USF4 Remix 1.2 IS OUT NOW (JAN 07 2016)

:expressionless:

Mentions something useful twice in the course of a week when people are specifically requesting the option to do the very thing the tool was designed for: “plastering”

Maybe @Anotak could mention it in the OP for those who want it instead of some people acting like 2 posts is overwhelming your eyes with information. Hell, saying something twice doesn’t even constitute as reiteration. At that point it’s still just iteration.

It’d be one thing if Razor had been legit off topic just telling people about it in a random thread or without any sort of valid reason for it.
W/E Getting off topic now, I just think it was on-topic and a valid post that didn’t need to be called out.

On the subject of the mod itself, did you consider making it so that jumping normals can turn for the first 2F of startup like light attacks work? Seeing as jumping itself already has the ability to turn mid air I thought this might make it easier to do a cross up on normals that have slower startup by allowing you a bit more leeway on when can press the button and still turn around. I noticed it’s pretty tough to do some of Cody’s jumping normals as crossups since they are slow. Especially his FJ HP which is 11F.

Also, I noticed an inconsistency in how you handled rapid fire normals.
Some normals have the rapid cancel occur at the end of the active frames (like how it works in SF4 normally). So for example. Cody’s crLP is 4/4/5 in SF4. If you are doing it rapid fire the cancel occurs on the last active frame (frame 8). You didn’t change this on Cody’s crLP
However Cody’s far LP and crLK the cancel occurs on the FIRST active frame. E.G. crLK is 3/4/8. Instead of canceling on 7F you cancel on 3F like it was a special/super cancel instead of like rapid cancels. This results in a much much shorter time between light attacks.

Given the nature of the mod I can’t really see a problem with having it cancel on the first active frame. I just wanted to know why it wasn’t a consistent thing for all lights. (BTW I was able to get 10 far LKs to combo because of this lol)

Woops. Fixing that now

Yeah, I’m going to make that better to account for the extra startup

Someone else mentioned that to me, and I’ve fixed it so it causes a proper KD

Yeah, I’ve been playing with that idea. I don’t wanna overcomplicate inputs, but people are fine with Ryu EX fireball so I’ll probably do it

That’s because of the spot the knife actually comes out of. Cody’s got a long-ass arm, and the knife isnt actually thrown far at all. I’ll maybe make it come out of his shoulder or elbow instead

I haven’t even really looked at those things. I’ll do it can’t stop me

Basically because I don’t want cody to do stun other than if he gets a CH. We’re currently playing with doing some kind of bb-style “spinout” instead of stun so he might get it all back

Yeah, all I did was make them special moves to tack on some extra damage and blockstrings

I actually did have an air knife throw using the 9HP animation at one point back in late 2012. I don’t know if I’ll revisit the idea

Any inconsistencies with 5LP and 2LP are because of hardcoded knifemode things. I’ve tried to make those moves cancellable to other normals in a chain by just pressing before they hit, but haven’t got it to work ever.

Well, for the thing with the knife throw you could just add a hitbox to the move when he first throws it. At least for the LP version. Right now there is no hitbox on the knife throw until it actually reaches the location where the knife stops moving.

Normally there is a wide hitbox that is closer to the characters body for the first 2F active of any projectile then the projectile hitbox is shrunk after that. That hitbox is specifically to reduce the chances of throwing a fireball through an opponent. I’m guessing you removed this because you didn’t want it hitting on the way to the location it stops at.

Alternately what you could do is make it so that on the frame it stops moving the hitbox is much wider and reaches backwards some and make that hitbox only active for 1-2F. That way you get the same sort of effect without changing the startup. It might still result in throwing through some opponents but it’d be more consistent.

In regards to the 5LP and 2LP stuff, yeah I dunno what causes that part of it. However there are still inconsistencies other than that. For example 5LP and 2LP can’t be canceled on whiff at all and on hit they aren’t canceled until the later frame. This is easily fixed (I did it myself)

change the cancel for CANCEL_LP from “Stop S:7F” to “Stop S:4F” and change from “On_hit, On_block” to “start”

That doesn’t fix the canceling 5LP or 2LP into a DIFFERENT normal on hit/block by pressing the button before it hits which as you noted may be hardcored. But it does fix the fact you can’t cancel it into itself on whiff or into a different normal on whiff like you can with all of his other lights. Same with his knife LPs.

Also you didn’t make 4MP into a special move. That one got hitbox changes but that’s it.

In regards to the stun stuff it just seemed kind of random which ones got it and which ones didn’t. Why give stun to his F+MP but not F+HP/HK? Why not at least his badstone have stun on counterhit like normals do that don’t do stun on normal hit? If you don’t want Cody to do stun unless it’s a counterhit, why have all of his grounded non-knife normals still cause stun except for command normals? ect ect. I understand now why you would remove stun, just seems sort of weird how you ended up implementing it. (to me)

I noticed that far LK is only chainable on hit but not on block. Is this intentional? And the special move cancel on 2HP isn’t until after the active frames end (doesn’t change much other than preventing crHP - LP Badstone so I thought it might be intentional. It just looks kind of weird cause it has a delay before the cancel if you do crHP - special)

Cody’s Zonk is still set to juggle start 99 in the damage tables like in SF4. This isn’t a big deal since you have 127 juggle potential on everything… except when you are using the knife. You can’t start any juggle combo with zonk if you are holding the knife. I dunno if this is intentional you can always just do EX Zonk first and then use Zonks in the juggle normally since it’s only if you start a juggle with regular zonk.

Also with the delayed HP knife throw, I had a suggestion: Could you make it kind of like Dudley’s rose throw and make it track for the few frames until it freezes position? I think that would make it a lot more useful from farther out. Obviously making it an overhead would be out of the question due to the potential for a high low unblockable. But of the 3 dif versions I think the HP feels the least useful. MP I kind of wish was positioned a little lower so it controls a bit more space but it’s still really good.

What was the reason for making Cody walk slower while holding the knife? I mean, the knife seems really good but that just struck me as odd.

Is the wiki movelist uptodat? can you confirm what hakans super and ultra 1 input is? I did ‘bision’ super motion + k to get his super, but in my short play didnt figure what ultra 1 was.

Is it possible to use this on a JTAG’ed 360?

Alright Eternal i’ll try to shorten this discussion bc honestly there’s way too much stuff for me to answer at once now.

I did the lights things you suggested, although there mightve been a reason for me not doing those at once point. let’s find out

5LKF had some shit that made it a blockstring inf. Anything weird with it is bc of that

Still not sure I want the QCF knife to hit on the way out. I might make all of them similar to MP ver.

the stun stuff is all over the place

i fixed the bad stone inf

2HP was inf prevention. I did some stuff to bad stone so i might undo it now

I’m messing with air tracking for the knife. I’ll have to try stuff out. I want it to be able to go backwards if it’s walked under.

ashstampede: I fixed it right after you mentioned it. super is bison motion, U1 is 360, U2 is dd+3K

Mad Mistress: ssssshhhhh

Really wish I had a PC that were good enough to run this.


Guy gets stuck after trying to jump cancel his dash.

that’s already gotten fixed in the next version, thanks for the bug report though.

speaking of next version, when is that coming out?

we’re aiming at before saturday

I too would like to know if I can run this on a jtag 360

i’d appreciate if y’all don’t discuss illegal stuff in this thread

http://www.sf4remix.com/easter2014/

new version have fun

It’s not necessarily illegal (my console, do what I like to it, etc.), but I will respect your wishes. I would really like to try this out and I don’t play games on PC so if anyone does know how to get it running on 360, please PM me (and @"The Electrifying One"‌) with the relevant information/link/etc./whatever.

Thanks @Anotak‌ for your contribution to the community, keep up the good work.

I’m liking Yang’s backstory
http://www.sf4remix.com/wiki/index.php?title=Yang#Description

Edit:
Actually, they’re all pretty rad.

a few hours of matchvids




If you time it right, doing Fuerte’s Backwards Flying Giga Buster on an opponent that is just getting up, he’ll go over the opponent and get stuck in a landing pose. The opponent will also get stuck aswell.

thanks for the bug report, will probably get fixed for the next version

HOLY S**** Other people play this Mod as well i though i was the only one!!! can people add me on Steam please i want to face ALL OF YOU!!! i have been practicing offline doing combos of my own taste and I want to test these abilities. my Steam name is…gurvemeh so i can face other players of this amazing mod :smiley:

Can’t find you on steam so I guess I’ll give my steam id: Mike Rosh.