If anyone wants to mess around with what I’ve been tinkering around with, either on your own or over GGPO, shoot me a PM. I don’t have much more I can milk out of this thing without much more time and knowledge of how to really mess with the debugger.
Mostly, the old cast have been boosted. Plenty of bug fixes have been made to things like weird hitboxes, oddball recovery times, and so on.
For example, O.Fei’s hurtboxes don’t project when he recovers from rekkas, and either version of Chun Li loses those extra recovery frames on roundhouse ground SBK. O.Boxer’s level 1 and 2 TAPs act just like they did in HF, O.Sim has a faster teleport, and O.Cammy’s drills and SBFs have great mix-ups for blocking.
I tried to keep the changes as subtle as possible; with this build, no input changes have occurred, and the entire cast is fun and potent. If anyone would like to have fun and help, I’d really appreciate it.
that mango bison is awesome.
If damage on supers were lowered and invincibility on them were completely removed (with one to two exceptions), and a few tweaks for balance, i don’t see why people wouldn’t give an ST hack a shot at competitive play status. Losing the invincible supers and the ridiculous damage from them would make the gameplay much more interesting than it already is.
can you hack Alpha2 rom as well?
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nerf Alpha Counter damage to 30%-50% of what it is in vanilla A2
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Alpha Counters cannot kill
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nerf Rose punch AC (add scaling to the followup combo?)
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make CC activation HP+HK
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add more scaling to CCs (scale drastically after 40% damage)
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possibly remove Valle CCs
done! possibly the best game ever
Maybe
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don’t get brain washed by people saying super’s are dumb.
tomo and jeff don’t play ST enough to know the whole story.
the only problematic super is definitely rog’s and maybe ryu/chun’s need a little nurf.
st is not perfect but saying something it isn’t is just wrong.
Nerfing rogs super to have longer startup, or having less invulnerabillity, or more recovery, do less damage etc are possibilities that are very easy to hack, unless there are something special/hardcoded about it. I have no idea how to remove chun’s walking super though, since i pretty much only know how to hack the frame and hitbox data.
But yeah, not all supers are broken. Dic for example needs that invincibility on his super, removing it would almost turn dic to a low tier.
Please explain to me how having moves that do 35 to 50% damage and have enough invincibility to go through most normals and special moves encourages and rewards smart play. So instead of making as few mistakes as you can, if you’re losing you still have a shot at coming back because of that super. Instead of trying not to let gief pin you down in the corner if you’re dictator, you can still get out because you have that invincible escape move. And if i were zangief, i did all that work to push you into the corner and put myself into a position where i have a good shot at winning the round, but once he gets super dictator needs just one good guess and he escapes. And if i’m throwing out a projectile or a normal just to try to keep you away from where you want to be, i run the risk of eating 50% damage just for doing something i should be trying to do.
The difference between ST supers and shit like SFIV’s ultras is that dictator either has meter cause gief was playing poorly, or sacrificed health with mulitple timed reversals to build that meter to escape.
You don’t get meter for getting hit in this game, so most of the time, that super is only a problem if you let them build it up.
Really though, most supers in this game aren’t that good.
Yeah Supers are fine in ST. I wouldn’t even nerf Chun’s Super (except for damage), and Rog’s Super is fine too as well as Ryu. The other good thing is that you don’t carry over meter into the 2nd round, it starts out the same, so now you have no excuse for keeping the other player from building meter.
i would like a copy of this. i personally think buffs are the way to go instead of nerfs
I agree with Coth that most supers are that good - if at all. But some are, and they are a problem.
Ryu’s super completely changes the match-ups where his projectiles are good. I believe it is clear that it does more damage than it should. Rog’s supers (he has two) do way too much damage, are way too hard to bait, wait too hard to punish if you bait them (sometimes they even bug in the corner so that you cannot punish them), block-safe against most characters, give him a free “welcome back to the corner” card, are very hard to reverse and charge way too fast in virtually all match-ups but against Dhalsim and O.Sagat. It is obviously not fine, being that he wins most match-ups without the supers, anyway.
I consider Ryu’s super to be a problem on another aspect: it does not really help him much in match-ups he already gets owned. O.Sagat takes a hit and blocks the rest 90% of the time. Rog has his invulnerable headbutts already, and his super - before Ryu gets his, almost always. Dhalsim usually has a big life lead and several tools to bait Ryu’s super, if he can avoid getting knocked down. Top tier aside, I believe he only really needs the super against Chun and O.Hawk. If Rog, O.Sagat, Claw and Dhalsim were removed, Ryu and Chun would be at the top, hands down.
I also love ST, else I wouldn’t have spend so much time getting frame data, adding stuff to the Wiki, playing on GGPO and even traveling to gatherings and tournaments. It’s leagues ahead of any other games being played now. I’m just not a SF4 scrub who’s born like 3 days ago and believes his game is good cos it has a player base. I have to agree that supers are chances to obtain a lot of damage out of a single guess. Some could even be OS’ed in the form of a throw-super non-mixup (since it’s an OS). And due to SF2’s long throw range, it is also not very hard to to throw-super mix-ups.
I believed nerfed ST characters + SSF2 + slightly increased speed (not US3/JPN4) would make an awesome game. Very similar to what ST already is. No more CPS-1-chains, no Gief’s OS poke-SPDs, no CE Bison, etc.
Ryu’s and rog’s supers are probably the most problematic supers in the game given how good they were made.
Honestly, chun should just lose the upkicks juggle afterwards because that damage is ridiculous.
I do kinda think that grapple supers should be able to be wasted.
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Yeah, Gief’s super should be even more mediocre than it already is.
If super damage was toned down overall (with the exceptions of hawk and gief) to around maximum 25% damage (no more than say, getting hit by one of CE sagat’s uppercuts) and you take out the invincible frames, you’d eliminate the complaints about high damage, using super as a comeback tool, dumb way of escaping traps/getting past pokes, fireballs, whatever.
But if you left all other super properties intact many of the best supers would still be very good. Ryu super would still be excellent. He would still have an advantage in fireball battles, mid-range footsie poke games etc. Most of the things that make that super an excellent weapon in his matchups would still be intact. If you changed boxer’s super the same way, it would still be a very good super because of its range and it being safe on block. Dhalsim’s super would still be good. Same with claw super.
Grapplers already get damage on block so I don’t think it really matters.
Honstly I was thinking more claw then hawk/gief when I said that.
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There would be no reason to use supers at all if they were so toned down.
As they are, they add a dynamic to the game that didn’t exist without them. The fact that players have to rethink strategies over the course of a match works wonderfully for the game. Sure, a few are better than the others, but that doesn’t mean they should all be relegated to obsolescence. In many cases, they give options to characters who really need them, instead of allowing matches to play out similarly more often.
I would love to just see an option to play with supers or not, and to see some of the more overpowered ones get toned down, as many have pointed out. I know many people aren’t fans of HDR overall, but I do feel one of the things Sirlin got right overall was the balance of supers. Boxer’s could still stand to have a bit more recovery added to the end or something, and Chun’s got weakened a bit too much, but the slight damage reductions and subtle tweaks were better than anything really radical. Completely removing invincibility and reducing damage to around 25% would be way, way too much.
Kinda funny the Hyper Fighting people went on to make SFEX nothing beats canceling supers with supers and more supers.