Current Version available: https://www.dropbox.com/s/agketoeoz6wyqxy/SSF4X%200.39%20Alpha.zip (Unzip this into your main SF4 Folder)
The current version is also available on Avenue Brawler https://dl.dropbox.com/u/95809562/Avenue%20Brawler%20Manager.zip Something I highly recommend to all PC users!
Thought I’d create a thread for the project I’ve been working on and mentioned in the USF4 thread. Even if no one posts in here this will be the place I’ll try and keep the information regarding character changes and videos for the purposes of informing people who want to play the mod upon release.
I’ve been slowly developing a mod for SF4 that aims to be a complete conversion of the game into a more rewarding fundamentals oriented game. It gives everyone lots of new options and tries to reward smart play rather than simply setup play that SF4 has been slowly devolving into. The mod will be different enough to feel worth playing but not SO different as to move into “Mugen” or “Marvel” territory. I want to be less oriented towards crazy over the top stuff like most mods are (SF4Remix is awesome though and everyone should try it for a good time.)
Here is a breakdown of the UNIVERSAL changes occurring to every character:
Almost every character is getting a walk speed boost. (Currently only Vega (Claw) has not received a boost to walk speed) the amount varies character to character.
All backdashes are having their invincibility reduced from 8F to 4F. Airborne frames still occur right after invincibility wears off. Many backdashes are getting a couple of frames removed from recovery and/or having their distance increased to compensate.
95% of normal attacks are getting between 1F and 3F more blockstun (varies move to move and character to character.) Sweeps are getting 2F LESS blockstun however.
All non-command normals are getting ~15% more pushback on block to compensate for the additional frame advantage (to prevent jab fighter and other potential issues) sweeps will be getting the additional pushback as well so while less blockstun they are safer via distance in some cases.
Light attacks are getting 15% more pushback ON HIT as well (But not on counterhit)
Stand to crouch transition is considered “Crouching” on first frame (no more uncrouchable setups.)
Level 1 focus attack no longer causes a crumple state on counter hit. Now causes 25F of hitstun instead.
Crouch tech has been removed as an option. Hitting LP+LK (or any combination of buttons that includes LP+LK) will always cause you to perform a stand throw attempt. While this makes defending yourself a bit more difficult there is an advantage: It is now possible to kara throw via crouching normals which opens up a number of characters kara throw options. (Most notable being Evil Ryu’s incredible crMK kara option.)
Characters with poor throw ranges and/or no viable kara throw are getting small buffs to throw range.
Throws getting damage increased across the board. Most being upped between 15-30 damage/stun.
Throw whiff animation frame count increased by 5F (Now 3/2/25)
Ultra damage being lowered 10-15% in most cases (a handful will be less such as Chun’s U2 and Guile’s U2 which may get buffed.) this is to reduce “comeback factor” but still retain their strength as tools and still be a threat.
Meter gain getting completely reworked for everything. Normals have been changed as such:
Light attacks no longer build any meter on block for either the attacker or defender.
Medium attacks now build 5 meter on whiff. However on hit the meter has been reduced from 40 to 30 (not including the 5 meter from the startup)
Heavy attacks now build 8 meter on whiff. However on hit the meter has been reduced from 60 to 40 (not including the 8 meter from the startup)
ALL attacks (including specials) now only build 25% meter on block for the attacker. (Down from 50%)
ALL attacks (including specials) now only grant 33% meter to the defending player (Down from 50%)
Most special moves are getting between 5 and 10 additional meter on start up to help compensate for the overall reduced meter on defense or block.
This in general will make meter a more valuable resource but more importantly it will make it so that it rewards the person attacking far more than the person defending. No longer will an attacking player easily give a defender meter just trying to open them up. In addition the added meter gain on whiff will increase the meter gained for extended combos as meter gain on whiff is not subject to combo scaling like meter gain on hit.
Overhaul of INPUTS for moves:
All non-charge or 360 inputs are having their buffer window reduced. Any 12F buffer is being reduced to 8F and any 16F buffer is being reduced to 12F.
DP motions are being reworked. Shortcut is still possible however you must end the final input on down+forward or forward. UP+Forward is no longer accepted for any DP motion as it’s final input. This means that it is possible to perform walking fireball input easily and consistently by performing a Tiger Knee type motion of QCF - Up Forward + P this will ALWAYS get you a fireball input instead of a DP input now.
Many input errors being fixed (Back - Forward - B ack - Forward no longer causes a counter for Gouken or a DP for Fei Long for instance.)
Some characters may have a motion input changed. (T Hawk Condor Spire now QCB instead of reverse DP. Rose Soul Throw now a qcb + kick instead of a DP motion. Soul Spark now a QCF instead of HCF.) this is merely for ease of use and consistency. All changes will be clearly noted and may or may not make the final build depending on feedback.
Many normal attacks getting damage buffs (emphasis on anti airs)
Most moves getting hitbox / hurtbox tweaks (emphasis on anti airs)
Some normals will be getting special properties on counterhit such as even more frame advantage than currently given (Ex: Juri’s far MP now gains 6F more hitstun on counterhit instead of 3F) or more damage (Gouken’s far HK does 140% damage on counterhit instead of 125% damage.)
Supers getting varied damage buffs.
Most characters changes are 90% buffs, there may be a handful of compensation nerfs or sideways changes that could be considered either a buff or nerf dependent on your point of view. These changes, like all of them, are subject to change based on testing.
Those are merely the universal changes, every character is getting lots of individual changes and buffs. Here are a few sneak peeks of SOME of the changes for the characters I’ve been working on.
NOTE: I will not be listing the universal changes that are not character specific such as meter reduction / increased pushback on normals for any characters change list unless the change is different than the universal ones
Inside: Sneak Peek videos of individual characters.
Cody - Complete (Beta stage)
Gouken - Complete (Beta stage)
Vega (Claw) - Complete (Beta Stage)
Juri - Complete (Beta stage)
Blanka - Complete (Beta stage)
THawk - Complete (Beta Stage)
Rose - Complete (Beta Stage)
Dan - Complete (Beta Stage)
Cammy - Complete (Beta Stage)
Fei Long - Complete (Beta Stage)
Honda - Complete (Beta Stage)
Balrog - Complete (Beta Stage)
Seth - Complete (Beta Stage)
Guile - Complete (Beta Stage)
Zangief - Complete (Beta Stage)
Ken - Complete (Beta Stage)
Akuma - Complete (Beta Stage)
Ryu - Complete (Beta Stage)
Sagat - Complete (Beta Stage)
Makoto - In Progress
Currently available change list can be found here:
http://pastebin.com/bp0tRfn3 [Last updated 12/04/2013] [Currently only has notes for Cody, Gouken, Rose, Vega, Partial Dan Notes]
I had to use pastebin due to character limit on posts preventing me posting the notes here. Once a characters notes are complete I’ll start doing supplemental change logs to show what was changed from the previous build so you don’t need to check all of the notes.
Decided to release with 9 instead of 10 simply due to wanting to get some feedback and actual playtime from players to see if people like the direction it’s progressing. I’m 100% open to all criticism and encourage you to try and break this and see if there are bugs or dumb stuff like infinite combos or something that I missed. Patch notes are in-progress as they are very time consuming to do since I don’t have any sort of comparison tool so I have to check each file move by move.