SSF4 LE V2 (Mod)


#1

Hey everyone!

I got bored last week and decided to ignore actual work to start this up again. I don’t know if I’ll finish it or not but if I do, it will undoubtedly take some time.

Anyways, I’m taking a different approach this time around:

Chains are still here, but not everything can be cancelled into specials or supers. Far HP, Far HK, and sweeps usually wont be cancellable. Also some normals (such as Bisons Far MK) probably wont have special cancels either for obvious reasons. Nothing combos directly into Ultras either. I’m taking a slightly more balanced approach this time around, but still trying to bring as much fun out as possible.

I’m also not messing around with charge times or move inputs (generally speaking). If I’m trying to add a new move or simplify things, I might toy with this a bit

Ultra cinematics almost always activate too. You just have to land them properly.

Forward dashes and EX focus cancels are instantly cancellable too,

The juggling (depending on the character) usually limits to 8 hits. Some characters have more and some have less. EX moves, supers, ultras, and some finalizing normals (like sweeps) ignore the limit but still contribute to the juggle counter. I’m also considering allowing OTG’s but I’m not sure whether I want to and (if so) how I’m going to handle it.

Download:

Current version:

SSF4LE 2.01 DEV 053002

http://liero116.github.io/SSF4LEV2/

Completed characters:

Chun Li

Spoiler

Inputs changed
[list]
[]Kikouken - 426+P
[
]Lighting Legs - 426+K
[*]Tensyo - 623+K
[/list]

New moves
[list]
[]Dive kick - 8/92LK or 8/92HK
[
]Tensyo (sort of) - 623+K
[/list]

Removed moves
[list]
[*]None
[/list]

Launchers
[list]
[]4MKK
[
]EX Lightning Legs
[*]3LK
[/list]

Finishers
[list]
[]Ultra
[
]Super
[]EX Lightning legs
[
]Spinning bird kick
[]Hazanshu
[
]2HK
[/list]

Notes
[list]
[]Walk speed slightly increased
[
]Slightly less floaty during jumps
[]2MP slightly faster startup
[
]6MK special cancellable
[]4MKK jump cancellable
[
]3LK starts up faster and inches forward a bit
[*]3HK starts up faster
[/list]

Gouken

Spoiler

Inputs changed
[list]
[*]None
[/list]

New moves
[list]
[*]None
[/list]

Removed moves
[list]
[*]None
[/list]

Launchers
[list]
[]2MK
[
]Running Palm (623+LP)
[/list]

Finishers
[list]
[]Ultra
[
]Super
[*]Tatsumaki Gorasen
[/list]

Notes
[list]
[]6MP cancels into itself
[
]Damage reduced on all Running Palms
[/list]

Evil Ryu

Spoiler

Inputs changed
[list]
[*]Axe Kick - 236+K
[/list]

New moves
[list]
[*]Air Dive Kick - 214+K
[/list]

Removed moves
[list]
[*]Air Tatsumaki - 214+K
[/list]

Launchers
[list]
[]Tatsumaki (214+K)
[
]2HP
[/list]

Finishers
[list]
[]Ultra
[
]Shoryuken (623+P)
[*]Red Fireball (624+P)
[/list]

Notes
[list]
[]LK Axe Kick starts up a bit faster
[
]All Axe Kicks are special cancellable on hit or block
[*]2MK startup decreased slightly
[/list]

Oni

Spoiler

Inputs changed
[list]
[]Tenchi Sokaigen - 236236+KKK
[
]Demon slash - 236+K
[/list]

New moves
[list]
[*]None
[/list]

Removed moves
[list]
[*]None
[/list]

Launchers
[list]
[*]LK Demon Slash (236+LK)
[/list]

Finishers
[list]
[]Ultra
[
]MK/HK Demon Slash (236+MK/HK)
[]Dragon Punch (623+P)
[
]Demon Palm
[/list]

Notes
[list]
[]Walk speed increased
[
]Greatly increased air fall speed
[/list]

Guile

Spoiler

Inputs changed
[list]
[*]None
[/list]

New moves
[list]
[*]None
[/list]

Removed moves
[list]
[*]None
[/list]

Launchers
[list]
[*]3HK
[/list]

Finishers
[list]
[]Ultra
[
]Super
[]Flash Kick (28+K)
[
]2HK
[/list]

Notes
[list]
[*]Nothing substantially different here
[/list]

M.Bison

Spoiler

Inputs changed
[list]
[*]Ultra 2 - 236236+PPP
[/list]

New moves
[list]
[*]None
[/list]

Removed moves
[list]
[*]None
[/list]

Launchers
[list]
[]Double knee press (46+K)
[
]2HP
[/list]

Finishers
[list]
[]Ultra
[
]Super
[]Psycho Crusher (46+P)
[
]2HK
[/list]

Notes
[list]
[]Increased vertical height hitbox of 2HK
[
]2HP starts up faster
[/list]

Sakura

Spoiler

Inputs changed
[list]
[*]Otoshi - 623+K (Input is now super strict to prevent accidental input)
[/list]

New moves
[list]
[*]Air Dive Kick (214+K)
[/list]

Removed moves
[list]
[*]Air Tatsumaki (214+K)
[/list]

Launchers
[list]
[]Close HK
[
]EX Tatsumaki
[/list]

Finishers
[list]
[]Ultra
[
]Super
[]Shoryuken (623+P)
[
]2HK
[*]Otoshi (623+K)
[/list]

Notes
[list]
[]HK starts up slightly faster
[
]Landing frames of Tatsumaki can be cancelled into Dragon Punch
[]LK inches Sakura forward slightly
[
]EX Tatsumaki starts up a bit faster
[/list]

Cammy

Spoiler

Inputs changed
[list]
[*]None
[/list]

New moves
[list]
[*]None
[/list]

Removed moves
[list]
[*]None
[/list]

Launchers
[list]
[]Close HK
[
]Quick Spin Knuckle (624+P)
[/list]

Finishers
[list]
[]Ultra
[
]Super
[]Cannon Spike (623+K)
[
]2HK
[/list]

Notes
[list]
[]Dive kick minimum height lowered
[
]Normal Dive kicks no longer positive on block
[*]MP and MK inch Cammy forward a bit
[/list]

Rose

Spoiler

Inputs changed
[list]
[*]Soul Spark - 236+P
[/list]

New moves
[list]
[*]None
[/list]

Removed moves
[list]
[*]None
[/list]

Launchers
[list]
[*]MK and HK Soul Reflect (214+MK/HK)
[/list]

Finishers
[list]
[]Ultra
[
]Super
[]Soul Spiral (236+K)
[
]Soul Throw (623+P)
[*]2HK
[/list]

Notes
[list]
[]All Soul Reflect moves (236+K) move her forward a bit
[
]Vertical hitbox on slide increased a bit
[/list]

Old Version:

[details=Spoiler]This is a mod I’ve been working on/toying around with where a lot of moves cancel into others. I wanted to see how SFxT might feel so that’s how it started. Essentially, everything is cancellable into super and special moves and ex focus cancels only cost 250 special instead of 500 AND you can do anything during that animation. Also, charge times are near instant (just for fun).

Here’s some of my favorites:

[media=youtube]17WVr-oDDew[/media]
[media=youtube]Ikzc3aOkEmo[/media]
[media=youtube]gU509Uvkzsw[/media]

I had not intended to release this initially as it was just for my own amusement, but recent attention has made me aware that others might want to play it too. I’m aiming for a release of the whole thing later this month along with another project I’ve been working a few days later. Feel free to subscribe for more videos to be posted soon.

[EDIT]

SSF4AE - Liero Edition 0.7 ( http://db.tt/aGRPb7x2 )[/details]


SSF4 Tier List Thread REBOOT Super + AE (Updated: 02-01-09)
#2

These are pretty cool :smiley: Saw some others on your channel and loved 'em. Very interesting style, and it kinda makes me wish I had the PC version :stuck_out_tongue:


#3

That Bison combo was SICK!


#4

I feel like THAT is how Bison oughta be. None of this crouch-in-the-corner nonsense. Same with Balrog, Vega, and Deejay, actually…When was the last time you saw a boxer take a knee in his corner and hang out there till he felt like moving? o_O


#5

Awesome.
looks pretty stable.
only problem.

combos that do 50 percent life make me feel like Im wearing diapers.
two shotting someone is lame.


#6

That Bison combo makes me man-moist.


#7

That Bison combo looks like the Teleport allows extremly easy loops.


#8

Combos that take 60% of the other guy’s life… reminds me of Marvel. That Bison combo was cool, though.


#9

I could definitely see Bison screwing around with you like that with the Teleport combo. Very amusing. Thumbs up :slight_smile:


#10

by god those combos are nasty


#11

Alright, I’m now taking requests as I don’t know which character to do next. Next 4 requests get done. Also feel free to request junk that you want to be able to do. For example, someone asked me to be able to cancel Guile’s flash kick into air throw.


#12

I’d like to second that :slight_smile:


#13

I request Cody and Dudley!


#14

Juri with permanent FSE and 0 frame startup+recovery Divekicks. Extra plus if that allows her to combo Ex Divekick into Ex Divekick :lovin:


#15

It’s settled then; Guile, Dudley, Cody, and Juri it is.

Technically, permanent FSE is a side effect of the chaining so, you got it! Interesting suggestion on the divekicks. I’ll do it in the interest in seeing what it does.


#16

Some suggestions:
Makoto

  • Make all Oroshi faster and comboable. Make EX Oroshi do a floor bounce that you can combo into Fukiage.
  • This might be a bit extreme, but I still want to throw it out there. Make all Hayate come out as fast as EX Hayate, and make EX Hayate cause Makoto to actually teleport behind the opponent and hit them with it from the back (like she dashed so fast that she went right by them without them noticing).
  • EX Tsurugi causes floor bounce.

Sakura

  • Make Hadoukens charge faster.

Vega

  • Not directly related to combos… but how about making it so that he doesn’t lose his mask and claw?
  • Simplify inputs for Super and Ultra 1.
  • Make his rolls combo better.
  • Cancel his backflips into attacks.

T.Hawk

  • Condor Spire travels farther.
  • Cancel second hit of crouching HK into various things.
  • Able to use normal Condor Dive while jumping backwards.

#17

Combo U1 from Scarlet Terror.
ji.HP - cl.st.HP xx EX RCF - cr.MP - EX FBA Slash - EX Scarlet Terror - Cosmic heel - U1

Oh yeah.


#18

Alright so, Guile and Cody are done. As of right now I can’t do exactly what I want to do with Guile, but so far, he’s pretty fun. You can flash kick, air attack on the way down, and then EX flash kick again. Cody is a beast. Being able to combo knife attacks are just insane

Also, Vega? That should really be interesting. Im on it.

As a side note, grapplers are going to be sort of ridiculous; comboing into grabs and all.


#19

lariat into u2


#20

[media=youtube]JKxzzLnKR6E[/media]
[media=youtube]4ZvWw_UdqWg[/media]
[media=youtube]f_xQJEDfPqQ[/media]
[media=youtube]gzwN-7X4vh4[/media]

Done!. Who’s next?