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.
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
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)
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
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.
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?