hey, usf4 is free on steam for evo weekend, so between some matches, you should check out sf4remix!
Posted stuff about Poison on your website. She’s pretty dumb. FB and air FB kill most of the cast due to no recovery. Kinda Morrigan-ish.
she’s pretty strong. At this point it’s locked in, only looking for actually broken stuff like infs rn.
I mean…If shes turning the game into Rainbow Edition, I think that may qualify. That FB clearly wasn’t meant to be an air move, as evidenced by the enormous hitbox.
I just want people to be able to play this mod with a degree of seriousness. The funny faces and crazy idle animations are already a hard sell.
you’re going to need to show us video or something, because we’ve had a wide variety of people play her in the manner you’re describing in terms of zoning and using the hyperhop and it really just wasn’t that big of a deal. either you’ve found something specific that we’re completely unaware of, or whoever is playing against it is just missing some big aspects of the movement in the game
by the way, that’s not a criticism of you or anything, but you’re gonna have to give more to work with here.
we’ve gotten a lot of people saying whatever thing is broken over the 5 years we’ve worked on this, and often people just hadn’t fully explored. on the other hand, there have been plenty of times where things have actually been broken, but again, we need to see more
I’ll try to record some matches the next time the other player comes over unless someone actually wants to play this online.
But dude, her fireball isn’t meant to be an air action without proper hitbox adjustment. Too few characters can properly deal with that due to the absence of focus. It’s literally like ST Akuma all over again. I mean, it’s got a massive hitbox and it has no recovery. It’s pretty insane. You nerfed some characters for having too good of a zoning game in the past already.
The only issue I have with the hop is the HK. I comes out much too fast to react to, you can’t low profile it, it’s overhead(unlike most of Deejay’s dash hop normals), and it leads to far too big of a payoff for being that damn stupid. She already has an overhead that does the same thing(probably a bit better since you can delay a second hit after it to make a fuzzy guard situation). I’m sure HP does the same, but he wasn’t using it because HK is good enough.
She can get in on anyone whenever she feels like it too due to the hop going over most fireballs.
I can’t see any weak point on this character.
That’s literally my only complaints.
add me @ daigo umehardon on steam, we’re literally playing right now
after 5 years of very hard work, so we did a 1.0
or here
http://www.sf4remix.com/ultra-street-fighter-iv-remix-1-0-released/
thank you so much for the support everybody, i hope anyone who plays it enjoys it as much as we enjoyed working on it
Why did you make the throw tech window larger, is it just because you’ve allowed for throw follow ups? Also, I don’t understand the reasoning behind the cross up flip, is it to remove ambiguity on cross ups? Does it affect inputs on aireal moves?
The larger throw tech window is because a bunch of throws have followups, and if you tech you go neutral closer together. It’s also to make throwing not as good as it is in sf4 (although it’s still good if you play online with someone far away)
the crossup flip is so every normal can be a crossup basically. If anything it can increase ambiguity.
All it does is flip you around so it does mean you’ll have to adjust any air special inputs.
Throws aren’t that good in SFIV though. Interesting choices, I’ll be on the lookout for matches.
the throws in this are very good because everyone has can dash and then throw while dashing, creating a universal long range “kara-throw” of sorts. the other mixups generally are crazier too, if the throws were like sf4 it would be impossible to defend in remix.
That makes more sense. I usually find it difficult to get a feel for how effective things are from a video, for me to wrap my head around some decisions hands on is usually best.
How difficult was it to modify the dashes and throw? I was looking into making a sort of Super Street Fighter 4 Turbo with hold throws and the like as a learning experiment.
That makes more sense. I usually find it difficult to get a feel for how effective things are from a video, for me to wrap my head around some decisions hands on is usually best.
How difficult was it to modify the dashes and throw? I was looking into making a sort of Super Street Fighter 4 Turbo with hold throws and the like as a learning experiment.
well, we worked on it for 5 years, so idk. putting all the pieces together was difficult. some of it was easy, but we had to reverse engineer the whole game to figure it out and write the Ono editor and stuff (well that was like mostly Dantarion but we did a lot too)
hold throws aren’t really possible with the engine unfortunately, or I would’ve totally added some actually. I love hold throws.
Remix Honda summary
Changes that I’ve come across;
Jump attacks:
- all jump attacks cause honda to drop to the ground slightly faster than empty jumping.
- all medium and heavy jump attacks cause a juggle state
- jump d+HP causes a wallbounce and can be looped around 4 times
Normals:
- All normals and their hits minus Sweep are special cancellable.
- st.LK is honda’s fastest normal
- cr.LP, cr.LK, st.LP, st.HP, f+HK are all slighty slower.
- cr.HK and cr.HP are faster.
- f+HP and cr.HP launches the opponent
- f+MP, f+HP and cr.HP, get a forward momentum on startup
- st.HK has armor on startup
- f.HP lost its anti-air hitbox
- st.MK and st.HK are honda’s only anti-airs.
specials:
- nothing seems invincible?
- hhs seems very underwhelming compared to stomp
- stomp is dash cancellable
- ex stomp is also jump cancellable
- not sure what ex oicho adds besides a tiny bit of range
basic combos:
stlpx4, crlpx2 = 184 dmg
(crlp xx fmp) x 4 = 287 dmg
chaining into fmp in any combo is the easiest way to confirm to light stomp and do decent dmg.
stomp xx super stomp = 480 dmg
stomp, dash, j+dhp x 4, sthp xx hhs - 376 dmg, gain 1.4 bar
corner: stomp xx bdash, f+hp xx stomp xx bdash, f+hp xx jmp, f+hp xx jhk - 370 dmg, gain 1.5 bar
corner: l.hhs, crhp xx lhhs, stmk - 246 - 0.9 bar
thanks for the info for potential honda users, i know one who i linked to that
Guys this is kind of off topic but, recently the homebrew scene for nintendo 3ds had some progress, so much that its now possible to dump and modify and ryum game code onto an existing original cart.
Could this lead to a SSF4 Remix on 3ds modifyng the existing data? Im not asking for someone to do it just asking if its possible.
Maybe just the official USF4 balances (without the new chars I guess)