From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
The Practice Room can be accessed by one player from the main menu. That player picks both teams, and can fight a helpless practice dummy in peace. Be careful! Player two might start hitting buttons at any time.
In a versus mode local match, either player can toggle Sparring Mode from the the pause menu. Sparring mode instantly puts both players in training mode with default Practice Room options. Sparring mode does not let players change Practice Room options.
- Life: Changing the life setting changes the practice dummy's life total to a set percentage, regenerating life back after recovery from a combo. Default practice dummy life is 100%, adjustable down to "one pixel". Infinite life means the dummy will not take damage. Normal life gives the practice dummy the regular, non-regenerating life bar.
- Super Meter: Changing super meter gives a set number of super meter levels to both players, regenerating back after a combo ends. The default 5 levels can be adjusted down to 0, or infinite and normal settings similar to the life bar settings.
- Deaths: Characters will not die in training mode by default. Enabling deaths allows characters to die in training mode, which can be a challenge with a 100% life setting.
hitstun bars/attack info
Hit Stun Bars
Hit Stun Bars, on by default in the Practice Room, show a colored bar over characters in hit stun or block stun. The bar starts blue then shifts colors as it drains, turns red, and disappears as the defending character recovers.
- Need animated gif here.
Attack Data Box
The Attack Data Box, also on by default in the Practice Room, shows some useful numeric information for the players.
- Life: As a number. 14300 base full life.
- Recoverable damage: Also as a number.
- Damage of last hit: Resets after more damage gets dealt. Shows chip damage hits.
- Damage of last combo: Counts up current combo damage, resetting when a new combo starts. Shows block string total chip damage.
- Max damage: Max damage seen from the team since entering the Practice Room.
- IPS Counter: Counts up during a combo, resetting when a new combo starts. Shows when stages of a combo begin and end.
Turning on simple hit box display from the Practice Room pause menu shows hit boxes over all characters on screen. Red and orange attack boxes only appear during the active frames of attacks. Hurt boxes always cover the character and represent their vulnerable or invulnerable outline. Hurt boxes shift colors as characters move, attack, and defend. Attack boxes and hurt boxes overlap when an attack successfully hits or gets blocked by the defending character. Many boxes do not match the exact outline of a character as drawn. Weapons, hair, and other extremities may not have hit boxes at all.
Advanced hit box display shows additional information with hit boxes. Additional hurt box colors show invulnerability to different types of attack. The physical extent box, appearing over a character's center of mass on screen, shows the areas of characters which cannot overlap and will push other characters away. The character's object point appears at the character's feet indicating the character's reference point in the game engine.
- Hit Box Color Reference: A visual index of hit box colors