USF4 Remix 1.2 IS OUT NOW (JAN 07 2016)

ex only

im thinking of adding them back though

it unfortunately isn’t possible without hacking the exe but it’d certainly be cool. exe hacking is off limits, we don’t want to upset capcom

it isn’t sf4, so perhaps that has more to do with your preconceptions about what sf4 is and isnt

If you made an easy way to toggle in and out of the mod that’d sell a lot more people on it.

You could always try my mod manager?
http://raznet.crabdance.com/

Guile and E.Ryu are my 2 fav chars in remix, v.funny/cool chars

I found out on accident that Cammy’s backdash has a hitbox and causes juggle state. I laughed too hard at that.

Why is cl.MP unlinkable and why is far LK removed?

My thoughts and experiences with Remix Honda
Overal: E. Honda’s tools in remix really shine in the corner. Midscreen he lacks damage off of his realistic bnbs, even his SSF4AE version can do more meterless damage midscreen.
He has a ton of tools that can push the enemy in a matter of seconds into the corner, though. There he can do ridiculous damage.

Changes that I’ve come across;
Jump attacks:

  • diagonal jump HP has been replaced with nj.HP. It allows you to travel great distances and can wallbounce on hit against airborne opponents.
  • j.MK and j.HK knocks airborne enemies down while putting them in a juggle state.
  • QCB + LP makes Honda do a j.LK attack with different properties. It slowly descends him diagonally forward and launches the opponent far away on hit. It also puts it in a juggle state.
  • Air Dash MK puts the enemy in a juggle state, can cancel on hit into Air Dash HP and Air Headbutt.
  • Air Dash MP air resets the enemy, can cancel on hit into Air Dash HP and Air Headbutt (but they don’t hit because of the air reset).
  • Air Dash HP has virtually no startup, puts the enemy in a very easy to confirm juggle state, can cancel on hit into Air Dash MP, Air Dash MK and Air Headbutt.
    For example; Air Dash-> HP xx MK - MP Fatty Fly~Fatty Squasher - c.LP works for 316 dmg

Normals:

  • All normals minus Sweep are special cancellable.
  • far HK and c.HP are only special cancellable on hit.
  • far LK, close HP and df.HK have been removed.
  • You can’t link anymore off of cl.MP (and cl.Hp since it’s removed)
  • s.HP, c.HP, s.HK, cl.HK and Sweep have armor during startup

Specials:

  • Any air headbutt can cancel on whiff into Air dash. If it connects it’s not cancellable
  • Oicho (performed with DP+K): normals can’t cancel into Oicho, it’s also not revers-able
  • EX Oicho doesn’t seem to have special properties (no armor, not strike invincible, not throw invincible)
  • Fatty Fly cannot be used as an AA, it is however completely projectile invincible.
  • EX Fatty Fly is airborne from the 1st frame
  • Fatty Fly can cancel only on hit or block into Fatty Squasher
  • There seems to be no difference between any version of Fatty Squasher, not even EX.
  • LP, MP and HP Headbutt don’t have upper body or lower body strike invincibility or projectile invincibility on startup, don’t use it as a reversal.
  • LP, MP and HP Headbutt have armor against projectiles during their active frames.
  • LP, MP and HP Headbutt can cancel on whiff into Oicho, Hands and Fatty Fly during their active frames.
Spoiler

http://img.acianetmedia.com/i/HKvLA.gif

  • EX Headbutt is A LOT slower but is still invincible on startup. Because it overlaps with Fatty Fly’s input and because it has such a slow startup, it’s VERY hard and not adviced to use it as an AA.
  • LP Hands into c.HP is a true blockstring, it’s at least +11 on block
  • MP Hands into c.MP is a true blockstring, it’s at least +8 on block
  • HP and EX Hands into c.LP is not a true blockstring, but still positive, it’s around +3~4 on block
  • EX Hands puts your opponent to a grounded state if it was airborne.

E. Honda combos

  • E.Honda **infinite **-> spam forward jump HP - works midscreen as well
Spoiler

http://img.acianetmedia.com/i/9Ma23.gif

midscreen:

  • c.LP xx L.Hands - s.MP - 194 dmg - bnb

  • s.HP xx HP Fatty Fly~Fatty Squasher - cl.MK - 333 dmg - inconsistent

  • c.LP xx M.Hands, EX Headbutt - 212 dmg - 1 bar

  • c.LP xx H.Hands - Roman Cancel - HP Fatty Fly~Fatty Squasher - s.MP - 354 dmg - 2 bars

  • c.LP xx H.Hands - Super - MP Fatty Fly~Fatty Squasher - c.LP - 461 dmg - 2 bars

  • c.LP xx H.Hands - Super - MP Fatty Fly~Fatty Squasher - Super - c.LP - 557 dmg - 4 bars

  • c.HP xx RC - c.HP xx RC - c.HP xx RC - c.HP xx RC - c.HP xx H.Hands - 632 dmg - 4 bars

corner:

  • c.LP xx H.Hands - H.Hands - LP Fatty Fly~Fatty Squasher - cl.MK - 365 dmg bnb
Spoiler

http://img.acianetmedia.com/i/smB1.gif

  • s.HP xx LP Fatty Fly~Fatty Squasher - L.Hands - LP Fatty Fly~Fatty Squasher - cl.MK - 435 dmg

  • c.HP xx H.Hands - H.Hands - LP Fatty Fly~Fatty Squasher - cl.MK - 465 dmg

  • c.LP xx H.Hands - H.Hands - LP Fatty Fly~Fatty Squasher - EX Hands - cl.MK - 409 dmg - 1 bar

  • c.LP xx H.Hands xx RC - c.HP xx H.Hands - H.Hands - LP Fatty Fly~Fatty Squasher - cl.MK - 419 dmg - 1 bar

  • c.LP xx H.Hands xx RC - c.HP xx RC - c.HP xx H.Hands - H.Hands - LP Fatty Fly~Fatty Squasher - cl.MK - 478 dmg - 2 bars

  • c.LP xx H.Hands - LP Fatty Fly~Fatty Squasher - Ultra 1 - HP - 542 dmg - 3 bar

I still don’t like the way normals feel, the jumping is still floaty, the air dashes feel like unmodded SF4 ground dashes, the characters I play got changes in this that don’t really make them more fun to play, hell, Gouken is practically jank in this mod, it’s not any more fun to me than SF4 is. I understand you being defensive over your own work, but you can’t tell me my opinion of something.

Well, Honda is probably one of the most overlooked characters right now. He used to be a lot different and I decided to just toss out everything and re-do him and probably just forgot to re-do his cl.MP link/ far LK.

Also super informative post, thank you. I knew about the inf but there were a lot more pressing bugs/infs to work out, but I’ll definitely give Honda the treatment he’s been deserving in the next version now that I’ve got someone who actually plays him to give some input.

SPEAKING OF, I uploaded a new version today:
Here
Changelog:

[details=Spoiler]
fuerte

  • fixed 5HK infinite off command throw
  • cmd throw off shortdash has faster startup

adon

  • can now input K from the start of jaguartooth jump, instead of having to press exactly when it should come out
  • 100 jaguar punch QCB+P now sucks in slightly

juri

  • fixed a thing with cr.MP
  • made proximity trigger larger on U2
  • made close HK not overhead when done as a chain

cammy

  • removed infinite and also easy whiff airdash meterbuilding ha ha
  • made air RC/airdash 2bars from special moves. From normals it’s still 1 bar
  • increased recovery on 2HK slide
  • added a spiral arrow cancel. backdash during spiral arrow

cviper

  • reduced quick hammer juggle points by half

guy

  • reduced dmg on air normals
  • made U2 throw start up faster

cody

  • rock throw is now qcf+P, hold P to hold rocks, release to throw, K to cancel
  • rock throw cancel recovery absorbs 1 hit or projectile (but is throw vulnerable)
  • qcf+K kick goes farther to account for knife uppercut being removed
  • KNIFE MODE CHANGES
  • Knife Toss can’t be held. There are Reasons.
  • qcf+P now tosses out a knife that stays in the air for a bit, then shoots forward
  • qcb+P tosses out knives in an arc
  • none of the knife moves lose the knife
  • d+PPP now drops the knife, can be dropped during normals/specials

bison

  • gave some startup pause to air scissor kicks and air stomp (d+K)
  • devil’s reverse is now faster and travels less backward depending on button pressed
  • air teleport to ground now has recovery
  • U2 does a stomp that hits fullscreen, but does not hit airborne or jump start
  • added some cameras to U1 to make it not look as awful

hakan

  • changed shoulder to raiden’s ready go
  • changed rocket throw input to HCB+P

yang

  • i still want his seieienbu to be long without making dmg go to and over 500-600 easily

vega

  • Did some stuff to Beam Super
  • Declawed vega can chain normals
  • PPP/KKK dodge can cancel into specials at the end by executing during animation

balrog

  • 5lk hitbox bigger
  • h rushpunches move a little faster

blanka

  • added startup till attacks get armor
  • fierces more recovery
  • damage/stun adjustment
  • fixed combos whiffing on blanka
  • removed charge super

evil ryu

  • damage/stun adjustments
  • h tatsu should more universally hit, knocks back far on hit
  • fixed 92mk counterhit antiair bug
  • fixed weird teleporting glitch
  • fixed light chain input weirdness

guile

  • sonic booms hit twice
  • command normals can now be super cancel or ex saving
  • 9lk 9lp active whole jump
  • 8lp is now same as 9lp
  • 9mk can crossup
  • 6hp cancels to itself delayed
  • 6mp better hitbox
  • 6hk is back, hits overhead
  • removed height restriction on airthrow
  • airthrow physics change
  • can act after airthrow whiff
  • normal throw range increased
  • backbreaker u1 possible in air, can act afterward. worse hit/hurtbox than the ground one
  • air sonic boom
  • far lk hits low
  • can get close mk from slightly farther
  • flashkick proj invinc through active
  • flashkick charge time is 38f now instead of 40f
  • l flashkick has a closer hitbox on start
  • m and h flashkicks move forward farther

ibuki

  • spinkick forces stand

makoto

  • ex hayate cancel window moved later (no more accidental cancels)
  • 5lp, 2mp, 2hp recovers 1f faster
  • 5mp, 5mk, 5lk, 2lk, 6lp, 6lk, 2hk recovers 2f faster
  • 5hp recovers 3f faster
  • chainable 2lk
  • 2lp chain inputs fixed

yun

  • dash starts up 1 frame faster
  • whoops newest file wasnt included
  • superjump added[/details]

You can build meter extremely fast with reverse Tiger Knee + LP. It takes around 8 to 9 specials to build 1 bar.

Spoiler

http://img.acianetmedia.com/i/5MN7x.gif

Some glitches I’ve found:
When EX headbutt whiffs, smoke keeps coming out of Honda’s feet

Spoiler

http://img.acianetmedia.com/i/ySc5.gif

When EX Oicho whiffs, Honda keeps glowing yellow

Spoiler

http://img.acianetmedia.com/i/w0e2h.gif

With the newest patch, Honda can do some broken combos (cl.HP launches the opponent upwards and puts the opponent in a juggle state)
Midscreen:

  • cl.HP xx EX Fatty Fly~ forward AD HK xx MK - cl.HP - f.dash - c.HP - 410 dmg - 1 bar - easy

  • cl.HP xx LP/MP/HP Fatty Fly~ forward AD HK xx MK - cl.HP xx EX Fatty Fly~ forward AD HK xx MK - cl.MK - 461 dmg - 1 bar - hard

  • cl.HP xx EX Fatty Fly~ forward AD HK xx MK - cl.HP xx EX Fatty Fly~ forward AD HK xx MK - cl.MK - 461 dmg - 2 bars - Easy

Spoiler

http://img.acianetmedia.com/i/Vdsx7.gif

  • c.LP xx H.Hands - Super - HP Fatty Fly~~ forward AD HK xx MK - cl.HP - f.Dash - c.HP - 545 dmg - 2 bars
Spoiler

http://img.acianetmedia.com/i/bdR34.gif

  • c.LP xx H.Hands xx Ultra 1 - cl.HP - f.dash - c.HP - 554 dmg - 3 bars

  • c.LP xx H.Hands xx Ultra 1 - back + cl.HP - jump+ HP (=> infinite combo) - DEAD - 3 bars

  • c.LP xx H.Hands xx Ultra 1 - cl.HP - EX Fatty Fly~ forward AD HK xx MK- cl.MK - 637 dmg - 4 bars

corner:

  • c.LP xx H.Hands - M.Hands - LP Fatty Fly~Fatty Squasher - cl.HP - f.Dash - c.HP - 413 dmg - easy bnb

  • c.LP xx H.Hands - M.Hands - LP Fatty Fly~ forward AD HK xx MK - cl.HP - f.Dash - c.HP - 421 dmg

  • c.LP xx H.Hands - M.Hands - LP Fatty Fly~Fatty Squasher - cl.HP xx EX Fatty Fly~ forward AD HK xx MK - cl.MK - 444 dmg - 1 bar

  • c.LP xx H.Hands - LP Fatty Fly~Fatty Squasher - Ultra 1 - forward + cl.HP - f.Dash - c.HP - 586 dmg - 3 bar

Spoiler

http://img.acianetmedia.com/i/mdPz0.gif

This news reminds me of SSF2HD remix. I demand a PC version!

Possibility of adding Dark Sakura, Mecha Gief, Shadow, and Cyber Akuma? :slight_smile:

“New” Fighting Game huh.

yes, it’s new. Thanks for your input!

If capcom can release new versions of SF4 with changes like “cr.MP has 2 frames more recovery” and call that new, we can completely change up how it’s played and call it new

They don’t call it a new game they call it a new version.

I still stand by this. This is going nowhere fast without it.

the hangup was just on “new”, not wether it’s a game or a version.

yeah, TK specials building meter is intentional. It’s not like you can keep doing it for an extended amount of time with how fast the general approach is.

That one’s not intentional. Same with the yellow glowing honda. I’m typing those up right now

Yeah, Those are also intentional. He used to be even more nuts, but the dmg went up too high + the pressure.

I’ll probably do something different with the hands eventually. The infinite combo is already fixed (9HP was fixed but 8HP still had the juggle potential from when it caused a reset.)

The gifs are appreciated, although I don’t need them to visualize the combos, they look cool

This needs to happen. Perhaps a sort of mod/TC manager that has the original 1.07 files on standby as well as files for whatever gameplay mod/TC you have that it just copies and pastes around.

I have made one of these already.

As always: Great work! I actually specifically told people when I was working on my mod that they should try SF4Remix too. Totally different beast than my more SF4 oriented mod. This mod is almost like SF4 meets Marvel lol.

BTW regarding Cody:

Found an infinite:
clsHP xx LP Badstone - crLK xx crMK xx clsHP xx LP Badstone - crLK xx crMK xx clsHP …

If you hold the EX Badstone cody will still bend down to pickup another one before throwing. Honestly, the EX one doesn’t seem that good to me.

NJ HP doesn’t cause a proper knockdown on air hit. The opponent flies straight down to the ground and can immediately act. It actually leaves Cody in a position he could get DP’d since he is still in the air when they recover.

Any chance you could add alt versions of the delayed EX Knife throw? That way you can do all of the combinations.

delayed Knife throws all whiff if you do them next to the opponent in the corner. There is actually a spot where some characters can be neutral jumping between both of the knife throws for EX knife throw.

Also Cody’s crouching knife attacks still aren’t flagged as crouching (a bug from SF4) and his B+MP still can’t be counterhit on startup and his badspray still has more recovery on face up knockdown than on face down knockdown.

BTW why do so many of Cody’s attacks do zero stun? Some do zero stun on normal hit but do stun on counterhit? Badstone, knife throw, all of his non-knife jumping attacks. All of his non-jumping knife attacks. His tornado part of criminal upper. Most of his command normals.

I’m also surprised you didn’t do anything cool for his overhead or B+MP though.

Did you ever consider adding an air knife throw like what I did in one of my old mods?

(skip to 5:55)

it’s nice that you made one and all but keep this thread about this mod and don’t plaster your link in every reply

I’d like to think that people could read but apparently even d3v can’t read earlier posts before posting in a thread

Honestly, I’m not interested in “plastering” my link everywhere.

Just wanted to let people know that it existed.

Don’t worry, I won’t post in this thread again.