Ragtime Shot(balalaika) 6hits', 'Ragtime Shot(jack Rose) Explosion'
Notes -
Tag Team Special is listed as "Hawkeye Tag Team Special", and must be entered this way, due to the name conflicting with how I handled input for hard tags.
Ragtime Jack Rose(exploding arrow) will get both hits if the initial arrow shot touches opp. However it will otherwise only get the explosion hit, hence included alt entry for only the explosion.
Hawkeye's standing H(arrow shots) scales like a Special, except it uses H min scaling.
Kamikaze and Balalaika are very random:
Kamikaze gets more hits when opp just under fullscreen range and jumping. Looks like usually get around 8 vs midair opps, ground though are all over the place; function currently ignores this move.
Balalaika is 3 or 6 vs grounded opps or 9 if opp is at s.j height, and similar range as Kamikaze. Seems fairly consistent, based on position, if used at optimal range on the ground it's 6 hits(tested on Nova), hence included alt entry for grounded opp situations 'Ragtime Shot(balalaika) 6hits'.
Kiss of Fire usually gets all 7 hits unless used at fullscreen or vs cornered opp.
Hawkeye's poison(Violet Fizz) is 300 dmg per frame, lasts 300 frames, total 90000 dmg, cannot kill. Not impacted by scaling nor XF, but cancelled if Hawkeye is hit. If he tags out, hitting the new point char will stop it. If Violet fizz hits a target already poisoned, it overwrites the first, effectively resetting the timer. If a poisoned char tags out, the poison effect is paused until they tag back in. Damage from poison does not display in practice mode's combo damage indicator. Since there is not an easy way to determine how much poison damage opp will take before the end of a combo(variation with combo length, players' timing, XF etc), calculator does not currently process this. However, leaving note here on mechanics.

Hulk:
Alt move entries - 'Gamma Tornado Mashed', 'Charged Impact Punch'
Notes -
Hulk's throws deal 100k damage, rather than the usual 80k.
Gamma Tornado can be mashed for up to 9 more hits, hence included alt entry for the mashed version.
Gamma Tsunami is max 5 hits, however can get less if opp is farther away. It usually gets 4 even close/midscreen, hence I have entered it as 4 hits. Also, it scales by 0.9
Hulk's S launcher is 2 hits, however at max range only the 2nd will connect; if 1st hit does not reach results may be off by around 5k.

Ironfist:
Alt move entries - 'Dragons Prey Chi L'
Notes -
Iron Fist's Rekka moves(ALL of his Specials...) scale by 0.85; they still use his min scaling for S however. His assists, however, use S scaling.
Chi L increases damage by 20%, also affects meter and global attacks. Chi H increases meter gain by 50%. All Chi buffs last 5 seconds, in longer combos this can run out mid-combo; not sure how many hits it usually takes. Looks like it might be about 10 attacks before it ends? Function currently will continue to apply Chi buffs until either a different Chi is entered or Dragons Prey.
Dragons Prey by default will not apply the bonus from Chi L, as in-game the buff will usually run out before the hit; calc function removes Chi buffs when this is entered. However it's possible to get the bonus if you use Chi L right before doing it, for this you'll need to use alt entry 'Dragons Prey Chi L'.

Ironman:
Alt move entries - None
Notes -
Smart Bomb ast is diff damage/meter than normal, base 20000 per hit instead of 18000. If used at max range, it will not get all the hits however.
Repulsor Blast ast is incorrectly listed as the M version in strategy guide; based on the damage it appears it is H.
Ironman's c.H uses S scaling.
Proton/angled proton cannon scale by 0.98
Smart Bomb H is 10 hits, however you usually don't get all of them in combos, not sure on the average.
Repulsor Blast seems to be random, in combos sometimes only get 4 hits.

Magneto:
Alt move entries - 'Hyper Gravitation 1hit', 'Magnetic Shockwave 4hits'
Notes -
Hyper Gravitation hits twice, however if target is hit by something else before the 2nd hit, 2nd hit is cancelled, hence included alt entry for only 1 hit.
It also has non standard meter gain; 950 for both hits, total base dmg 100000. The first hit meter gain is 500, however 2nd hit meter is affected by scaling.
Second hit doesn't get the XF min scaling bonus, ie always scales down to 0.1.
Magnetic Tempest scales by 0.98, Magnetic Shockwave scales by 0.9
Magnetic Shockwave will normally get all 6 hits if opp is close and Magneto is midscreen. If opp farther away or in a corner, can get less hits. In corners, backdash > Fatal Attraction before the shockwave can partially fix this, usually get 4 hits this way, hence included alt entry 'Magnetic Shockwave 4hits' for this.
Magnetic Tempest unmashed is 40 hits, however the rocks are random, hence it can sometimes get less hits, usually around 36-40.

Modok:
Alt move entries - 'Hyper Battering Ram1', 'Hyper Battering Ram2', 'Hyper Battering Ram3', 'Hyper Battering Ram4', 'Hyper Battering Ram5'
Notes -
Modok gains LoU "points", 1 per analysis cube hit. Big Barrier, Psionic High Blast, and Jamming Bomb each expend 1. They also power up Hyper Psionic Blast, which then consumes all of them. Function tracks this in order to give correct version of Hyper Psionic Blast. If starting with more than 0 points, this can be entered as 'LoU n' for the first entry, eg 'LoU 5'. Function will throw an error if you input one of the moves that expends 1 point when you have 0.
Modok's j.L attack continues until he either lands or it gets cancelled into another move, minimum 2 hits, max 13. The entry for it is 1 hit, hence for multiple hits you'll need to enter it multiple times.
Killer Illumination is a lvl 1 CmdThrow Hyper; hence it does not scale nor apply the grab penalty.
Hyper Psionic Blast and Hyper Battering Ram both scale by 0.97
Hyper Battering Ram is 3 hits per burst, press buttons for additional bursts. It's max 5 bursts, but can get less if used in the air, Battering Ram was used before it, airdash/air specials used, etc. Hence, this should be entered as 'Hyper Battering RamN', where N = number of bursts used. Else entering without the number at the end will cause the function to process only one burst.
Jamming Bomb meter gain is 1% of base damage.

Nova:
Alt move entries - 'Gravimetric Pulse L Lvl2', 'Gravimetric Pulse L Lvl3', 'Gravimetric Pulse M Lvl2', 'Gravimetric Pulse M Lvl3', 'Gravimetric Pulse H Lvl2', 'Gravimetric Pulse H Lvl3', 'Gravimetric Blaster Lvl2', 'Gravimetric Blaster Lvl3'
Notes -
Nova's j.S is 3 hits, however it can sometimes get less depending on position, hence results may be off by around 6k due to this.
Gravimetric Pulse and Gravimetric Blaster have 3 "levels" based on red health. Entering these moves normally will calculate for the lvl 1 version; higher lvls should be entered as 'Gravimetric Pulse L Lvl2', 'Gravimetric Blaster Lvl3', etc. This also applies to the assist version.
Human Rocket scales by 0.9

Phoenix:
Alt move entries - None
Notes -
For Dark Phoenix, character should be entered as "Darkphoenix", as many properties are different.
Dark Phoenix Rising is 1 hit, but does no damage. Causes a soft knockdown, can be combo'd from if opp cornered or with XF. Since everything after will be Dark Phoenix attacks, included an entry for it under DarkPhoenix, so it can be entered to account for the 1 hit and apply correct scaling.
Dark Phoenix shoots feathers on all of her normals except ground S. 24000 damage/230 meter per feather. Dark Phoenix ground normals = in a combo all feathers hit, except for M they can miss if she's too close. Looks like j.H she normally gets 2, as the others go up and backwards. j.H, j.S, and Burn Out Break = seeing some inconsistency, seems to depend on timing etc. Burn Out Break's feathers mess up combos off S launcher = seems preferable to make them not hit. however having them hit when comboing from Tk Overdrive M is useful, allows her to link standing normals after. Included all of them for now, hence may need to update this later...for now Dark Phoenix combos may be off by 20-50k, I don't have enough data to input correct number of feather hits.
Tk Shot H is 6 hits / 12 for Dark Phoenix, not sure if you normally get all of them in combos.
Tk Overdrive H is max 6 hits, however usually you get 5. Hence entered it as 5 hits. If used from max range, it may only hit 3 times; not sure if this is relevant in practice.
Dark Phoenix gets bonus dmg + 20% / meter + 44%, also applies to global attacks. This combined with feathers and XF3 can allow for extremely high damage/meter gain off even basic magic series combos.

Rocketraccoon:
Alt move entries - 'Oil Bomb Air Explosion', 'Oil Bomb Ground Explosion'
Notes -
Spitfire can be cancelled into itself for a 2nd shot, listed in-game as 'Spitfire Twice', however the 2nd shot has the exact same damage/meter as the first, hence using a 2nd entry is redundant; this can be entered by simply using the 'Spitfire' entry twice in a row.
Oil Bomb does no damage by itself, but can be detonated by H, c.H, or Spitfire. It can be detonated while in the air or after it hits the ground, but not both. Entries for this are 'Oil Bomb Air Explosion', and 'Oil Bomb Ground Explosion'.
Grab Bag is a hit-grab type of move, and will apply the CmdThrow penalty. If used in combos, it has the higher min scaling value, R.Raccoon's normal min scaling * 1.43, or 0.2145 It does not appear possible to combo into it off a throw/cmdthrow, hence unable to test if it takes the grab penalty. In XF, the * 1.43 bonus still applies, meaning the min scaling will be 0.5. It also has non-standard meter gain, base damage 56000/ meter gain 800.
Pendulum when used on point has base dmg 90000, however the assist version base dmg is 80000.
Mad Hopper scales by 0.9
R.Raccoon's j.S scales by 0.9(special), however it still uses H min scaling.

Sentinel:
Alt move entries - 'Hyper Sentinel Force 8hits', 'Hard Drive 9hits'
Notes -
Sentinel Force H(bombs) seems to be random/bombs get scattered throughout the screen. Max 15 hits, the most I got testing was 8, with Sent at about mid range. Not sure on avg, if applicable in combos. Currently function ignores this move.
Hyper Sentinel Force scales by 0.9, Plasma Storm's final hit scales by 0.96
Hyper Sentinel Force is max 9 hits, however it can sometimes get less, depending on opp position/size; on Nova you usually get 8. Hard Drive is 12 hits, but sometimes can get less, again depending on opp position/size. TK Rocket Punch OTG > Hard Drive on Nova usually results in 9 hits. Included alt entries 'Hyper Sentinel Force 8hits' and 'Hard Drive 9hits' for this, not sure on the avg nhits for other situations.

She-hulk:
Alt move entries - 'Road Rage Projectileonly'
Notes -
She-hulk's Heavy Strike H is a CmdThrow, however the 2nd hit appears to use S scaling. Entered the value as 50400 to get correct behavior.
Taking Out The Trash is a lvl 1 CmdThrow Hyper, hence does not scale.

Shuma:
Alt move entries - 'M 1hit', 'c.M 1hit', 'j.M 1hit', 'Mystic Stare Explosion' 'Air Mystic Smash L 3hits', 'Air Mystic Smash H 4hits', 'Chaos Dimension Attack'
Notes -
Mystic Smash nhits can vary a lot; the hits are expended as he moves, ie if you do Mystic Smash M from midscreen, Shuma will have an active hitbox as he jumps at opp, but no more hits when he lands, in which case by the time he reaches opp you only get 1-3 hits. Hence, all versions will do the most damage if used at point blank and/or in the corner. Generally the ground versions get more hits, but air versions are needed for extending his combos further. Max hits on ground L and M = 8, H version 7, can get all of them on large chars in the corner, but usually will get less; average looks to be about 5, hence this is what I used for the entry. Air = L is about 5 hits, or 3 if done via TK off the ground, hence included alt entry 'Air Mystic Smash L 3hits' for this. Air M version looks to be avg 5 hits, can get 6 or 7 on large chars..entered this one as 5. Air H usually about 6-7..if not in corner/large char usually get 6, in corners it's max 9 hits. 7 seems to be about average for corner combos, hence this is what I used for this entry. If done raw, it usually gets about 3-4 hits, hence included alt entry 'Air Mystic Smash H 4hits' for this.
Hyper Mystic Smash is random, number of hits can vary greatly by luck and distance/opp size. Average looks to be about 25 before mashing, hence used this for the entry. Also, it scales by 0.97
Hyper Mystic Ray is max 20 hits, but sometimes 1-4 of them can randomly miss. It scales by 0.93
Mystic Stare ast version behaves differently than normal...instead of sticking to opp > explosion later, the eyes hit and explode on contact, resulting in alternate base damage values for eye hit/explosion hit. Also, base damage on each explosion hit is lower, 20000 for ast vs 25000 when used normally.
All of Shuma's M normals are 2 hits, however some combos involve cancelling the 2nd hit, hence included alt entries for each that only process 1 hit.
Mystic Ray H is max 10 hits, or M version 8 hits, however comboing into the Chaos Dimension Attack may involve cancelling it earlier.
Overall finding Shuma's damage to be a bit inconsistant, it's difficult to get accurate results due to variance on the number of hits from multiple Mystic Smash and/or Hyper Mystic Ray in a combo...hence results may be off by around 6-20k.
Shuma's throws generate 400 meter, and steal 2000 from opp. The 400 generated is affected by the XF bonus, however the 2000 drained is not. If used on an opp who has no meter, it still "generates" the 2000 meter, however the other 400 it normally generates is overwritten. Hence, throwing an opp with meter results in 2400 meter gained, throwing opp with 0 meter results in 2000 meter gained. In the latter situation, you won't get any meter bonus from XF.
Devitalization has an odd proj. nullify property during the active frames, if the throw itself whiffs...blocking a projectile with this generates 1000 meter.

Skrull:
Alt move entries - None
Notes -
Worm Squash is a very odd attack in terms of both scaling and meter. The attack is 3 hits, however the game subracts the hit after calculating the 2nd and 3rd, meaning the first 2 hits get scaled but 3rd will do the same damage as the 2nd, and at the end the combo only registers 1 hit. Also, it uses S scaling. Meter gain is also non-standard, total base damage is 90000 however the meter gain is 400. (M, c.H, S, j.m, j.s, squash) * 3 is a bit over a bar, from here 20 * L + 1 M = 8000 + 640 built another bar, consistant with having around 11400 after the squash chain. M, c.H, S, j.m, j.s = 3400. Add 400 for the squash and this is 3800, 3800 * 3 = 11400.
Brutal Pile Bunker uses H scaling for the first hit, but S scaling for the 2nd.
Stone Dunk uses H scaling.

Spider-man:
Alt move entries - None
Notes -
Web Throw M and H are hit-grabs, and apply the CmdThrow penalty. Also, all 3 hits have the higher min scaling/ignore grab penalty. L version however has none of these properties. All 3 versions' meter gain is affected by scaling. Also, all 3 versions' min scaling is not affected by XF.
Ultimate Web Throw does not count as a "hit" for combos, ie OTG follow up after it is considered the first hit and will be unscaled.
Crawler Assault scales by 0.91

Storm:
Alt move entries - None
Notes -
Elemental Rage = first hit is unscaled and the rest scales by 0.97. Hail Storm scales by 0.97

Strange:
Alt move entries - 'Mystic Sword Projectile', 'Grace Of Hoggoth Explosion', 'Flames Of The Faltine 1grace', 'Flames Of The Faltine 2grace', 'Flames Of The Faltine 3grace'
Notes -
Mystic Sword M and H are 2 hits, first hit is the sword and 2nd is the projectile. Hence if opp is far away only the projectile will hit, included alt entry for only the projectile.
Grace Of Hoggoth L powers up Flames Of The Faltine, hence included alt entries for the powered up versions of FoF.
Grace Of Hoggoth M explodes on contact with FoF, hence included an entry for the explosion.

Taskmaster:
Alt move entries - 'Aim Master 2hits', 'Aim Master 3hits', 'Lights Out Afterl', 'Lights Out Afterm', 'Lights Out Afterh'
Notes -
Guard Master, Aegis Counter, and the second hit on Lights Out(all versions) are always unscaled.
Lights Out applies the CmdThrow penalty. Lights Out does diff damage depending which version of Sword Master it was used after; hence the entries are 'Lights Out Afterl', 'Lights Out Afterm', 'Lights Out Afterh'.
All 3 versions of Lights Out = meter gain is 1% of base damage.
Sting Master is a hit-grab, with all the same properties. However, 2nd hit appears to be based off H scaling, hence the min scaling for it is 0.143. First hit is his normal min scaling on Specials, or 0.2.
Aim Master can be charged for up to 3 hits; entries for this are 'Aim Master', 'Aim Master 2hits' and 'Aim Master 3hits'.
All 3 of his Aim Master assists have the same damage/meter gain, hence used only 1 entry for it.

Thor:
Alt move entries - 'Mighty Smash H Charged', 'Mighty Strike Charged', 'Front Throw 1hit', 'Back Throw 1hit', 'Mighty Spark L Beam', 'Mighty Spark M Beam', 'Mighty Spark H Beam', 'Mighty Smash H Otg', 'Mighty Smash H Charged Otg'
Notes -
Mighty Speech meter gain is 40 per frame, or 2400 per second. This looks to be bait and/or meter gain at the end of combos, ie during opp's knockdown. Not included in calculator because it's time based, but leaving here in notes.
Mighty Thunder is 4 hits, usually get all of them as long as Thor is close, however some of them can miss if opp in a corner or Thor at max range.
Thor's ground throws send opp to the air on first hit, 2nd hit when they hit the ground. However Thor recovers in time to juggle them before then, which cancels the 2nd hit, hence included alt entries with only the first hit.
Mighty Spark has 2 parts...the hammer and the actual beam. Generally both parts will connect at point blank, however the beam goes over most crouching chars. Hammer reaches lower, hence if close enough it can reach chars where the beam alone would miss...which usually results in both parts connecting. Else if farther away only the Beam can hit, hence included alt entries for only the beam. Beam alt entries are also included for the assist version.
The Hammer hits are always unscaled, however the Beam hits scale normally(S scaling). This is also true of the ast version.
Hammer hits are also double meter(base damage * 0.016), same for the ast version.
Mighty Smash H(charged and uncharged) can only OTG on the 3rd hit, meaning in OTG situations the first 2 hits will miss. Hence included alt entries "Mighty Smash H Otg", and "Mighty Smash H Charged Otg" that exclude the first 2 hits.
Mighty Thunder scales by 0.8

Wolverine:
Alt move entries - 'Front Throw Mashed', 'Back Throw Mashed', 'Front Air Throw Mashed', 'Back Air Throw Mashed', 'Berserker Barrage M Maxhits', 'Berserker Barrage H Maxhits', 'Tornado Claw M Maxhits', 'Tornado Claw H Maxhits', 'Berserker Rage Maxhits'
Notes -
Cross Slash and Brutal Claw use M scaling.
Throws are mashable, hence included alt entries for the mashed versions. Mashed hits on throws deal 10000 damage each, max 4 additional hits.
Berserker Barrage M and H can be mashed for up to 2 more hits, mashed hits are base 25000 damage each, hence included alt entries for max hit versions.
Tornado Claw M and H are mashable, mashed hits are base damage 20000 each, up to 6 more hits,hence included alt entries for max hit versions.
In both cases, the mashed hits occur at the end of the attack.
Berserker Rage can be mashed, mashed hits are base damage 20000, same as the guaranteed hits...button strength affects the max hits but nothing else. In practice the max hits is much less than what mashing technically allows as each hit pushes Wolv away. Max I was able to get was 27 hits on Sentinel, hence used this number for alt entry 'Berserker Rage Maxhits'.
Fatal Claw scales by 0.9

X-23:
Alt move entries - 'Charged Neck Slice', 'Charged Ankle Slice', 'Charged Decapitating Slice'
Notes -
Assist version of Ankle Slice has the OTG property of the charged version, however it's single hitting with a diff base damage value; on point the charged version is 3 hits.

Misc stuff:
CmdThrow Hypers do not apply the grab penalty(tested with Ghost Rider's Penance Stare and Frank's Funny Face Crusher).
Conversely, all Hypers are immune to the grab penalty.
Generally, meter gain is base damage * 0.008, or 0.01 for Throws and CmdThrows. Or on block, it'll be base damage * 0.005. However, there are numerous exceptions to this rule.
There's a few hit-grab moves, which behave like regular attacks except they apply the CmdThrow grab penalty afterwards. Examples = Jill's Fallen Prey and Ensnarement, Ghost Rider's Chaos Bringer, Hells Embrace, Conviction Slam. These moves have several odd properties in terms of scaling/meter, which varies by the move. Generally:

If these moves are used in a combo off a normal throw, the first hit will take the 0.5 grab penalty, successive hits ignore it, then it will simply overwrite the grab penalty with the CmdThrow penalty of 0.7 for the rest of the combo. Also, these moves have non-standard meter gain and min scaling. Meter gain is equal to the total scaled damage if done raw * 0.01, ie Jill's Ensnarement when done raw results in 98000 damage, meter gain is 980. First hit of these moves follows the normal min scaling rules, however sucessive ones will have min scaling of the character's normal min scaling * 1.43 .. ie Ghost Rider's hit-grab moves(excluding first hit) have min scaling of 0.15 * 1.43 = 0.2145, Jill's are 0.2 * 1.43 = 0.286 These values are unaffected by XF, ie they don't get the 0.35 scaling that XF normally gives. There's also a couple of other moves that act like hit-grabs but don't have the odd scaling/grab penalty behavior, but still don't get the XF min scaling - Web Throw L, Bon Voyage, Crazy Dance. It appears that these moves actually look at the opponent's XF instead of yours, ie if you hit an XF'd opp, you get the 0.35 min scaling; or for moves that have the min scaling * 1.43, this still gets multiplied resulting in 0.5 min scaling vs XF'd opp.
(tested vs opp in XF with Firebrand Bon Voyage, Dante Crazy Dance, Spider-Man Web throw L/H, GR Chaos Bringer/Conviction Slam, Jill's Fallen Prey/Ensnarement, Mag's Hyper Grav, Haggar Wild Swing/Hoodlum L, Taskmaster Sting Master)

Vergil's Dimension Slash and Wesker's Phantom Dance can sometimes cross up, which affects the nhits when used in the corner; ie if you use it with your back to the wall, the avg will be somewhere between corner and midscreen. Phantom Dance while facing the corner is very consistant however; this effect is mostly observed in above case. Both get considerably more hits if used fully midscreen. However Dimension Slash does still benefit from doing the teleport side switch in corners; increases avg nhits by about 10.
For mashable Hyper combos, the 'mashed' hits all have different base damage values than the guaranteed hits, usually much lower, around 1-3k. This function currently does not account for them, due to variance on when they occur during a Hyper + the exact base damage values for mashed hits on lvl 1 Hypers is not readily available. Generally, you get an extra 50k from mashing if the Hyper was done raw, or 20-30k if it was done at the end of a long combo..hence you can use these numbers to estimate if you're curious on the damage total when mashed.
Practice Mode's damage display has a limit on how often it can refresh; if multiple hits occur at the same time, the game will simply display the total for all of them. Eg Doom's Photon Array at min scaling is 5000 per hit, but practice mode will display 25000 due to simultaneous hits(5 at a time). This is common with mashable hypers, there's also a few multi-hitting attacks where this can occur, such as Felicia's Sand Splash when the kick part hits.
Meter build assists and meter-drain attacks(eg Soul Drain) = the meter gain is not affected by XF or other multipliers.
Installs/etc that stop your char from building meter only impact that char - no effect on assists. Eg if you use Vergil's DT/Swords > call assist, and the assist's attack makes contact, you will gain meter. Conversely though, if you DT > tag Vergil out and then call him as an assist, his assist attack will not build meter. The only move in the game that fully stops your team from building meter by any means is Amaterasu's Vale Of Mist, because it's a field effect and not an install, hence not tied to any one char.
Contrary to popular belief, hard tags have no impact on damage scaling. However, they can be used to bypass the grab penalty, as the latter only applies to the character who did the grab. However, there is no special property for hard tags; in the case of converting off a throw, TAC'ing would produce the same effect.
Also contrary to popular belief(and the official "bible" strategy guide!), the majority of installs in the game have no impact on meter gain. Specifically, there's a total of 15 install hypers in the game. Of these, only 6 stop your char from building meter:
Devil Trigger(both versions), Berserker Charge, Rimoukon(gold Hsien-ko), Ouroboros, and Sougenmu.
In other words, only about a third of the game's installs stop your char from building meter.
Damage from TAC attacks(both the initial hit and the hit from new char coming in) is not entirely universal. Most chars are the same but not all; below is the list of non-standard values:

Zero -
Side: 38000
Down: 60000
--
Morrigan -
Up: 55000
Down: 55000
Side: 38000
--
Chun-li -
Up: 25000
Down: 60000
Side: 40000
--
Felicia -
Up: 53000
Down: 53000
Side: 37000
--
Rocketraccoon -
Down: 80000
--
Captainamerica -
Down: 60000
Side: 60000
--
Wolverine -
Up: 25000
Down: 60000
Side: 40000
--
X-23 -
Incoming: 60000
Up: 45000
Down: 45000
Side: 35000
--
Spider-man -
Incoming: 60000
Up: 35000
Side: 35000
--
Hulk -
Up: 65000
Down: 35000
Side: 65000

With scaling these differences are very minor though.

Meter gain generally does not scale, however there's a few odd moves where it does. Function currently is unable to account for this, hence results may be off a bit depending on combo length. These are the ones I found: Hoodlum Launcher L, Wild Swing, Web Throw(all 3 versions), Bon Voyage, Hyper Gravitation(second hit only), Crazy Dance.
A little over a third of all lvl 1 Hypers have non-standard scaling(refer to the char-specific sections for details). Counter and CmdThrow supers that hit multiple times do not scale at all.
The damage bonus from up/side TAC persists for the rest of the combo, even if you do j.s and then OTG. However in practice this is usually irrelevant, because it no longer applies once you hit min scaling.
Damage on assists is multiplied by 1.5, also affects meter. In happy bdays, everything is essentially processed twice - one for the hit on point char, and one for the hit on assist. Hence meter gain will be about 2.5x what you'd normally get from the same combo.
Damage multipliers compound, eg Vergil in DT + Xf1 will get 1.2 * 1.25 = 1.5, or an overall 50% damage boost.
Counterattacks will reset the combo(and therefore damage scaling etc) if you hit one mid-combo, ie using Joe's bomb ast; can be exploited by Wesker/Magneto. Function currently does not account for this..however since the game's damage display will also get reset, easiest way to get total damage is to do the initial chain and the counter chain seperately and add them; can do the same with this calculator.

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