Works online as long as both players are using the same version. However atm gameplay modding requires a work around due to a file check that was added when the steam version of SF4 was updated.
If you check the main post you’ll see I haven’t touched Chun Li yet.
As for the damage output? Well I dunno if it’s on Vanilla levels but it’s higher than current. There are a few sneak peak videos that show some combos, though these aren’t practical stuff.
A lot of the damage was increased on non-combo stuff though. Mainly anti airs and raw pokes. Like Blanka’s crHP does 110 now, Cammy’s close HK is a command normal (the anti air upwards kick) and does 130 vs airborne. Fei’s close HK now 2hit and does 130. Fei’s close HP does 100 for full duration making it better as an anti air. Supers and throws all got damage buffs, however ultras got damage nerfs.
There are a couple of change breakdown videos on the OP
I’m afraid this will completely destroy dhalsims IAT teleport mixups.
You’d basically have to do a dp motion, upforward/backwards for the jump and then downforward/backward again together with punches. Seems needlessly complicated. Also, the reduction of meter gain while blocking is additionally nerfing defensive characters or characters without reliable reversals. Sim vs Yun as an example. Once you reach the corner dhalsim basically remains in blockstun until he has meter to ex upflame a divekick or something like that.
just my thoughts, havent downloaded it yet, but probably will do.
Just do clean inputs. Stop using shortcuts. People were doing IAteleports in ST and CVS without the shortcuts :P.
Stronger anti airs + improved meter gain on specials + level 1 focus CH doesn’t crumple also make it harder to get in on sim. Anyways, sim isn’t one of the characters that’s been modified if you look at the OP. Neither has Yun for that matter.
Wasn’t a “didn’t wanna” just didn’t get around to it. I haven’t worked on this since april, and I’ll probably just readjust this for ultra or start a new project.
Well if you are just going to announce it like that. I was planning on working on the team mod. I just didn’t want to say anything until after we had some progress.
I do think a number of my SSF4X ideas could be incorporated. A couple of specific moves (Cammy DF+HK command normal) for instance. As well as adjusting AA damages. The Ken sLK/sMK changes.
I think I just feel in love with you … xD I just dont get why capcom doesnt incorporate stuff like that… It’s like they want people to jump all day…
by the way, as a modder for sf4, would it be possible to change certain move inputs?
I get that you can change leniency for moves, just as you did with the srk input. But can you change it completely?
like: shoryuken is now qcb+p or something like that?
edit: maybe it is easier if I adress the “idea” directly.
I thought about making Viper easier to access.
I’d switch her cancels to simply press a kickbutton (like hayate cancel)
which means knuckle feints would be done with qcb+p~k instead of qcb+p~pp. That would simplify the input and accidential ex knuckles wont come out.
Same with seismo cancels. additionally, if possible, seismo would have to become cancelable into itself after a seismo feint (would be getting rid of the superjump in between each seismo feint)
last but not least: superjumping out of seismos/ normals would be done like jumping out of poisons rekkas/ Makotos fukiage by simply holding upwards.
I “can” do the above stuff with viper already, yet way too inconsistent (especially online) and would love to try out a “simplified” Viper.
The execution barrier is a common reason for not playing Viper and i guess with hard execution and unorthodox playstyle, she is a hard to learn, even harder to master character, and that in a game like sf4, that was supposed to be beginner friendly (at least at first).
Any ideas about that?
So, do you think it would be possible to alter c.viper in the way that i described above? (I did edit it around the same time you answered)
because that would add heavy changes to her superjumping and special cancels
Yes and no. Viper feints work differently than hayate cancels. changing the buttons used would a cinch but if you want to work like how Hayate cancel works (where you can do something like QCF+P while holding down kick and always get the fastest cancel that would require a bit more work.
I started to type out how it works and I realized that it’d probably be lost on you because it is full of a bunch of meaningless jargon unless you’ve experimented with the Onotool before. Not trying to be snooty, just I think I’d ultimately just muddy up the explanation.
Let’s just leave it at, the way that the moves cancel into their feints is handled differently. It could be done, but I’m not 100% sure if there would be repercussions for changing the way the cancels are handled. However changing what button is used would be fine and perfectly logical. Though if it turned out to be TOO easy for the reward granted on some of the feints (especially HK Thunder Knuckle which is invincible 1-6F of an 11F feint) then I’d probably want to either adjust the FFF reward or adjust the timing so that FFF is a harder link. (IIRC FFF with HP TK is a 3F or 4F link if you do the cancel frame perfect. The hard part is the feint.)
As I said earlier to will smith though, chances are I’m going to shelve this particular project as there is a team mod in planning stages between myself, smith, and a few others.
In regards to the anti airs and such you should really read the patch notes, it’s only partially complete but you can see some of the stuff I did.
Damnit… now im curious … Need to check out the “onotool” now …
I hope it still works and wasnt ruined because of the steamupdate / will be ruined by the Ultra update
Even in Super Turbo where zoning was extremely strong you had to watch out for that kind of stuff.
Fei Long and Balrog’s Supers were great reaction counters to fireballs and were one of the biggest things that made them competitive in matchups vs Guile/Sagat/Ryu.