Hacking the ST rom

You can change sprites pretty easily along with the hitboxes if you know how to do it. It’s rare that the programmers actually delete data, so there’s all sorts of old move info you could play with.

In the animation pointer there is pointers to the 16x16 blocks to edit the animation.

By animation you mean the sprite being used during a move or something else (vertical/horizontal movement of command normals or specials, for example?), because we already know how to change the sprite used. Sorry but i dont play these vampire games, that screen and nothing is the same for me lol.
Talking about the guide, I finished a planned update to it that i was working these days, containing most stuff that me and Jizzon discovered recently. Here’s the link for it.

I know I was just using that as an example
Well do Victor’s dash punch in Hunter(Night Warriors) then do his in Savior. Also, Anak is push blocking.
Also, this shouldn’t surprise anyone.

Edit
Input window (data is encrypted)
O.Sagat
Tiger Uppercut
As 4 meg
0x0A1226

Rom 4
0x21226

Tiger Shot
As 4 meg
0x0A14E2

Rom 4
0x214E2

I’m fine with most supers being safe on block… As long as they aren’t over the top… Eg. Boxers as it is now should be unsafe on block. But if you toned it down in the ways suggested then I’d be fine with it being safe. so many things being safe is one of the things I love about ST I’d hate to see it go completely. Either only do it for some chars or none at all…
Edit: Keep in mind, safe on block doesn’t mean completely safe. Things can be punished on reaction, whiff and even on hit! (maybe you’ll get to the point where you can hack out knockdown from moves as well) Edit2: theoretical example: someone’s super does 50% damage but leaves them open for an easy meterless 40% damage? If I’m not dead, I’ll take that trade most of the time!

Dictator: People must remember SSF2 is WW-speed. If you even neutral jump, Dictator can fly to the other side of the screen with Psycho Crusher. If he has no charge, he can use his sweep, depending on the distance.

O.Blanka probably just needs a reliable way to cross the enemy up. His kick ball could be changed to accomplish that.

Sagat’s Tiger Knee and Dictator’s Head Stomp have a too short window to press the button. Those should be fixed. Also, Fei’s Rekka kick and Cammy’s Hooligan Combo are bugged: you have to delay the button press, which is really weird, and most certainly has been overlooked - same case as the unusually short window for the Tiger Knee.

The motion itself has more to do with it than the timing which is the standard 8 to 12 frames per input. The problem is jumps happen 3 frames after the up forward input regardless how long you old it in Capcom games so on up forward you have 3 frames to press/release the button in order it to come out. This is the reason Capcom changed the motion in SFA.

That’s what one would expect, but one actually has just a single frame to press (or release) the button. The same applies for the Head Stomp. The motion part is fine: it is the restrictive button timing which most certainly makes it troublesome.

You didn’t read a single word I posted. The timer is the normal like the other moves it is the motion is what is making it hard you have to do the button press in the pre-jump or you’ll jump. changing the timer won’t fix this.

Turning O.Blanka into HF Blanka would be great…

As for Rog’s super, invincibility should definitely stay the same. O. Sagat and Dhalsim would be a nightmare otherwise. A damage reduction would be fine though, and maybe you could make it so it always is punishable against every character when blocked in the corner (always leaving those “gaps” where you can punish him)?

Chun’s super, a damage reduction and fixing the stored glitch would be enough. And Ryu also a small damage reduction and no invincibility at all (why should a projectile super give you invincibility?). The rest are fine as they are IMO.

Balrog’s Super is fine as is, even with the damage it does. As you said Rog is a counter to some of the top characters, so no need to change his Super. If anything needs to be changed, it would be the speed on his Low Rush. I would suggest slowing it down a little, maybe by as little as 1 frame. Or I would recommend extending his vulnerable hitboxes a tiny bit so that more normals can trade/stuff the Low Rush. But it’s not a big deal, it’s fine the way it is too.

I agree with a less damage for Chun’s Super, but I don’t agree with taking out the stored Super. This was something that Sirlin was thinking of doing for HDR, but top Chun players convinced him to leave it in, cuz that would take away her “fun factor”, and I agree, so he left it in thankfully.

I get the sneaky feeling that any ST player who complains about Ryu’s Super invincibility is not actually a real ST player, but is actually a HF/CE player who doesn’t like Super attacks. You strike me as that type of person. Why should Ryu’s Super have invincibility? Cuz every other Super in the game has start-up invincibility and Ryu should not be treated any differently. There are already a ton of attacks that can beat Ryu’s Super cleanly, and even some that if done at point blank range can make the Super whiff completely (eg Chun’s close Strong/close Forward, Vega’s crouch Strong, Cammy’s close Forward, Ryu’s Rushing Fierce, etc).

Sirlin was also given advice about what to do with Ryu for HDR, and he was told that Ryu’s perfect and not to change anything, and I agree wholeheartedly. Unfortunately Sirlin gave him the fake Hadoken which gives him a bigger advantage against non-fireball characters. Ryu should just be left the way he is IMO.

Did you just say rog is fine the way he is?

Do I need to quote my post so you can read it again? Not that I mind but it would be a waste of disk space.

No, Rog’s super isn’t fine as it is. It’s damaging, it has tons of invincibility, it’s safe. Something has to give. Invincibility not, because that would hurt him a lot vs. Sim and O.Sagat. But less damage and some sort of unsafety would be good.

I don’t care if every other super has invincibility. Giving Ryu invincibility, damage and the ability to blow through projectiles with no drawbacks is too much. It just doesn’t make much sense to give him such an all around solution for everything. Chun’s stored super hurts non projectile characters a lot since jumping over a kikouken when she has meter often means eating a super. Again, damage, invincibility and storing all in one are too much.

Funny that you say I’m not a “real” ST player since I’ve debated on supers against HF players several times now. I think supers are a good mechanic in ST, but that doesn’t mean overpowered supers are fine as they are. Just like overpowered specials (hi Vega), they should be fixed.

Supers are not overpowered in ST. The main purpose of a Super IMO is to give the character an option to get out of a situation that they otherwise wouldn’t be able to overcome (eg Sagat has nothing that will beat Ryu or Ken’s meaty Shoryuken except his Super, Cammy’s Super is invaluable for pressuring fireball characters to decrease the number of projectiles). That’s why I’m fine with all Supers having invincible start-up.

In fact I think most Supers aren’t strong enough or effective enough. That’s why I agreed with HDR Honda’s buffed up Super (and it’s still not good enough, it still can’t go through meaty fireballs), and that’s why I advocate giving Sagat, Ken and Dhalsim their reversal Supers. They have this option in HDR and they’re not overpowered at all (it works great for Sagat vs meaty DPs and fireballs!).

If there’s one Super that I had to say was overpowered, it would be Vega’s Super cuz he can keep his meter even if he misses the throw, it’s a win-win. But that’s stretching the definition of overpowered too far IMO, it’s fine the way it is.

BTW Dhalsim’s Super also blows through projectiles, has better invincibility than Ryu, good damage, and is also an effective anti-air. I’d rather not accuse you of bias, but it seems I don’t have a choice.

Looks like you are misunderstanding me. I’m not against supers, but saying that all super moves are perfectly balanced is incorrect, and properly balancing their risk/reward is a good thing. If you read my posts correctly I even say that, aside for those three overpowered supers, the rest are mostly fine.

Sim’s has invincibility, but can’t be used as a reversal and has limited range. It’s not as useful as Ryu’s, which is why you don’t see it used that much outside of chip damage. Honda’s super should stay the way it is. Stored super is very useful against Rog (and without it the matchup would be even harder than it already is), and can be used against zoners that jump on you when you walk forward / do a n.j.HP. Dhalsim not being able to use his super as a reversal is a good thing. He doesn’t need that; things are hard enough for most characters to give him a proper reversal. Removing Vega’s option select super/swipe would be good too, but it’s not as relevant as the actually powerful supers.

Not every super has to be great by the way. Some being situational or matchup specific is not a bad thing at all, as long as they have other tools to compensate.

Give me an example of a matchup or situation where you would say that Ryu’s Super is overpowered.

I agree with you that Dhalsim’s Super is better than Ryu’s at close range. And I agree that Ryu’s Super is better than Sim’s for punishing fireballs. You correctly said that Sim’s Super is harder to punish because of his better priority, but the solution is not to take away Sim’s reversal Super, the answer to that is to decrease Sim’s invincibility so that it’s more easily punished (HDR’s treatment of it is not bad, but I would go slightly farther and give him only slightly better priority than Ryu). But anyway, Sim is top tier and Ryu is at best #5, so it makes sense that his Super should be somewhat (situationally) better than Sim’s.

Do you really believe Honda’s Super is fine? Do you really believe that?

You must be trolling me now, cuz every Honda player says it’s damn near useless in fireball matches (it’s somewhat useless in HDR, but it’s completely atrocious in ST, not even worthy of being called a Super Attack). Even if you manage to walk forward and punish a fireball with it, Ryu, Ken and Sagat can reversal DP and hit the 2nd Torpedo, and not just that but almost every other character can punish in between hits or after blocking the whole thing. Not to mention meaty fireballs are inescapable with it.

I’ve even seen this amazing thing happen: Honda does Super from full screen vs Ryu, he tries to do Shoryuken at the last second, but instead misses and gets a Hadoken, yet still manages to hit Honda’s Super cleanly at point blank range with Hadoken! Not even a trade. That’s just pathetic. If there was a Super that was most in need of a buff, it would be Honda unanimously (and this is coming from a Ryu and Ken player!).

Against Guile or Deejay for example, super tilts the game heavily in favor of Ryu. Giving Sim a good reversal is a mistake. Either keep it bugged or completely remove its invincibility.

Honda’s super is fine as it is (I main Honda). It doesn’t need to be an all around super and it has its uses, like the ones I mentioned. It is vital in the Rog matchup, and useful against projectile characters so you don’t get jumped in for free when moving forward. It’s also easily comboable. Giving him other anti-fireball tools would be better than homogenizing the game by turning all supers into an anti projectile mechanic.

If there’s a super that needs a buff, that’s Blanka’s, because it’s nearly useless. I can’t think of a single situation where it works as anything other than a shenanigan against an unsuspecting opponent.

Cronopio. I have a problem with at least one portion for all of your super changes. Ryu is pretty unsafe already, maybe just a damage reduction would be okay.

Rogs super is NOT fine as it is. If you think he has a problem with o.gat well, guess what? The majority of the cast have a problem with him too. In fact, I think he (gat)doesn’t have any bad matchups at all. I think the worst he has is a 5-5. So yes the super’s (rog’s) gotta give and I dont mind if it ends up being the invincibility. because o gat’s gotta give too

Honestly I think rog vs sim is fine.

Removing chun’s stored super? No. Just no. Like blitzfu said sirlin left it in for a reason. Its a big staple of her play and its just too damn fun. The main problem with the store is the 50-50 for 80% damage. Otherwise its not that bad. Find someway to deal with the 80% 50-50 if you must but do it without removing her store.

As for honda. At thebare minimum i think if he lands the first hit of his super, it should combo 100% of the time. As it is, it doesnt. Not even close

Stored super against non projectile characters is too good. She can shoot a kikouken then store and punish jumps (even neutral ones) on reaction. I don’t think that’s very fair or something that can be solved by lowering damage. Just give her something in return to compensate.

O.Sagat has bad matchups against Vega and Sim. He should be toned down a bit for sure though (either keeping his Tiger Shot speed but with bigger hurtboxes or N.Sagat speed and O.Sagat’s hurtboxes would be good I think).

Rog’s super needs to be toned down in the damage and safety department, but invincibility should remain the same IMO as it would make those two matchups quite hard.