(SSF4:X) SF4 full conversion mod thread. v0.39 Alpha now available! [04/14/2014] (19 chars!)

Perhaps but probably not with 9F active and 130 damage lol.

Just as long as it maintains the same level of utility as a keepaway tool.

i should say on reversals only then. it’s true that it can be offensive as you say. perhaps costing 3 bars instead of 2 on block? either way it would have to be for a different mod.

Regarding Cody changes: if I understand correctly, you buffed his throw dmg by 20 ? (= 150) ? isn’t that a little too much ?
Same for his cr Lp dmg buff - this buff alone increased Cody basic hit confirm by 20…

Under universal changes:

Also:

Light attacks are getting 15% more pushback on hit/block and build no meter for attacking or defending players when blocked.

and

Many normal attacks getting damage buffs


Gouken’s forward throw does 150 now as well. His close and far LP were made +5F on hit and his crLP was buffed from 20 damage to 30damage and made +4F on hit. It’s now actually possible to do crLP - sLP - sLP - farMP - MP Palm Rush for 212 damage as a mid screen hit confirm.

Juri’s forward throw is 150 damage 140 stun and back throw is 140damage 170 stun. Her crLK was buffed from 20 to 25 and her close LK was buffed from 30 to 35. She can actually do crLK - clsLK - farLP - farLK - MK Pinwheel for 169 damage or crLK - sLK - sLP - crMK - HK Pinwheel for 217 damage.

Thawk’s forward throw was buffed from 130 to 145 and his back throw was buffed from 160 to 170. (The reason for the lower damage buff on the forward throw is that it leaves him in an incredibly good position for a crossup or not mixup.) and his close HP was buffed back to a 2hit normal like it was in ST. It’s now 8F startup 2(1)1active 14F recovery (+2F on block +6F on hit) 70x2 damage 100x2 stun (140dmg in 2 hits instead of 130 in 1 hit.)

Vega’s forward and backwards throws were both buffed up from 120dmg 120stun to 135 damage 135stun (lower damage buff due to his amazing kara.) his crLP got the 1F more hitstun people wanted and now it does 10% chip damage on block while he is holding the claw meaning it does 3 chip) and when he doesn’t have the claw it does 20% more stun damage (Meaning instead of being 30 dmg 50 stun with the claw his crLP becomes 20 damage 60stun with the claw. crLP - crLP - crLP - crMP with claw = 126 dmg 210 stun. Without the claw crLP - crLP - crLP - crMP = 91dmg 252 stun)


Cody getting 10 extra damage on his crLP ain’t exactly a huge deal. I admit bias in which characters I’m concentrating the most EFFORT on but I’m certainly doing my best to not make the changes lopsided in terms of who gets the best stuff. If anything the fact I’m scrutinizing Cody even more than others has led to him getting the most compensation nerfs of all of the characters.

TY for the feedback tho

Finished posting the most current change list for Cody, now to start on Gouken’s notes. Compiling the patch notes is a bit of a pain. I could have made it easier by writing the notes as I modify the character but I’ve found that doing it that way reaaaaallly slows down my actual progress on the mod itself so I stopped doing it that way. Hopefully once @Razor5070 has time to finish the newest update on Ono! I’ll be able to use his “version difference” tool to speed up compiling the patch notes a bit. I want to do documentation for the existing characters as best as I can before I go further into the mod that way I’m less likely to forget something. Plus going through the changes again like this has given me a chance to reevaluate some changes I’ve made and further tweak them.

BTW one thing you might not have noticed about the Cody change logs (as it’s something that ISN’T there rather than something that IS) I did NOT make Cody’s EX Criminal Upper any more invincible. I felt that being weak to knockdowns (and especially crossups on knockdown) was an area of Cody’s I wanted to keep, and in some ways further emphasize. As I stated in my design notes, I wanted Cody to be strong at most ranges and feel like as long as he is prepared before hand (Example: He still needs to read ahead for an EX Ruffian as 1-6F are NOT projectile invincible, his Zonk still has the same charge time and Alpha Counter eats up 2 buttons for 60F, his fireball is a lot better but it’s still slow at 24F startup, his knife requires him to go get it or prepare a fight to occur over the knife so he can use knife pickup mid combo, ect.) he is going to be good and very scary.

However the opponent has a legit weakness and hole to try and exploit. Cody is still not the most mobile character and if you knock him down his options are even more risky than in AE2012. He has a better backdash but BD invincibility is universally reduced by 4F so it’s a less powerful option on wake up and very easy to OS. His EX Criminal Upper is still easily stuffed, is unsafe on block (-11F), relatively slow to startup (7F), and doesn’t deal with jump ins well, and has a frame count comparable to a HP SRK. His EX Zonk now requires 2 bars to use AT ALL and cannot be made safe on block ever, plus again it’s a slow startup (16F) and not good against jumpins/crossups on his wakeup (however you have to respect him more now when trying to pressure him with block strings.), his last option is easily one of the riskiest and most costly options in the game. With a total frame count of 65F and being -40F on block it is more unsafe than the most unsafe SRK in the game while not being able to be FADC’d either, combined with costing 1 bar AND an unprecedented cost of 80 HEALTH AND only being available at reversal timing (no delayed reversal shenanigans or using it on offense you have to COMMIT and the opponent can much more easily predict when you will use it due to the reversal timing requirement.

I HOPE that Cody’s weaknesses and strengths feel in balance once this is released.

I noticed in another thread you talked about how nearly useless dizzy is for most characters and how the characters that can stun well don’t benefit as much from it as they used to in previous SF games.

-Damage scaling make it worth less (not worthless)
-When you do get a dizzy they’re probably already at 40% life top, usually 20%
-This game’s only means of dizzy are balls to the wall offense (Makoto, Dudley) or vortex which always triggers the above two problems

Are you planning any high stun moves oriented around footsies? I’m not talking ST Fei Long’s fierce or anything, but I think if you’re going to increase stun in AE while at the same time trying to nerf setups then it’s not showing with your Cody changes. Crossup fierce sounds like it’s for setups, and 25 extra stun for nj.hp isn’t that big. The only other stun buff seems to be super now does stun. What about some moves meant for the neutral game?

I’m asking because I main Cammy and I’m assuming you’re going to butcher her vortex. I’m rather attached to the dizzy, that’s what I like about rushdown characters. Being able to do something like far fierce for 250 stun would be good for “sealing the deal”. I’m also trying to think of it in terms of what her bad matchups would be without vortex, like Guile, and I think this is a good fit. It avoids the above problems fairly neatly and still makes a cornered post-combo’d Guile afraid to throw anything out.

Also I think moves that are generally meant for punish, like Rufus’ snake strike, should get a significant stun buff.

Don’t worry about Cammy, honestly the worst nerfs I think I’ll give her is a slight increase to the HURTBOX on her regular CS, make clsHP 5F startup, and make EX CS have less frame advantage/slightly smaller hitbox. That is about it. Though I might make her throws move the opponent SLIGHTLY farther (barely noticable) amount just to mess up unblockables. However mostly (like everyone else) she’ll be buffed a bunch.

Sorry, I have been working on a big update to the manager.

After that is finished I’ll go ahead and polish off the ono changes, everything is there functionally, but it need that polish before I’m ok with releasing it.

That said, I don’t know if anyone has done anything to the svn, if not I could probably just upload the current changes to the svn, though I can’t guarantee anything if you where to use it.

Also, The manager has a Development option for mods just like this :stuck_out_tongue:
The studio will also be getting an update to fix a few bugs and hopefully make creating definitions and packages easier.

Hi everyone,

I’m searching for a thread to speak about modding SSF4AE PC. Assuming my question is quite fast, i’ll ask it here. Feel free to send me at the right topic or PM me :slight_smile:

Is it possible to mod the current version, to grab informations in games (replay reading or live offline/online game) and display them on someway :
_Is it possible to a third party application or mod, to tell wich character was picked on the select screen ?
_Is it possible to a third party application or mod, to tell when a round begin, end, and wich round ?
_Is it possible to a third party application or mod, to tell wich move (normal, special, jump, …) was performed by any of 2 players ?
_Is it possible to a third party application or mod, to tell how many life (%age) remain to each character at any time ?

First simple application of that : IRC live Scorebot. In 2013 it’s not a finality (even if it looks cool), just an “exercise”.

I just want to know if grabbing informations from the engine is something already touched by modders, or statued possible or not ?

Best regards all, and sorry for the probably off-topic question.
Nayte

Have a look [here](Modding SSF4AE for PC (NO DLC UNLOCKS!) for general mods of this sort

And [here](SF4 Show-off - PC Combo Scripting Tool for a more specific topic on what your looking for, specifically the peeker.

Sorry Eternal for the off-topicness

Updated main post with partial patch notes for Gouken’s changes. Unfortunately I’ve reached the character limit for a single post soooooo I think I might have to start using paste bin or something.

Updated main post with a new PasteBin link to changes. The current PasteBin file is a complete change list for Cody and Gouken.

what about fireballs? Will half the game still be invincible just because?

Any chance we can have a stun bar?

My Mod manager does this

Sorry again Eternal

@Razor5070 Honestly, I 100% don’t care. As long as the thread doesn’t COMPLETELY devolve into discussing modding and questions about how to mod things I’m fine. I’m actually am surprised that I’ve gotten as much good feedback as I have regarding this project. As I sort of implied in my original post I didn’t even expect anyone to post in here or if I did I thought it’d be like 1 other person, ever.

The amount of interest people have shown is a big part as to why I’m pushing myself to actually finish this project as usually I start an idea and then get bored 25% of the way through and never finish lol. People showing interest/asking questions/giving criticism about my decisions/making suggestions are all helping to keep rekindling my interest in the mod.

Speaking of which, I like most everything in your broad strokes changes and will try it out. Also really really would encourage you to cut down on projectile invincibility in the game and not just make projectile characters viable by for example strengthening their AA game.

People being able to blow through projectiles with ease just feels shitty, not to mention that many projectile characters are built around projectiles actually being strong. A jump in for a full combo is the least shitty-feeling punish for throwing a projectile in my book. It’s my mistake, and it feels fair. Ultra punishes for daring to throw fullscreen fireballs and random ex specials just getting people in is what ends up feeling irritating. Feels like the game just shits on you because I don’t even know.

Here is something you might not know actually. Frame data wise, jumping over a fireball and punishing it is the tightest it’s ever been in SF.

Let’s use Ryu as a base line to explain. (I’ll use the counting system adopted by SF4 where the first active frame is counted as part of the startup. A move with 10F startup is 9F of startup then hits on 10F.)

SF4 Ryu Hadoken (All non-ex hadoken) = 13F startup 32F recovery (45F total) (-6F on block)
Super Turbo Ryu LP Hadoken (Fastest reovery) = 12F startup 41F recovery (53F total) (A couple of characters could punish the fireball ON HIT if close enough, most notable being Vega(Claw))
Alpha 3 Ryu LP Hadoken (Fastest Recovery) = 12F startup 45F recovery (57F total) (Airblocking, alpha counters, and CC could make this a bit risky)
3rd Strike Ryu LP Hadoken (Fastest Recovery) = 11F startup 36F recovery (47F total) (Was -9F on block)

As you can see, SF4 Ryu’s fireball is SIGNIFICANTLY faster to recover in SF4 than it was in ST or Alpha series and it is slightly faster than in 3rd Strike but 3S shit on fireballs even harder than SF4.

The main point of this being I don’t believe that fireballs themselves are entirely the issue. I also don’t think that fireball avoidance moves are entirely the issue. I’m not saying it can’t be made better, and in some cases I plan on altering the safety or projectile invincibility of some moves for better or worse. Example: Gouken is projectile invincible sooner on his HP Rush Punch but it’s still not starting on 1F so you can meaty fireball him, and his HP Rush Punch is 17-27F startup and -6F on block. Cody’s EX Ruffian is now invincible sooner but I feel that given it is still not invincible until 7F and it’s -11F on block and cannot be FADC’d its ok. Cody’s Zonk is a better anti projectile tool than it was previously as well due to farther forward motion but it still has a slow startup, and I reduced the safety on block (less pushback/blockstun but 3F less recovery so the negative frames are the same.) however it requires him to give up a button for the entire duration.

Also, keep in mind that with the buffs being given to blockstun on normals there will be more true blockstrings using fireballs. Even just adding 1F more block stun to Ryu’s crMK will make his Hadoken a true block string at many ranges.

It’s something I’m examining for sure but it’s a delicate thing to adjust in this game, and I want to avoid a lot of nerfing, especially given the faster recovery than usual in SF4 for fireballs I feel weakening anti fireball moves could be one of those easy to go overboard areas due to the potentially delicate nature of the situation. I feel like there might be a better solution but it’s certainly a hard one to solve.

Look to the tatsu, then? Put the invincibility deep enough into the move that you need a read to punish a fireball, and can’t do it fullscreen.