SF4 Show-off - PC Combo Scripting Tool

ohh its the stage quality thing. i changed it when i took it to final round and i had my computer running all day while recording so i turned down some settings to preempt any performance/overheating issues

btw here’s two vids i did using this


the ken combo is plenty doable by hand but i work faster with this tool. it is very difficult to be developing this mod and learn the timings for every char’s combos by hand, this tool saves me tons and tons of time

I tried doing a simple charge cross-up combo like Blanka j.MK, c.MK xx HP Blanka Ball, but I can’t seem to get it to work. With your new alt, the inputs get mirrored when I land, while in the default version, the direction I’m holding in the air doesn’t change until I press MK (vs crouching Seth). I tried changing almost every individual B to an F with the original setting, but it just doesn’t want to work:

“(f).(f).23(dlk).19(f).(f).23(mp).29(uf)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(b)(bmk)(+b).23(-b)(dbmk)(b)(fhp)(hp)”

Btw, did you know (+b) is disabled if you press (b) anytime during it?

To explain why (+b) gets disabled if you press (b) I need to tell you about how SF4SO works with buttons. In SF4SO there are three things you can do with a button and I’ve just called them Press, Hold and Release. Hold is just pressing a button down, Release is releasing a button, and Press is pressing a button down and one frame later releasing it. So a Press is really a combination of Hold and Release. When you do (+b) SF4SO will push that button down, if you later do (b) it will try to push it down, but because it’s already down nothing happens. One frame later (b) will try to release the button because it’s a Press. It will then, as you said, disable the (+b). This is the intended behaviour.

When it comes to your combo… I’m not quite sure what you want to do here. As far as I know you can’t do that combo (Blanka Cross-up j.MK, c.MK xx HP Blanka Ball) because you need something like 54-55 frames of charge before you can do the Blanka Ball, and the c.MK does not give you the required frames. If you add st.LP after the c.MK it’ll work just fine (this script is for Blanka vs crouching Seth):

dist1.1
(uf)
(+fd)
.28
(mk)
.24
(dmk)
.26
lp
.3
(fhp)
(-b)

This is with the original config. You should probably avoid using the alt config if you can get it to work with the original one. The alt one was just something that I thought would work on Guy’s throw and has not been tested on anything else than that, and I’m not even sure it will work with the throw all the time either. By the way, in this script I first did (+fd), but in the end I only released the (-b). That is because the (dmk) disables the (+d) as I explained above.

When you did that (b)(b)(b)(b)…-thing you said that SF4SO won’t change the direction during the cross-up before you did the j.MK. As far as I can see this is not true, it just happens to be the moment of cross-up in that particular script. You can check it using Peeker. I also tried doing the script I posted above using only (b) the whole way through instead of the (+fd). It works exactly the same, but I’m wondering why anyone would do that as writing so many (b)'s is really tedious. The only reason I can think of is that you are trying to maintain charge through the cross-up. Error1 mentioned that it should be possible. I don’t know how you would do that in SF4. Not that I don’t believe him or anything, but I’m beginning to wonder if this is a myth, and that your backwards charge will always be reset when you switch sides in SF4 (don’t quote me on that though!), or that maybe it’s some sort of glitch that will only work in specific situations, with specific characters and/or specific moves.

Those look really cool! I’ll be sure to download ssf4 remix and try it out one of these days. I noticed that I’ve even been credited in your wiki. Thanks! It means a lot to me. I’m happy you’ve found a good use for SF4SO that I never even thought of.

Charging during cross-ups is definitely not a myth, it’s easy to do with training mode recording, and I’ve seen other people do it with TA before. You simply have to start holding the opposite direction during the same frame where you switch sides, and the game will think you’ve been holding back all the time. That’s what I’m trying to replicate here, but I can’t get it to work. With is why cross-up j.MK, c.MK xx Blanka Ball should work, if you successfully maintain charge during the cross-up and start charging as soon as you leave the ground. Sadly, it’s really hard to do even with TA, because you basically have to guess what frame they switch sides at since there’s no indicator for when you lose charge or when you switch sides.

If it would be possible to create a program that displays a counter of how much charge you have, that would make it a lot easier. Do you think something like that would be possible?

its possible but more complicated than it sounds because there’s several different charges a char can have. for example rog has 4

I see. Well, the new hitbox viewer might solve the problem, since there’s a dot on the hitboxes showing where the center of the character is, is there not?

Guys, need your help here, please.
I downloaded the latest version of the software.
I have SSF4AE2012 Steam version.
How do I make these scripts work?
I tried to apply demo scripts for Fuerte, but they do not work.
What should I do to make them work?
Thank you.

Did you bind the same buttons both in-game and in SF4SO?

I use PS3 gamepad and cannot set the inputs in SSF4SO at all… Should I use keyboard only?

In training mode you can control the dummy with both the controller and the keyboard att he same time. Just set “keyboard 1” to whatever you want, then set SF4SO to the same buttons.

About this demo script for Fuerte: am I supposed to press and release the HP button or it doesn’t matter if I hold it for couple seconds to make the script work?

OK, I’ll try to do so.
Do these scripts work in training mode only?

Thank you for your help btw!

The script should run automatically, without any manual input from you.
No, they work anywhere in the game, but you’ll need to play on the keyboard in the other modes.
You’re welcome!

Sorry, but I do not get this “run automatically” part… So the game starts and the script starts at the same time?.. I was under impression that I have to make a script (a short simple combo for example) under one button (HP for example). So the script starts as soon as I touch the HP button on my keyboard or my gamepad. Is there any way to make a script for my PS3 gamepad? I play SS4 alright, but there simply are not enough buttons available on PS3 pad :frowning: This pisses me off big time :slight_smile: I cannot play on keyboard btw.

You open the script in SFIVSO, then you press “start script”, then you switch to the game, and then the script should run automatically. Alternatively you press F1 to start the script. There’s a readme in the SFIVSO folder that explains how it works. This program is not designed to be used when fighting other people, it’s designed for testing things in training mode with perfect accuracy, or to do tool-assisted combo videos.

Oh, I see now. Thx for the explanation. I need to learn some good combos in training mode anyway. Appreciate your help.

I second this!

I had to move to the steam version now, and now SFIVSO doesn’t work anymore. It just freezes when I try to start a script.