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

Just made another poorly edited barebones “window movie maker” video showing some of the key changes for THawk.

His new name is Thunder “Ambiguous Crossup” Hawk. Because he has so f’n many crossups now, and a bunch of dirty corner jump ins that don’t switch sides. Also his 3LP (Thrust Peak) is incredibly good, easily one of the best new tools in the game IMO. It’s a relatively safe option to keep your opponent pinned if you suspect they are going to try and jump out of an SPD attempt. It’s basically a 3F “not letting you out of the vortex that easy” button, a good OS tool as well for some backdashes.

Sorry, would have been playing your mod, but I was not even home for a month. Downloading now, I’ll mess around with it a bit during the week, but probably won’t get an extended play session until Wednesday, which is when my area has their weekly.

EDIT: For the latest version I just need to install 0.32 and nothing earlier, right?

Correct, just install the zip file on main page. I always include all of the chars since the file is relatively small, I dunno if the Avenue Brawler is updated I’m having some serious trouble with it crashing that even has Razor stumped. I think I need to reinstall windows.

Also just for you. Made the Cammy Breakdown. Lots of nerfs and some pretty major buffs. Overall I think she is better but certainly a lot of nerfs if you are only counting them rather than looking at the whole picture. I also forgot to record that I buffed her crMK to 75 damage and her far MK to 80 damage and far HP (non-cancelable part) to 110 damage. crHP is now +6F on hit not +7F so you can still combo to crMK but not sweep.

Basically she has some better mixups and ways to open you up OTHER than frame traps now, her pokes are a little better, however her raw combo damage was lowered and some of her combos don’t work anymore though there are plenty of new ones. I really think that the change to Spin Knuckle is a good one and such a major shift as to help offset her nerfs. She can even combo out of it on an FADC on hit. CH clsMP - LP Spin - FADC - clsMP works but is 1F.

That buff cavalcade makes me smile :slight_smile:

Well, my intention has always been:

A coherent direction on the changes, usually towards a single goal in terms of how the character is altered.
Far more buffs than nerfs, rarely major nerfs unless drastically reworking a move (like the changes to Dive Kick or some of Cammy’s punch normals).
Reduce as many instances of flat out “bad/useless” moves (Cammy’s close HK, THawk’s Thrust Peak, Fei’s F+HK, ect.) and try to make moves with extremely similar functions more varied. (noticeably dif versions of dive kicks, the changes to Fei’s Rekkas and CW, noticable travel distances on THawk Condor Spires, ect.)
At least 1 completely new tool. (Cammy’s 3HK, Fei’s 4MK and special cancel able far MP, THawk’s special cancel able crMK and completely revamped Thrust Peak, ect.)

Of course, I plan on at some point revisiting each character with more stuff. I’d like to put as much effort into them as I have put into Cody but I want feedback on the other characters to see if things are progressing how players want it to and how I want to see it progress. I’m not an expert on EVERY character and I certainly don’t play even 1/3rd of the cast to any sort of proficient level so I’m relying on criticism and feedback to help.

Thanks to insomnia I was able to throw together one more low quality “Key Changes” video in windows movie maker in about 2 hours. This one covers everyones favorite green troll monster: Dudley! I mean Blanka! I welcome people making better videos (or any videos for that matter lol.)

Note: as I’ve stated before (and even in this video itself) Cody is the most changed character AT THE MOMENT. I plan on revisiting every character and giving them further changes once I start seeing gameplay and receiving feedback on the currently implemented changes. Cody isn’t going to be “special” in regards to how much he is changed. I plan to do just as much for every character if possible.

A few nerfs to Cody that will likely be in the next build for SSF4:X

Backwards walk speed reduced from 0.03 to 0.029 no change to walk speed buff with knife.

crLP with knife - damage reduced to 35. Pushback on block increased slightly
sLP with knife - pushback on block increased slightly
sMP with knife - Damage reduced from 4040(80) to 3535 (70)
crMP with knife - Damage reduced from 80 to 75
crHP with knife - Damage reduced from 105 to 100.
EX Knife throw - Damage reduced from 100 to 90

Zonk Knuckle - Damage reduced from 130 to 125
MK Ruffian - Damage reduced from 130 to 125
LK Ruffian - Damage reduced from 120 to 110
EX Ruffian - Stun reduced from 150 to 130

B+MP - Anti air hit damage buff reverted from 90 to 80. Still retains increased active frames and juggle on counterhit.


Overall feel like his new tool set is at where it should be in terms of how it functions but that the reward is a little too good, just trying to tone it down a bit overall.

Thought some players might be struggling against Cody new EX Zonk as it requires you to fight him a bit differently than you would fight a character with an SRK or a command throw but none the less requires cautious play and baiting so I created a video showing some ways the move doesn’t work or can be baited and punished.

Working a pass for all of the existing characters before I move on to Honda for my next character. The next update (0.33Alpha) wont have Honda but the one after will. While working on Blanka I came across an admittedly gimmicky new trick with an option I was testing for Blanka.

After playing this online a bit, rose is far to strong D : cody is fine the way he is
T hawk still feels weak, needs moar balrog buffs.

That is all.

Do you mean Claw? Because I haven’t done Balrog yet lol.

Any replays you can show? :3


Some of the changes to expect in next build:

Rose -
Forward Dash frame count reduced by 1F
Backdash frame count increased by 1F
Backwards walk speed increased from 0.036 to 0.0365

crouching MP recovery increased by 1F
crouching MK hurtbox height partially restored
slide blockstun reduced by 1F
far HK active frames reduced by 1F
EX Soul Spiral recovery increased by 1F blockstun reduced by 1F travel distance slightly reduced.
Air Soul Throw height requirement increased from 0.6 to 0.7. Recovery on whiff increased from 13F to 16F. No change to EX Air Soul Throw
Meter gain on air soul throw startup reduced from 20 to 15
Meter gain on Soul Spiral startup reduced from 25 to 20

Gouken
Forward walk speed increased from 0.0465 to 0.047
Backwards walk speed increased from 0.0325 to 0.033
Far sLP startup reduced from 5F to 4F
LP Rush Punch now moves forward a short distance during startup.
Dive Kick hitbox slightly widened

Cody
Backwards walk speed reduced from 0.03 to 0.029
Backdash distance SLIGHTLY reduced and frame count increased from 23F to 24F airborne frames increased by 2F

Crouching MK (slide) hitbox moved forward slightly (now has better reach.)
Forward Jump HP damage reduced from 110 to 100
Criminal Upper hitbox widened slightly. Tornado hits now grow wider as the move progresses (0.37 on first tornado hit builds up to 0.4 on final tornado hit)
Zonk Knuckle Damage reduced from 130 to 125. Travel distance slightly increased
EX Zonk Knuckle recovery increased by 2F
LK Ruffian Kick damage reduced from 120 damage 150stun to 110 damage 130stun
MK Ruffian Kick damage reduced from 130 damage 100stun to 120 damage 100stun

Backwards walk speed while holding the knife reduced from 0.035 to 0.034 as was originally supposed to be
Forward dash distance slightly increased
Backdash distance with knife slightly reduced. Recovery increased by 1F to match normal backdash. Airborne frames increased by 2F
sLP with knife pushback on block increased by 2%
crLP with knife pushback on block increased by 2% damage reduced from 40 to 35
crMP with knife damage reduced from 80 to 75 stun reduced from 100 to 80
crHP with knife damage reduced from 105 to 100
sHP with knife hurtbox height reduced slightly
sMP with knife hurtbox height reduced slightly
Jumping MP with knife hurtbox width reduced so that hitbox passes hurtbox now.
EX Knife Throw damage reduced from 100 to 90

Blanka

EX Rainbow Ball - Now breaks armor Bug Fix
Rainbow Ball Blockstun increased an additional 2F
All up balls now knockdown on grounded hit (not just EX version)
Forward Throw damage reduced from 160 to 155
MP Electricity - Pushback on block increased by 2.5%
HP Electricity - Pushback on block increased by 3.25%
Forward and Backwards hop can now be canceled to Coward Crouch position 1F after their airborne frames end
Forward can be canceled on 19F. Backwards on 22F.
EX Blanka Ball stun increased from 150 to 200
crouching MP now does 150% damage/stun on counterhit. (135 damage 150stun)

Fei

Close MK now does 150% damage on counterhit (113 damage 165stun)
Far HK now does 300 stun on counterhit (150%)
MP 1st Rekka active frames increased from 2F to 3F
HP 1st Rekka active frames increased from 2F to 5F startup increased from 10F to 11F. Travel distance slightly reduced. Meter gain on startup reduced from 12 to 10
HP 3rd Rekka damage reduced from 75 to 70

Vega (Claw)
Forward Dash frame count reduced by 1F (Now 19F)
crouching LK hitstun increased by 1F (now +4F on hit)
3HK (Cosmic Heel) is now airborne on 10F instead of 14F
Remove Claw is now 37F total. Claw is removed on 16F. The arm throwing the claw has a strike hitbox from 16-20F that does 50 damage and causes a knockdown on air hit. In addition the move is upper body projectile invincible from 3-27F and can be used to avoid projectiles like Ryu’s hadoken. Remove claw (still) builds 25 meter on startup. Despite being an attack the move does not have a counter hit state (this may change, the move isn’t really intended to be used as an attack hence the only 16F startup, small hitbox, and long recovery. The attack is more of a “flavor bonus” since I always thought tossing aside a bladed claw like that was bound to hurt if it smacked you in the face. It can be used as a really really slow anti air as it reaches surprisingly high up.)

I meen boxer

3rd hit on HP rekka damage nerf dont get the reasoning no one uses the 3rd hit of hp rekka, you use 3rd hit on light or medium since it recovers faster and does same damage. loll

These are nerfs to the modded damage not the base game. In the mod the damage and knockback distances are different. LP = 65 damage on final rekka, MP = 70, HP = 70 now. HP throws opponent 3 dashes. while LP/MP is 2 dashes with small variations in distances.

HP also does 90 stun compared to 80 for MP and 70 for LP on final rekka. You should go watch the breakdown video for Fei I posted a bit ago that shows some of the key changes including that.

Vega -
Sky High Claw now has a slightly faster recovery on hit/Block/Whiff
New Move: Sky High Claw Feint!
By pressing any kick button after reaching the wall but before the attack starts you can cancel ANY sky high claw immediately. This will cause Vega to drop off of the wall. This has a noticeably longer grounded recovery than a whiffed or block Sky High Claw but can be used for building meter, tricking your opponent, and most importantly it allows Vega to take further advantage of his new reversal option of EX Sky High Claw as the EX SHC is strike invincible until it reaches the wall it means Vega can do EX SHC - Feint to escape some pressure but wont do any damage and can be punished by projectiles or full screen moves.

Cammy -
close LK damage increased from 35 to 40
close MK now does 150% damage/stun on counterhit. Base damage increased from 75 to 80. Now does 120 damage 150stun on counterhit
far HK damage increased from 110 to 115
Neutral Jump HK damage increased from 110 to 115
close HK/3HK now causes a far launching knockdown on anti air counterhit. This cannot be followed up but allows Cammy to gain some positional advantage after.
LK Cannon Strike hitstun increased by 1F

THawk -
crLK hitstun increased by 1F
crMK hitstun increased by 1F
crMP hitbox height increased slightly
close LK damage increased from 30 to 35
Far HK damage increased from 110 to 115
close HK active frames increased by 1F recovery reduced by 4F
Down + MP (In Air) stun increased from 90 to 100

LP Spire startup reduced from 15F to 14F. When canceled from crMK startup reduced from 13F to 12F. Damage reduced from 120 damage 200 stun to 110 damage 150stun
MP Spire damage reduced from 120 damage 200stun to 120 damage 175 stun
EX Spire Startup when canceled into from crMK reduced to 12F

EX SPD stun increased from 150 to 200
EX Condor Dive (follow up version, not solo version) stun increased from 50 to 100
EX DP 2nd hit damage increased from 50 to 60

Dan
Forward walk speed increased from 0.042 to 0.0425. Backwards walk speed increased from 0.031 to 0.032
Close MK damage increased from 4030 to 4040
Crouching LK damage increased from 20 to 25
LK Danku hitbox height increased by 10% and moved down a small amount. Meter gain on startup reduced from 45 to 35.
MK Danku meter gain on startup reduced from 45 to 40
Super Combo super freeze total duration increased by 1F. Startup is now 1+2 allowing new punish options.

Juri
close MK stun increased from 4040 to 4060
close HK damage increased from 4070 to 5065
close HP airborne frames now start on 9F instead of 2F. Damage reduced from 110 / 200 to 90 / 180. Now causes a free juggle state on grounded hit and a JP1 on air hit. Now can be jump canceled on hit/block (combined with her FJ MP she has a bunch of new combos.)
FSE total duration reduced by 2seconds
While in FSE Juri’s walk speed increases from 0.04 forward 0.033 backward to 0.043 forward 0.0365 backwards

Just posted a new version 0.33 Alpha with all of the new changes over the previous builds listed in here.

Some of the new combo possibilities I’ve found with the changes I’ve made:

THawk -
crLK - sLP - crMK - LK/EX Spire is a legit hit confirm combo now that crLK - sLP is a 2F like (and crLK - far LP links too.)
close HP - crMK - LK/EX Spire = high damage combo. Close to 300
Splash - close HP - crMK - EX Spire - EX DP (corner needed for final hit) does ~440 damage.
sLP - sMP - crMK - EX Spire - now combos!

Juri
close HP - JC - FJ MP - close HP - HK Fuhajin release - Low EX Fuhajin (only gets 1 hit)
close HP - JC - FJ MP - EX Dive Kick - EX Pinwheel

Gouken
crLK - LP Rush Punch works from ALMOST max range of crLK now
far sLP - LP Rush Punch works even from max range
sMP - crMP - LP Rush Punch works

So, in a few weeks I’ll release 0.34 with a new character or two but first I’m tweaking up the existing cast a little more.