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Street Fighter PC Mod- AE Style with New Moves!

Blogs > orgolove
Post a Reply
orgolove
Profile Blog Joined April 2009
Vatican City State1650 Posts
June 15 2011 05:57 GMT
#1
Shin Sakura - Advanced Akuma Moveset with New Moves PC Mod
I was able to extensively mod the PC version of Street Fighter 4. As the AE edition is now coming out for the PC in July, I would like to present to you my final work in this version of Street Fighter 4, and show you the potential of PC modding of such an awesome game.

Enjoy!

Video links:
Combo Video


Explanation Video


[image loading]

Shin Sakura, or "God" Sakura, has embraced the power of Satsui no Hadou, or the Art of Killing Intent.

Improving on Akuma's Ansatsuken Karate, Sakura has learned many new moves.


New moves:
[image loading]
Air Slash - Sakura splits the ground open with one slash from afar. Hits low, knocks down, can juggle. (no meter needed)

Hadou Echo - Sakura can return enemy projectiles just by staring at it. Any returned projectiles have their damage increased by 10%. This also reflects EX projectiles. (no meter needed)


Hadou Kick - Sakura can shoot fireballs sideways, diagonally, or horizontally upward by charging ki into her legs and throwing them out. Angled fireballs deal 2 hits, while horizontal fireballs deal 4 hits. EX version goes through blocks.

[image loading]

Air Jump - Sakura can release a burst of ki from her feet to jump multiple times while in the air.

Command Throw - Sakura has a command grab with a range of 1.75 (a bit more than L piledriver in vanilla). It is a 0 frame grab with 170 damage and 200 stun.

Low jump - Sakura can release her ki while on the ground to do a series of low jumps to surprise enemies. Distance/height varies with button pressed and range from opponent, with p buttons traveling further and higher than k.


Air normals - 8/9mk does a quick air tatsumaki that juggles. 8/9hk does a quick aerial shoryuken. 8/9mp does a very fast divekick that launches enemy. 8/9hp throws a horizontal aerial fireball that hits once.

Hadou Meteor - Sakura can throw two fireballs while in air without needing meter, at different angles depending on button pressed. EX version throws a meteor storm - many slow-moving huge multihitting fireballs.

[image loading]

Super is now the same as the ultra Shun Goku Satu, but doesn't drain revenge meter. Both super and ultra can now grab enemies during their hit recovery, letting you combo into it from almost anything.

Complete list of changes and improvements:

[image loading]
-General-
Walk/Dash speeds doubled. Dash starup/recovery removed.
Jump height is increased by 20% over other characters (all directions), and landing delay is removed.
All hits will now juggle any opponent in the air. The opponent will also catch on fire as long as the combo lasts (only visual effect).
Facial animations have been fixed to work both during gameplay and during beginning and ending cutscenes.
Voicepack has been reconstructed from scratch to correctly play the right voices during attacks, fireballs, shoryukens, etc.

-Normals-
Far standing lp and lk are low jumps that cover fullscreen/halfway distance.
Far standing mp/mk/hp/hk have had their startup and recovery greatly improved. It should beat most other pokes cleanly.
Close standing lp/lk are short jumps with high/low height.
Close standing mp/hp/mk juggles.
Close standing hk - first hit launches, second hit knocks down.
[image loading]
Crouching lp/lk are jabs with longer hit box (juggles).
Crouching mp/mk knocks down with longer hit box.
Crouching hp/hk launches (juggles).
Crouching hp hits twice on crouching opponents.

[image loading]

Jumping (forward and neutral) lk is a juggling kick that can be repeatedly canceled while in air. It has a huge hitbox and stays active the whole time until it hits the enemy, after which it can be canceled.
Jumping (forward and neutral) lp is air jump.
Jumping (forward and neutral) mk is a quick air tatsumaki.
Jumping (forward and neutral) mp is very fast divekick that launches on hit.
Jumping (forward and neutral) hk is a quick air shoryuken.
Jumping (forward and neutral) hp is a quick air single hit sideways fireball.

6mp (command normal) - first hit juggles, second hit knocks down.
92mk (command normal) - very quick divekick.

[image loading]

-Throws-
Throw range (both forward and backward) has been increased to 1.5 and their recovery has been decreased by 60%.

-Focus Attacks-
All hits juggle.
Focus attacks go through blocks from level 1.
Focus attacks absorb unlimited number of (non armor-breaking) hits.

-Hadoken-
All hits juggle.
Regular Hadokens have had their animation changed to Akuma's Shakunetsu Hadoken charge. The delay has still been greatly reduced to be similar to sonic booms.
All Hadokens now hit 4 times for 200 damage, juggles, and knocks down. Hadoken speed is determined by punch button.
EX hadoken goes through blocks and goes very fast.

-Shakunetsu (Fire) hadoken-
All hits juggle.
Changed to Hadou Kick. (commands are still the same)
L hadou kick immediately throws a 2-hit fireball upward.
M hadou kick throws another fireball towards the upper right corner, followed by the l fireball.
H hadou kick throws a very slow 4-hit fireball sideways followed by the l fireball.
EX hadou kick goes through blocks, but otherwise is same as H hadou kick.

-Tatsumaki (Hurricane Kick)-
All hits juggle.
Recovers immediately after last hit for all versions.
H tatsumaki can combo into ex shoryuken, among other combo possibilities.
Ex tatsumaki can hit airborne enemies for full hit, and puts them in spinning recovery (i.e. last hit of gouken's ex tatsumaki).

-Air Tatsumaki-
All hits juggle.
L tatsumaki launches enemy.
M tatsumaki knocks enemy down (armor breaking).
H tatsumaki puts enemy in spinning recovery (armor breaking).
Ex tatsumaki hits airborne opponents for full 5 hits and last hit puts enemy in spinning recovery.

-shoryuken-
All hits juggle.
L shoryuken barely rises to the ground.
M shoryuken rises as high as regular L shoryuken.
H shoryuken rises as high as regular M shoryuken.
All shoryukens recover immediately after landing.

[image loading]
-Zanku Hadoken (Hadou Meteor/Air Hadouken)-
All hits juggle.
All normal moves send two 2-hit fireballs.
L zanku throws one fireball downward and one towards lower right corner.
M zanku throws one fireball in a steep angle and one fireball downward.
H zanku throws one fireball towards lower right corner and one fireball in a steep angle.
EX zanku throws 16 slow-moving 2-hit fireballs that deal a huge stun damage.
All moves recover immediately after landing.

[image loading]

*Note - when you combine this move with air jumps, if you go beyond a certain height, you are considered out of game. Any fireballs you shoot while being too high will cause them to be useless and just go through the enemy without touching them.


[image loading]

-teleport-
All teleports move much faster.
All teleports have had their startup and recovery frames greatly reduced. .
PPP teleport forward can cross up depending on the normal you use after you land next to opponent.
KKK teleport forward command executes Hadou Echo.
KKK teleport backward command executes the Air Slash.

[image loading]

-Hyakki Syu (Demon Flip)-
Startup of all demon flips and recovery of all follow ups are much faster.
l demon flip command executes the command grab (1.75 range, 170 damage/200 stun, 0 frame grab).
Dive kick follow up is much faster and lets you recover with huge frame advantage even after you hit high up the character.
Palm strike follow up stays active throughout the duration of the flip.
Grab follow up has a range of 3.0 horizontally (but still has height activation limitation).
No follow up automatically plays the H Hadou Meteor move.

-Raging Demon (Super/Ultra)-
Raging demon can now grab enemies during their hit recovery, including juggles.
This means raging demon can now combo from almost anything, including normals/fireball/tatsumaki/shoryuken/anything else.
Raging demon now travels much faster and for a much longer distance, similar to but faster/longer than shin Akuma (boss Akuma)'s move.
Super now plays the ultra animation and damage. It drains the whole EX meter, and deals damage equal to the current revenge meter. Executing the super doesn't drain your revenge meter.
At 0 revenge, the super deals 200 damage. At max revenge, the super deals 600 damage.


Credits:
The costumes weren't done by me. The music is from touhou.

Download:
Choose 1:
SKR1 - This file fixes all the faces. There is no warped face during the intro/outro or cutscenes. BUT the character is mostly stonefaced during gameplay, with only slight lip movements.
http://uploadmirrors.com/download/1DZVFGDW/SKR1.zip

SKR2 - This file leaves the faces warped in the intro/outro, but the character is very expressive during gameplay, and has all the frowns/lip/tongue/mouth/eye/hit reaction/ other movements while fighting.
http://uploadmirrors.com/download/1UCHFUKP/SKR2.zip

Instructions
1. BACK UP YOUR SKR FOLDER IN Program Files\CAPCOM\STREETFIGHTERIV\Battle\Chara
2. Extract your downloaded file.
3. Copy and paste all files in the extracted folder into CAPCOM\STREETFIGHTERIV\Battle\Chara\SKR. Overwrite when prompted.
The color scheme above is # 4.

*
초대 갓, 이영호 | First God, Lee Young Ho
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
June 15 2011 06:07 GMT
#2
hahahahah sweet

DIE ONE THOUSAND DEATHS.... tee hee, just kidding~!
Moderatormy tatsu loops r fuckin nice
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
June 15 2011 06:15 GMT
#3
Impressive changes.
Modding is a great hobby.
who will you mod next?
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
wussleeQ
Profile Blog Joined June 2009
United States3130 Posts
June 15 2011 06:25 GMT
#4
haha it's only fitting that fakesteve has the first post in this thread xD. On another note... this looks awesome! It's awesome the type of things modders can do with games
BW -> League -> CSGO
orgolove
Profile Blog Joined April 2009
Vatican City State1650 Posts
June 15 2011 07:43 GMT
#5
Thanks. It was a lot of work, but I feel it was worth it.

I'm still debating whether it'll be worth it to mod this game any further, when AE is coming out so soon.
초대 갓, 이영호 | First God, Lee Young Ho
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
June 15 2011 09:26 GMT
#6
Make Yun/Yang's ultras not anti-air and then make ex lunge just safe not +1 on block ;D

AE Promod incoming rofl.
Follow me: www.twitter.com/zlasher
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
August 04 2011 13:29 GMT
#7
never knew about this one

sick shit (esp. now that i play sakura alot recently)

digging the costume too
Forever Young
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