Hey everyone, I downloaded the Ono moveset editor a while ago for the sole purpose of changing certain characters’ moves’ startup and frame advantage on hit. The interface was quite different than what I had expected since I was hoping for a “frame data” kind of appearance. Can anyone help me with accomplishing just changing startups and frame advantages of a certain move? Thanks.
http://img98.imageshack.us/img98/253/framedata.png
so here is Sagat’s c.lp, what this means is that it’s using the animation SGT_ATK_2LP frames 6-34 and assigning them to frames 0-34.
http://img8.imageshack.us/img8/6881/framedata2.png
under hit boxes you can see that the move has active frames between frames 4 and 6 and uses hit box #24
http://img155.imageshack.us/img155/8366/framedata3.png
unk10 is the hit stun, it’s not in frames, but increasing it will increase your frame advantage
so despite what the data says, the first active frame for c.lp is the third one not the fourth.
http://img13.imageshack.us/img13/9299/framedata4.png
looking at the speed tab you can see that frames 0-2 play at 1.5 speed, so 3 animation frames becomes 2 frames in game. Then it goes back to normal speed frame 3-5, then goes to 4xspeed frames 6-20 then goes to double speed after that.
so if you want to change frame data, you can change the speed, change the animation and hit box data, or change the hitstun
That was a really nice explanation, thank you error1. I’ll try this tomorrow as soon as I can.
Some of the more experienced modders should get together and re-create the current AE2012 changes and release it so we can get a preview of what is to come
I actually wanted to do this, but i suck…so
wait a second
will this thing tell me the raw frame data for every character? i swear some shit on the wiki’s and guides are wrong.
I was thinking a long ago to try to rebalance SSF4 with the comunnity sugestions, and try to make a own comunnity version with constant updates and balance tweeks, there are a HUGE work to do with this idea, and i was trying to learn how to edit the hexadecimal data, so this program can make the idea viable, because editing the hexa was insane.
Maybe we can make a topic with sugestion about characters, like “Vega need a better reversal” or Dan need + 10 damage in the hard knowdown.
It’s a dream i know, i will try to download the program and see if is too much work to do. Also there are fell labels in the program named “unknow”, so it will be very hard to figure out without trial and error.
Please try to make a little tutorial error1.
yeah trial and error is a good way to do it.
another way is to take two moves that are really similar but one has a propriety you want like armor or faster projectile and see what’s different. It’s not that hard
Tried it and it worked perfectly. Now I’m thinking of modding it so that maybe I can play MvC3 version of SSF4:AE, lol. I only need to figure out how to modify juggle states.
I am working on it.
Ryu
• Increased the vertical hitbox on U2 for better anti-air/full animation.
• Can combo full U2 after counter hit Shakunetsu Hadoken. So if c.mk gets absorbed by a FA, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without FADC.
• The “brake” frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.
• Solar plexus 40+60 for 100 total damage.
• If he hits S.RH counter hit on a crouching opponent he can combo sweep after it.
[Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15.
[H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.
Balrog
Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
• U2 damage 399.
• Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
• Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.
[Dirty Bull]: Command has been simplified so it will be easier to use from now on.
Vega
• cr.HK damage increased to 110, same as Super.
• +1 more frame of hitstun on the opponent after cosmic heel, making it -3 at worst.
• Sky High Claw causes blowback when it hits a grounded opponent (same words as the blanka ball change)
• U1 hitbox after it hits on the way up increased drastically so that it doesn’t unexpectedly miss.
• U2 startup changed to 8f.
[Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).
[EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.
Zangief
• Jab SPD 150 stun.
• EX Backfist damage 90+50 for a total of 140. Stun 100+50 for a total of 150.
**• Adjusted the hitbox on c.jab, so that it hits more easily off a jump-in against characters it formerly didn’t. Hurtbox for c.roundhouse reduced in height, making it easier to pass under certain attacks. **
[far HP]: Deals knockdown damage on hit.
The bold stuff is what i changed with sucess.
Can you do akumas forward throw recovery increase by 2 frames please, just for the purposes of testing setups.
okay, i will work on akuma right now. =]
Great, thanks! If you manage to do it can you please tell me how you did it
In the section Trow_F move, on hitbox settings, there are a AttackerHitsStop field, i add 2 frames there.
Download:
http://www.4shared.com/file/U-BS5Dxs/latest.html
place it on dlc/03_character_free/battle/regulation/latest
Amazing stuff man, really appreciate it.
Just a note, Ryu’s srk change isn’t fully complete. It is still 2 hits, the first does 160 the second 60. However I can’t fadc it though.
Also rogs u2 still does 300.
With this programme you can cheat easily in onlinemode…
Oh, maybe i just screw something up, the ryu shorys was working perfectly, there was only 1 hit of deep 160, and if he catchs the enemy airbone it gives 60 damage. Maybe i changed something and dont saved. I will check it out later.
Balrog u2 i changed but did not tested, maybe i changed it wrong.
Everything else is ok?
I will fix these, and do more 4 characters today.
The Akuma Setup works with the change?
nop, just chuck testa.
you cant play online doing this, only if the other person have the same files as you.
1st dont use redditmemes outside from reddit, 2nd try it yourself before you deny a fact… I tried it and it works… it will IN FACT desync after the first fight, but when you choose the option bestof1, then it wont desync and it will count your win as legit
Oh, this is a big issue, but it’s capcom fault not mine, lolz
But, who wants to play for real, plays best of 3 or 5.
holy shit, seriously? So you can make an ultra do 1000 damage and it will work online?