why an ultra when you can make a jab do the job. but i dont recommend to do so, because only insult cheat in games
lol I wasn’t planning on doing that anyway but I was surprised jt even works. Heck when I installed a mod incorrrectly I dropped out of matches over and over, so this actually working without dropping at the load screen is quite odd
Mods will desynch every time unless the person you’re playing against has the same mods. Haven’t really tried what happens when you have a best of 1 match though.
C2Q, if I remember correctly, you were using an Akuma on GFWL, right? If you’re up to it, we can play on endless. I want to know the matchup a little better. I main Sakura but against Akuma players I tend to pick Ken.
unk9 in the hitbox table effects jp, set it two zero under counter hit for the desired effect.
If you look at Ryu’s Jump_f and look under cancels, you will see that there is a different cancel list depending on if you do it between frames 0-18 and 0-35
I think this is what they are talking about, changing it to 0-15 and 15-35
this is a weird one, one thing you can do is make a duplicate move,and then make a flow like this
http://img706.imageshack.us/img706/3248/5hkch.png
so if the first hit lands counter hit it does a different second hit, and then make 5HK_counter recover have a different hitbox with more hit stun vs crouching
I think this just means it causes juggleable knock down, basically just make the ground hit_stun the same as the air hit_stun in the hitbox table
bigger hit box, or change the y velocity
I see where you’re coming from an its an interesting idea. It reminds me a lot of CPMA for Quake 3 Arena for example, which actually made Q3A a good game due to subtle gameplay tweaks and enhancements that weren’t retarded.
The problem is, doing this for IV would invoke an absolute SHIT STORM with respect to balance requests and what people feel should be justifiably added/removed/nerfed/enhanced. With a roster of 35 characters, the balancing/tweak dynamics for such a project with a community dictating its direction would be an absolute nightmare. This is also without giving mention to the community at large, which plays on consoles/arcade. Naturally such a project won’t be viable there.
Another thing worth pointing out is that fighting games tend to thrive in a static environment, provided the initial parameters are warmed to by the community of players. A constantly changing offering messes with strategy, matchups and alters the evolution of high level play that exploits subtle character attributes. When this begins to occur, you get player fragmentation and a hazy perception as to what is ‘official’ which results in player interest just plain waning.
In short, I think this is an interesting idea, although ultimately one that isn’t really practical for fighting games on a serious or tournament/competition level. An extreme example without intending to offend would be to cite Mugen. A shoddy mess of retarded ideas that even if a Mugen release factored in serious balance, couldn’t be taken seriously by players.
Right now, I really like the idea of creating AE 2012 character preview patches. This is a very sensible and practical application of this tool. Hats off to those putting in the work that allows people to tinker with their AE 2012 buffs/nerfs - its very much appreciated!
On top of that won’t these balance changes be PC only…?
Exactly. Thats why I said:
“This is also without giving mention to the community at large, which plays on consoles/arcade. Naturally such a project won’t be viable there.”
Well, if there is a game breakingly stupid bug found later on after capcom decides to stop supporting SF4 the idea of the community to be able to tweak the game and build their own patches could prevent things like character banning if tournaments decide to go with PC as the main game system. That is two very big hypothetical and unlikely situations however. Still I support the idea in concept but it has a lot of hypotheticals and it also splits the community.
Thank’s error1!
But there are a small issue, the first hit ot metsu shoryuken does not hit when juggled by the fireball so the full animation does not play, only the others air hits, i tried to change the juggle state and a lot of others params but without sucess.
I don’t think you should be to juggle u2 or they would have said you can dp fadc it
doing this
http://img163.imageshack.us/img163/8352/firehadou.png
should give you a float state on CH that will let combo full u2, but also sweeps and stuff
I think that gives the unintended function of being at jp2 after a one hit ex, but that doesn’t really matter I think
Is there a way to get moves from one version of the game an put it into PC? i.e from Vanilla or SSFIV?
I was wondering if we can just revert Ryu’s cr.MK to SSFIV and SRK to Vanilla without FADC and less damage
Yes, is possible, and easy to do.
hey just wondering if u do this data change and go online, what happens?
Works great as long as your opponent has the same changes
otherwise I’ve heard the game will desynch after one round and both players will disconnect
What about just taking each characters strongest iterations and using that? For example AE Fei and Vanilla Akuma. Just take out/modify things that are match/game breaking, like Feis infinite or Akumas demonflip throw locking down Gief and Abel.
I think I’m missing something - I can’t find a way to manipulate frame (dis)advantage on BLOCK.
Which table or field defines this? Is this an unknown value? I suspect its among the ‘UNK’ fields. UNK10 being hit stun - do any of you know which denotes blockstun?
the amount of hitstun/block stun is unk10 in the hitbox table
http://img155.imageshack.us/img155/8366/framedata3.png
first three are hitstun, second two are block stun, then counter hit
are there some way to turn the hitboxes and hurtboxes visible in the game? I guess that program you guys are discussing wont do it, but something else? Cant be that hard once people could to extract and change the hitboxes and hurtboxes, so it cant be hard to make them visible ingame.
i made some t.hawk changes. so far i have:
-light tomahawk hits twice, damage 90 stun 100 per hit. totaling 180dmg 200 stun. hits once if connects air to air.
-ex condor spire inputs changed to :qcb:+ :k:
-ex condor spire additional juggle properties. (can combo 4 ex spires)
-condor spire is overall slightly faster on 3 versions
-U2 no longer a grab and now counts as a hit. able to combo after ex condor spire at certain distance and after anti-air light tomahawk at certain distance
- j.mp now juggles like ryu’s j.mp (might change in future to j.lp so you can cancel into condor dive for an air combo)
-cr. jab has more hitstun can combo into strong/forward.
-cr. lk has more hitstun.
things i might change later:
-j.lp juggles
-j.lp more hitstun for better fuzzy guard setup.
Making adjustments with E.Ryu to get into AE2k12 status preparation . So far this is what I got… ( How do I change health and stun from the character himself :(? Also how do I adjust the script so when I juggle, they won’t play a knockback animation or focus attack animation? ) Bolded ones mean completed , italics mean needs adjustments aka weird properties .
[LEFT]• Health and stun both increased to 900, these were previously 850.[/LEFT]
[LEFT]• Far Standing Hard Kick has a bigger hitbox.[/LEFT]
[LEFT]• Far Standing Hard Punch causes a knockdown on counter hit.[/LEFT]
[LEFT]• Target Combo’s standing Hard Punch causes a knockdown now and can be followed up with an FADC for even bigger damage. (Buggy, while he does get knockdown , he doesn’t go to falling animation. Something is forcing the opponent to get the st.fierce hit animation rather than the juggle animation.)[/LEFT]
[LEFT]• You can now cancel the Hop Kick into an Air Hurricane Kick. This includes EX. If you are in the corner, you can combo Hop Kick -> Air EX Hurricane Kick -> Ultra 1 or Axe Kick.[/LEFT]
[LEFT]• One more frame of invincibility on Medium Dragon Punch.[/LEFT]
[LEFT]• Hard Axe Kick now has 26 frames of startup and can be comboed into. Damage and stun on the move has been reduced to 130 and 150, respectively, and has same properties as Medium version to go for additional hits. This attack did 140 damage and 200 stun in AE. It started up in 27 frames before.[/LEFT]
[LEFT]• Light Axe Kick on hit gives +1 frame advantage, and the startup on the EX version is 21 frames now. It was 22 frames in AE.[/LEFT]
[LEFT]• Landing the Medium or Hard Axe Kick against an airborne opponent causes an untechable knockdown.[/LEFT]
[LEFT]• Raging Demon damage increased by 20, doing 370 damage now.[/LEFT]
[LEFT]• The amount of time to charge Ultra 1 to full power has been decreased. As an example, you can now land a fully charged Ultra 1 after a Level 2 Focus crumple. A combo example; EX Hadouken -> Level 2 FA crumple -> Full Ultra 1 animation.[/LEFT]
[LEFT]• Far standing medium kick’s range has been extended, and blocked frames has been reduced by 1 frame.[/LEFT]
[LEFT]• The result is that on hit the move will give Evil Ryu +2 frames of advantage and on guard -4 frames.[/LEFT]
[LEFT]• [cr.HK]: Damage from 90->100, active frames from 2F->3F.[/LEFT]
[LEFT]• [H. Shoryuken]: First hit damage changed from 90->100, for a total of 160.[/LEFT]