SF4 Show-off - PC Combo Scripting Tool

Sure.
http://www.slitherware.com/download/193/
Just overwrite the old one with this one.

I need to get to bed now, but if there’s anything else, just tell me, and I’ll see if I can add it tomorrow.

Thanks! that was pretty quick too.

I like it, works really well
https://dl.dropboxusercontent.com/u/35396368/Abel%20vs%20Balrog%20infinites%20in%20the%20corner.txt

Thanks, glad you like it. Cool combos. I didn’t know there were this many different infinites.

How did you find different infinites? Trial and error?

some trial and error is involved. You can watch it frame by frame to check for meatiness, but a lot of times you can tell by feel when the lp hits meaty.

How many frames does a direction take?

Can you add the difference between frames since last input for P1 and P2 in Peeker?

Other shortcuts:
half circle back: f,d,b
ultra motion: d,f,d,f

I could help add features if you have any plans to release open source or to share a private repo.

As far as SF4SO knows, a direction is just a button, and it takes 1 frame. It presses it on frame 0 and releases it on frame 1.

I don’t quite understand what you mean by the difference in frames since last input, sorry.

About open source, well, I’m not sure. Maybe, I’ll have to think about it. I’ve never actually coded with anybody else before, and I’m a little afraid to get lost in unknown code, haha.

I didn’t add the ultra shortcut because you can just use the QCF and QCB shortcuts twice, and I wasn’t really sure how to optimize it either.

speaking of slow mo, frame by frame, if “someone” can make an Tool to replay a pre recorded / scripted combo frame by frame. It would be as awesome as seeing hitbox on screen. Maybe only with hitstun info to figures when we can save time and such, analyzing pressure strings, etc.
No idea if this is high or easy though.

If you want slow motion, you can download Cheat Engine and use it’s speedhack. Set speed to let’s say 0.5 and run any combo in SF4SO. It will still work because SF4SO counts the actual frames. You can set it to 1.5 if you want as well. It looks really silly. :slight_smile:

from some basic testing it seems that each wait is slightly longer then one frame
making plinking and karaing imposable
for example
with ken
(fmk).(lplk)
should be a kara throw, but the lp+lk always comes out too late
if you do
(fmk)(lplk).
then he never even does the lp+lk

No, each wait is one frame. What you are describing is a problem I’ve yet to fix. I’ve not yet made a plinking function, so I don’t know if you can get that to work. You can try messing about with (+) and (-) though, but I don’t think you’ll get it to work unfortunately. EDIT: Got it to work, look below.

(fmk).(lplk) presses fmk on frame 0, releases it on frame 1, presses lplk on frame 2 and releases lplk on frame 3 (if I remember correctly). One frame too late.
(fmk)(lplk) is not possible because you are trying to press (lplk) while releasing (fmk), and the game won’t allow it. It has to be a plink to work. In a plink, you wouldn’t release (fmk) before you hit (lplk), and frame 1 would still be free.

(+fmk).(lplk)(-fmk) should plink, but it doesn’t. It’s a bug. I don’t know if I need to fix it though, maybe I should just add a function that handles plinking for you. Maybe something like this: (P(fmk)(lplk)). I don’t really know…

It seems you can get kara throw this way:

(+f)(+mk).(+lplk)(-fmklklp)
or just
(+f)(+mk).(lplk)(-fmk)

Stupid workaround, I know… And this double-plinks I think. (f to mk to lplk).

It looks like you can add whatever you like before the plink, but as soon as you take it away, it stops plinking.
(b)(+fmk).(lplk)(-fmk)
and
(d)(+fmk).(lplk)(-fmk)
works too, but something must be there, or else it won’t work. This is puzzling me, I don’t know why this happens.

for a pink to work

nah,
hold f+mk, wait one frame, release f+mk, lp+mk
works fine as a kara, I’ve used it tons.

it makes it so you can’t input commands very fast, stuff like a standing 720 isn’t possible, but that’s not such a big deal

If P1 frames is 100 and P2 frames is 90, I want to see the difference 10 like it displays the distance between players.

I couldn’t get (d).(f).(d).(flpmphp) and (f).(d).(bhp) for ultra and half circle back to work well. It feels like directions are held more than one frames.

I think the problem with SF4SO is that it seems you can’t use it to wait 1 frame. It’s like it for some reason starts counting at frame 4 or something. It’s still counts frames correctly, but “.” is really more like “.4” or around there. So if you use “.4” that would in reality be something like “.8”. I’m not sure on the exact count, or why it happens yet, as I haven’t had the time to sit in front of my computer today at all. This is probably why Ken’s kara throw won’t work as well.

For ultra, just use
qcf
qcf.
(lpmphp)

or if you want to do it manually, mess around with (+) and (-).
Maybe something like this which is some frames faster I think:
(+d)(-d)(+f).(-f)(+d)(-d)(+flpmphp).(-flpmphp)

I just had a look, and I think I found my mistake. When I added my fix, Ken’s kara throw works just like it should, and
(d)(f)(d)(flpmphp)
Does ultra really fast.

I have to go over some stuff before I release an updated version. All scripts made up until now would need fixing, but it should just be to add the same number to every wait.

Uploaded new test version.

Okay, some good news and some bad news.

Bad news first:
None of the old scripts will work with this version. You can’t simply add a number to each wait either it seems.

Good news:
This version should have no problems with fast presses. You can easily do standing 720’s like this:
(F)(D)(B)(U)(F)(D)(Blp)
or even like this:
(F)(D)(B)(U)(F)(D)(B)(U)(Flp)

Ken’s kara throw works too, like this:
(fmk)(lplk)

Plinking works too, like this
(hp)(hpmp)

Updated the qcb, qcf and dp shortcuts. They should be faster now, but not optimal as they don’t press a button on the last direction, but one frame later (if you script it, that is). If you need it 1 frame faster, just do it manually like this:
(d)(df)(flp)

I think the problem with the old version is that it bases it’s waitframes-function on “frames since last button press”, which resets to 0 every time you hit a button. I’m not 100% sure about this, but different moves MIGHT reset the counter on different frames. That ruined SF4SO’s early wait-frames (but it still counted frames correctly). Anyway, now I’ve changed it. waitframes no longer uses “frames since last button press”. Instead it uses another counter. The match-counter itself. It starts at 0 when the round starts, and never resets. This only works in training mode right now. I will fix that later, but for now, could you please test this version out a little, and tell me if everything works like it should? If it does, I’ll add counters for outside training mode, but that’s kinda pointless if this doesn’t work right.

Download here:
http://www.slitherware.com/download/205/
Just overwrite your old one with this one (make a backup first in case you want to go back to the old one).

with duds, doing
(+b).(+d).(-b).(+f).(-d).(-f)(mphp)
200
(+b).(+d).(-b).(+f).(-d).(-f)(lk)
doesn’t seem to work

What is that “200”? Do you mean “.200”?
"(+b).(+d).(-b).(+f).(-d).(-f)(mphp)" Works fine here. You could also just do:
(b)(d)(fmphp)
which does the same thing.
"(+b).(+d).(-b).(+f).(-d).(-f)(lk)" Works fine as well.
Are you using the test version I uploaded?