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

if i had the pc verion i would test it out.

I suggest tweaking more interesting characters and demonstrating your patch on YT. I don’t think anyone is interested with your current choices to be honest.

Good luck

Do you mean currently chosen characters or the actual changes themselves don’t interest you?

Go me, alter 23% of the cast. Nobody plays the chars I change. XD

Unfortunatelly, I play almost exclusively on consoles, and don’t own a sf4 pc version copy (I only play strategies on pc). you’re putting a lot of work in this. I want to get the pc version just so I’m able to try your mod.
Also, it seems I’m actually one of the few guys who enjoys SF4 for what it is, and I’m excited for Ultra, haha.
Another issue I see - your change logs are huge, and I believe it intimidates people trying to give you feedback.

I am interested in Vega change log - could you post it ? He is my 3rd played character, if you don’t mind, I could give you some feedback (based only on theory, unfortunatelly).

Wow, this is very informative. So ST Ryu’s fireball has much more recovery than in SF4 ? That’s interesting. So I guess the reason why fireballs are weaker in SF4 is because FA and fireball inv. moves ?
Regarding FB invincibility - I think some moves should lose some fb inv. I mean, why characters like Cammy has EX spiral Fb inv, Spin kuckle, and an ultra (and great walkspeed and jump ins) ag fireballs ? I think she could lose one of these 3 as an antifireball.

Btw, Eternal, how do you know how much recovery Hadokens have in ST ? I know the framedata, but the 2 sources I have (srk wiki and strrevival) both don’t list recovery for fireballs (and neither the block/hitstun for all moves, which is annoying).

http://wiki.shoryuken.com/Ryu_(ST)#Special_Moves

Shows it right there. 11F startup 43F till recovered 54F total. Just like on SF4 wiki because the fireball is a constantly active move there isn’t a “active” frame count so it’s just “Startup/Recovery” because the moment the fireball becomes active it is it’s own entity. If you get hit the fireball still exists, completely on it’s own. That is why SF4 wiki only lists “Startup / Total Frame count” the All About Zero 3 book also does that.

Working on Fei Long atm.

Some of the bigger changes in place:

Close HK - Now a 2 hit move with damage changed from 120 to 75*55 (130 total) and has 5F active total with 3F less recovery.
Close MP - slightly less pushback on hit/block
Far MP - special cancelable, 1F more active 1F less recovery.
Far LK - Hits low
crMK - now +6F on counterhit instead of +3F. No change to frame data though, just hitstun on counterhit
Chicken Wing - Input is now half circle forward, no need for the tiger knee input. Now gets all 3 hits on juggle against all characters. 2nd hit now breaks armor in addition to 1st hit.
Kaiten (Command Throw) - Now causes 50 stun on regular and 80 stun on EX version. Because it isn’t doing any actual damage this does NOT affect damage scaling whatsoever. Now counterhittable on startup.
NJ HP - Now causes a knockdown similar to Juri’s FJ HP. Also has 1 Juggle Potential damage on air hit buffed from 100 to 110
Forward + MK now +1F on hit vs crouching -3F on block. Now has a variation performed with Back + MK. The B+MK version doesn’t move forward almost at all but does 10 more damage.
EX Rekka - 2nd and 3rd hit are super cancelable. As this is an EX move obviously you can’t actually cancel to a super but you can now FADC it. 2nd hit FADC on hit leaves fei at +8F. 3rd hit FADC can combo to a partial u1 if the oppponent is in the corner.
U1 - Always gets all 3 hits on airborne opponent. Damage reduced by 30 for both cinematic and non-cinematic versions.
crLK - +4F on hit
crLP - Less pushback on hit
clsLP - hits all crouching characters now (bigger hitbox)

Rekka series now has different purposes. LP Rekka throws the opponent closer than previously meaning Fei only needs 2 dashes to be point blank. HP throws the opponent the farthest requiring 3 dashes to be point blank. LP Gives Fei a little bit more frame advantage on hit than HP as well. Also damage on rekkas was buffed. 3x HP Rekka is now 180 damage (including scaling)

2nd and 3rd rekkas for all versions now travel slightly less distance meaning overall pushback is reduced, though HP Rekka still leaves Fei at the same distance on the final hit as he is in SF4 the total distance traveled for all 3 rekkas connecting is lower.

I think ur mod actually has a lot of merit and is better than usf4 will end up being. However I wouldn’t ever play it because because everyone will be plugging away at the real game.

Also I can’t transition from usf4 to your mod because everything is different, frames are changed, properties of moves are changed, systems are changed. It’s just too much of a jump. However What I would be more inclined to play was a version of the game where move properties remain the same, but instead fadc on reversals removed, crouch tech removed, damage values adjusted, replace invincibility on back dashes with armour, slow grey health regeneration, level 3 focus does grey damage on block. Etc. that way I could jump into a superior more offensive version of the game, play my character exactly as I do currently, appreciate how much better it is than usf4, then go back to playing usf4 because that’s where the comp is.

That’s not to say its a waste of your time, but manage your expectations

I’m not expecting this to be popular. However it is hard to maintain any sort of motivation if NOBODY plays it y’know? Plus people playing it and sending feedback to me is something I was hoping for to allow me to improve it. I don’t know everything about every char and every match up. For example, I didn’t know until it was pointed out to me that Cammy’s U2 was negative on hit, I might have noticed it eventually during testing but going into the project and changing her it was something I had no knowledge of.


More Fei stuff:

Further refined Fei’s CW
LK = Now does the most damage vs grounded opponents but the least damage when used for juggling after an FADC. Use it for ending grounded combos.
MK = Now does the most damage when used for a juggle or on air hit however you are unable to followup with the 3hits of U1 or a super now as the opponent falls too quickly. Use it for ending juggles when you don’t have ultra meter or don’t want to use your ultra. Vulnerable to projectiles 1-4F now. Still projectile invincible 5-10F and strike/throw invincible 1-10F
HK = Does less damage on juggle than MK but more than LK. Has better corner carry than either and can be followed up with 3hits of U1. The most versatile version.
EX = Lost part of it’s projectile invincibility. Strike/Throw invincibility still retained however for 1-8F the move is vulnerable to projectiles. 9F-36F it is still projectile invincible.

LK Flame Kick - Damage adjusted. Stun reduced from 200 to 150 for the first 3F active. However damage INCREASED from 70 to 100 for remaining active frames. This is the best one for early anti airs as it has the most damage late in the attack
MK Flame Kick - Damage adjusted. Stun reduced from 200 to 175 for first 3F active. Damage for remaining active frames adjusted from 90 damage 100stun to 85 damage 120stun. This is the go-to for FADC combos
HK Flame Kick - Damage adjusted from 100 damage 100stun on first hit and 50 damage 100stun on second hit. Now does 95 damage 100stun on first hit 65 damage 100stun on second hit. This makes it do more damage when used as a juggle at the end of a combo and increases total damage from 150 to 160.
EX Flame Kick - damage adjusted from 1005040 (190) damage and 1005040 (190) stun to 805555 (190) damage and 757575 (225) stun. This makes it better for juggles as you get 110 damage 150stun instead of 90 damage 90 stun as you previously got. Plus it’s an overall buff to it’s stun damage.

Cody Notes for next update:
EX Zonk - Damage / stun reduced from 7070 damage 150100 stun to 5050 damage 100100stun
LP Criminal Upper - Damage reduced from 140 to 130
MP Criminal Upper - Damage reduced from 150 to 140
HP Criminal Upper - Damage reduced from 160 to 150
EX Criminal Upper - Damage/stun increased. Now does 190 damage 250stun. 60dmg 70stun on first hit. Each tornado hit does 22damage 30stun. Pushback on block slightly reduced.

B+MP - damage reduced on grounded hit from 90 to 80. Airborne counterhit now gives a juggle state (not free juggle though).
F+HK - stun reduced from 175 to 150

HK Ruffian - Damage returned to 100 on grounded hit.
Badspray - Damage increased from 3030 to 3535

The thing about the hadoken frame data is the game speeds are much different. ST is played on Turbo 1/Turbo 2 (depending on region of the game) which skips every 3rd or 4th frame (I forgot which one). So even though the frame data is technically worse and the jumps were faster, everything was much harder to actually read and react to.

Yes, but I was only referring to the mechanical timing not the human aspect as that is what is most important IMO. Still worth mentioning though I suppose.

Pretty happy with how Fei is feeling atm. Wanted to emphasize his poke game and corner pressure while also making some of his less useful tools actually useful (MP Rekka/different chicken wings/different DPs/ect there is often a “right” answer for any of those in any situation and I wanted to make them all different enough to be versatile.) I think I did a decent job with that.

Just curious, are you a student? Is your mod time intensive for you?

I’m not a student. I’m 27 and I’m disabled due to back injury + mental health problems. I work on the mod when I’m not working on my own game design projects or taking care of my mother who requires a caretaker for a lot of things (though nothing gross, don’t worry lol! Just stuff like helping her around the house, cooking, cleaning, putting on her jacket for her if her shoulder is acting up, washing her hair while she wears a bathing suit in the tub, she can clean herself and such but can’t lift her arms above her shoulders to do her hair due to neck problems and recently shoulder issues.)

I have a fair bit of free time at the moment.

I think you might get more interest if you posted videos alongside your changes. Many good players don’t even understand frame data, nevermind other technical details. They rely on seeing/feeling things to understand.

Right now just as you posted that I’ve been writing up a transcript for my first video which will explain and show the system changes. I started to do one by sort of winging it and I found it a little bit hard to cover everything clearly so I deleted the video and started typing out a transcript of what I plan to say in the video. I’ll do ones for individual characters as well which while they will be indepth they wont cover EVERY SINGLE frame data tweak but most of the major changes will be covered. I hope to keep each char video below 10minutes or so lol.

yeah i remember you sayin you took your mum to a tournament. i thought that was pretty sweet. what’s ur back injury and mental health problem? i am half arab and have a back injury too, but no mental health problems yet… although im married so you sometimes have to wonder…

Rather not discuss the mental health issues in depth but it’s a issue with life long chronic depression. Literally something I’ve had since I was toddler age and have been to hospitals for. The back thing is a work injury. Got some bulging disks in my back and an entrapt nerve in my leg that causes constant sciatic pain down into my foot 24/7. It’s a permanent issue, I went to a physical therapy place for chronic pain patients to teach me how to deal with it best as it’s something I’ll always have.


On a happier note, I just finished a video showcasing most of the major changes to the next addition to SSF4:X

Fei Long! I’ll try and do some videos like this for the other characters. Also @GroundedSF is going to help out with a couple of videos if he has time. Fei Long is not currently in the released version, once I do another quick pass on all of the current characters I’ll release an update to the mod package in a few days that will include Fei Long.

Crushed l3 prolapsed l4 crew here! Thankfully no trapped nerves so when when I’m fine I’m fine, but when I tweak it I’m out of service for a few days. I feel your pain.

New version is available! https://www.dropbox.com/s/5batd309gjfw9wp/SSF4X%200.32%20Alpha.zip

This includes Fei Long, a couple of small error fixes to other characters an a couple of tweaks to Cody I previously mentioned.