Borked Gouki mod


#1

So, I decided to play around with Ono moveset editor and error00001’s SSF4 AE boss mod. I find Capcom’s latest rendition of Shin Gouki a little lacking: less recovery teleport, more invinsibility frames for the 2 shun goku satsus, and 2 Zanku hadoukens with and without EX.
I decided to step it up a notch with these:

*Disclaimer: This mod is intended in tweaking Shin Gouki as a more challenging boss in arcade mode. I don’t really know how to tweak the AI settings yet to be able to respond to the changes I made in the moveset.

Projectile:
[LIST]
[]All Gohadoukens - 70 damage, animation ends quicker, can now link to normals with some proper timing, slightly increased projectile speed
[
]All Shakunetsu Hadoukens - increased animation speed
[]All Zankuu Hadoukens - slightly increased projectile speed, hits air opponents twice
[
]EX Shakunetsu - 160 damage, 300 stun, slightly increased horizontal hitbox
[]EX Gohadouken - 130 damage, slightly increased animation speed
[
]EX Zanku - 100 damage, 2nd Zanku fires faster, added 20 invincibility frames
[]LP Shakunetsu - 50 damage, 250 stun
[
]MP Shakunetsu - 90 damage, 150 stun, removed projectile restriction, breaks super armor, increased projectile speed, slightly increased meter gain on hit
[*]HP Shakunetsu - 140 damage, 105 stun
[/LIST]

Goshoryuken:
[LIST]
[]All Goshoryukens - increased juggle potentials and range
[
]EX Shoryuken - 220 damage on ground opponent, 210 damage on air opponent(ex. LK Tatsu+EX Shoryu combo), 210 stun
[]MP Shoryuken - 140 damage, 180 stun, slightly meter build advantage vs LP/HP Shoryuken
[
]HP Shoryuken - 170 damage, knockdown on first hit
[/LIST]

Tatsumaki Zankuukyaku:
[LIST]
[]All Tatsumakis - increased juggle potentials and range
[
]All Ground Tatsumakis - can hit crouching opponents, slightly faster attack animation
[]All Air Tatsumakis - can do the cowardcopter again
[
]EX Tatsumaki - 225 damage, 270 stun, entire animation completes 5 hits in most cases
[]MK Tatsumaki - increased pushback distance, slightly increased animation speed, does 3 hits on close range, breaks super armor
[
]HK Tatsumaki - does 190 damage 4 hits on close range on most characters, does 150 damage 3 hits on some
[/LIST]

Hyakki Stuff:
[LIST]
[]Hyakki Gojin - 80 damage, 125 stun, armor break, removed height restriction, added 15 frames invincibility, slightly faster animation
[
]Hyakki Gosho - 120 damage, removed height restriction, added 15 frames invincibility
[]Hyakki Gosai - 150 damage, removed height restriction, now safe when it whiffs extremely close to the ground, changed from GRAB to NORMAL and can combo now, added 15 frames invincibility
[
]Hyakki Gouzan - added 15 frames invincibility
[/LIST]

Normals and Stuff:
[LIST]
[]Normals and teleport - build meter even without hitting
[
]LP, LK, close st.HP, far st.HK - +10 damage
[]far HK - changed interrupt frame so it’s easier to follow-up a normal, can juggle
[
]forward MP - can be canceled to UC2, increased animation speed
[]LP, LK, MP, MK, HP, far st.HK - increased hitstun
[
]close standing HP - increased hitstun to allow combo to Shakunetsu Hadouken
[]Dive Kick - increased velocity
[
]close standing MP - can target combo to standing HP (

)
[/LIST]

Super, UCs, misc. stuff:
[LIST]
[]Super combo - deals 410 damage, 35 stun, increased travel and hit animation speed
[
]Messatsu Gou Hadou - 330 damage, 260 stun, consumes 3 bars, breaks super armor ( :qcb: :qcb: +

)
[*]Tenma Gou Zankuu - 320 damage, 300 stun, consumes 3 bars, breaks super armor (

:qcf: :qcf: +

)
[*]“pre-Kongou Kokuretsu Zan” - 430 damage, consumes 4 bars and 1/4 ultra meter ( :d: :d: :d: +

)
[]UC1 - deals 610 damage and 100 stun on 100% meter, increased travel speed
[
]UC2 - deals 545 damage and 120 stun on 100% meter, 503 damage and 70 stun on teleport cancel
[]Ashura Senku teleport - increased horizontal velocity, can be cancelled by normals, specials, supers, and ultras
[
]FADC - consumes 1 bar, but still needs a minimum of 2 bars to be activated
[]Focus Attack - decreased Level 2 charge time
[
]Aura on EX attacks
[*]probably some even more minor things I’ve lost track
[/LIST]


So uh, in addition to the Borked Gouki mod, I made a Borked Oni mod just because I find the character possessing great modding potential. There are moves that are left inaccessible unless the moveset editor is used to unlocked them, which is kinda fun. The idea of Borked Oni is to make him a rushdown boss character that feels nearly unstoppable, but still beatable to a degree. Apparently, the default boss AI of Oni works well with the modded moveset.

Normal
[LIST]
[]Taunt - gives massive meter gain, so taunt away!
[
]All normals - increased hitstun frames by 1, increased juggle potential
[]Normal HK - downward kick motion knocks down opponent
[
]Forward HP - slightly increased projectile invincibility frames, slightly increased hitbox frames
[*]Forward LK - can target combo to Forward MK (:f: +

)
[]Forward MK - must be blocked low
[
]Forward HK - launches standing opponents, does 140 damage on opponents on air
[/LIST]

Movement
[LIST]
[]Walking animation - switched to floating boss version
[
]Jumps - slightly increased speed
[/LIST]

Projectile
[LIST]
[]All projectiles - switched to boss version
[
]All Gorai Hadoukens - removed projectile restriction, adjusted projectile speed from fastest to slowest (EX, LP, MP, HP), increased meter gain on hit, reduced opponent meter gain on hit and block, slightly increased hitbox height
[*]EX Gorai Hadouken - faster animation speed
[/LIST]

Goshoryuken
[LIST]
[*]All Goshoryukens - switched to boss version, slightly increased juggle potential and horizontal velocity

[/LIST]

Zanku Hadosho
[LIST]
[*]All Hadoshos - can be cancelled by air normals

[/LIST]

Tatsumaki Zankuukyaku
[LIST]
[]All Tatsumakis - added glowing effect on the foot
[
]EX Tatsumaki - 220 damage
[]LK Tatsumaki - functions similar to Gouki’s LK Tatsumaki, can hit crouching opponents
[
]MK Tatsumaki - increased juggle potential, does 3 hits, can hit crouching opponents
[]HK Tatsumaki - slightly increased juggle potential, does 4 hits 200 damage on most characters, 3 hits 140 damage on few characters
[
]Air MK Tatsumaki - slightly increased hitbox and invincibility frames, can do cowardcopter
[/LIST]

Rakan Dantojin
[LIST]
[]All Dantojins - increased juggle potential, very slightly reduced interrupt frame, slightly increased animation speed
[
]EX Dantojin - switched to boss version, 81 frames invincibility, does 2 hits, increased horizontal velocity
[]LK Dantojin - removed the sliding part so the slash comes out immediately, added super armor
[
]MK Dantojin - switched to boss version, added super armor, the bottom slash animation knocks down the opponent
[*]HK Dantojin - slightly increased horizontal velocity, does 2 hits on close range, first hit only hits ground opponents
[/LIST]

Sekisei Jiraiken
[LIST]
[]All Jiraikens - increased juggle potential, can crossup, slightly increased speed
[
]MK Jiraiken - increased range reaching half the screen
[*]HK Jiraiken - increased range reaching the end of the screen, added super armor at startup
[/LIST]

Super
[LIST]
[*]Shun Goku Satsu - switched to boss version, can be used in combos, slightly increased invincibility frames
[/LIST]

Ultra
[LIST]
[]Ground horizontal UC1 - 434 damage and 9 hits when not in cinematic, 563 damage in cinematic
[
]Ground vertical UC1 - 445 damage and 9 hits
[]Air UC1 - 461 damage and 9 hits
[
]UC2 - 380 damage and 10 hits when not in cinematic, unblockable on very close range, 525 damage in cinematic
[/LIST]

etc.
[LIST]
[*]Stun - increased recovery speed

[/LIST]

Credits:
Dantarion - Ono! Moveset Editor
error00001 - SSFAE character mods
razor5070 - SSF4 Avenue Brawler (also credits for bringing “KKZ” to SSF4)
USF4 Remix
Capcom

**Download Link: **
https://docs.google.com/file/d/0B8pKE7s5Ce-BLV9mUzIyTjd4Z2c/edit?pli=1
*This link is for SSF4 AE 2012 version. It may work on the latest USF4 but lacks new additions introduced in that version.


#2

Decided to start fresh and use the Gouki moveset files from USF4 v1.04 (techincally, it’s from patch_ae2_tu2\battle\regulation\ae2_110\GKI). There will be several differences compared to the AE 2012 version.

Projectile:
[LIST]
[]All Gohadoukens - 70 damage on ground, 100 damage on air, animation ends quicker, can now link to normals with some proper timing, slightly increased projectile speed,
[
]All Zankuu Hadoukens - slightly increased vertical projectile velocity, hits air opponents twice, slightly faster recovery
[]EX Shakunetsu - 150 damage when first hit lands while opponent is on ground, 170 damage when first hit lands while opponent is on air, 300 stun, slightly increased horizontal hitbox
[
]EX Gohadouken - 130 damage when first hit lands while opponent is on ground, 150 damage when first hit lands while opponent is on air, slightly increased animation speed
[]EX Zanku - 120 damage, faster animation, added 20 invincibility frames
[
]Hyakki EX Zankuu - doesn’t need EX Hyakki to be used, can be fired from any Hyakki Shuu kick strength, removed meter cost, slightly increased hitstun
[]LP Shakunetsu - 50 damage when first hit lands while opponent is on ground, 70 damage when first hit lands while opponent is on air, 250 stun
[
]MP Shakunetsu - 90 damage when first hit lands while opponent is on ground, 110 damage when first hit lands while opponent is on air, 150 stun, removed projectile restriction, breaks super armor, increased projectile speed, slightly increased meter gain on hit, highest juggle potential among Shakunetsu Hadoukens
[*]HP Shakunetsu - 120 damage when first hit lands while opponent is on ground, 140 damage when first hit lands while opponent is on air, 105 stun
[/LIST]

Goshoryuken:
[LIST]
[]All Goshoryukens - increased juggle potentials and range, slightly bigger hitbox, faster recovery
[
]EX Shoryuken - 210 damage, 260 stun, added 26 invincibility frames, adjusted hitboxes for better chances of 2-3 hits to land on opponents falling from air
[]MP Shoryuken - 130 damage, 200 stun, slightly meter build advantage vs LP/HP Shoryuken
[
]HP Shoryuken - 180 damage when first hit lands while opponent is on ground, 160 damage if first hit lands while opponent is on air, 220 stun, knockdown on first hit
[/LIST]

Tatsumaki Zankuukyaku:
[LIST]
[]All Tatsumakis - increased juggle potentials and range
[
]All Ground Tatsumakis - can hit crouching opponents, slightly faster attack animation
[]All Air Tatsumakis - can do the cowardcopter again, increased juggle potential
[
]EX Tatsumaki - 230 damage, 200 stun, entire animation completes 5 hits in most cases, slightly faster animation on hit
[]EX Air Tatsumaki - 250 damage, 300 stun, slightly increased hitbox
[
]LK Tatsumaki - 80 damage on ground, 90 damage on air
[]MK Tatsumaki - 160 damage when first hit lands while opponent is on ground, 220 when first hit lands while opponent is on air, 170 stun, behaves almost as the same as Omega edition MK Tatsumaki, increased juggle potential
[
]HK Tatsumaki - 190 damage, 190 stun, behaves almost as the same as Omega edition HK Tatsumaki
[/LIST]

Hyakki Stuff:
[LIST]
[]Hyakki Gojin - 70 damage, 100 stun, armor break, removed height restriction, added 15 frames invincibility, slightly faster animation
[
]Hyakki Gosho - 110 damage, 200 stun,removed height restriction, added 15 frames invincibility
[]Hyakki Gosai - 160 damage, changed from GRAB to NORMAL and can combo now, added 15 frames invincibility
[
]Hyakki Gouzan - added 14 frames invincibility
[/LIST]

Normals and Stuff:
[LIST]
[]All normals - increased hitstun, slightly increased active frames, build meter even without hitting, reduced “Interrupt at Frame” value so the normals can be interrupted very slightly earlier than the usual, increased juggle potential
[
]Standing/Crouching LP and LK - decreased pushback distance
[]forward MP - can be canceled to UC2 or KKK Ashura Senku, increased animation speed
[
]close HP - 100 damage, 200 stun
[]far HP - 110 damage, 200 stun
[
]close HK - less pushback, allows linking to some normals and specials
[]far HK - 110 damage, 200 stun, can juggle
[
]Dive Kick - increased velocity, increased hitstun
[/LIST]

Super, UCs, misc. stuff:
[LIST]
[]Super combo - deals 470 damage, increased horizontal velocity
[
]Messatsu Gou Hadou - 330 damage, 300 stun, consumes 3 bars, breaks super armor (

)
[*]Tenma Gou Zankuu - 355 damage, 250 stun, consumes 3 bars, breaks super armor (

)
[]Messatsu Gou Shouryuu - WIP
[
]“pre-Kongou Kokuretsu Zan” - 430 damage, consumes 4 bars and 1/4 ultra meter (

)
[]UC1 - deals 645 damage on 100% meter, increased horizontal velocity
[
]UC2 - increased hitbox size
[]Ashura Senku teleport - increased horizontal velocity, can be cancelled by normals, specials, supers, and ultras, except focus attacks
[
]KKK Ashura Senku - can be cancelled earlier than PPP Ashura Senku
[]Aura on EX attacks
[
]probably some even more minor things I’ve lost track… again
[/LIST]

**Download Link: **
https://drive.google.com/file/d/0B8pKE7s5Ce-BR2c1TDNpLU1HVVU/view?usp=sharing
Work in progress
*This is for USF4 version.


Ultra Street Fighter 4 PC Custom Skin Thread
Modding SSF4AE for PC (NO DLC UNLOCKS!)
#3

this is a mod