Great grand final
Tokido lost to Viper, as expected. I'm sure Kindevu picked her because he knows Tokido and Mago don't do well against her. Daigo took her out pretty easily though, getting rid of the problem for Mago. Mago takes care of the rest, RF's Sagat was so free it was sad.
I think there are fun times ahead with Daigo's Akuma, glad he went with the kick Ultra.
That wasn't RF on Kindevu's team. That was Nyanshi.
So, would anyone be interested in playing around with a 2012 mod I made for the PC version? I added almost all the balance adjustments that have been announced for 2012.
http://www.sendspace.com/file/o3cxn7
The biggest issues:
Health/stun changes: They involve modifying the .exe, which shouldn't be done.
Juri: FSE changes, probably the biggest thing I left out.
Hakan: He does get oil at the start of the round, but he also gets it mid-round if he stands perfectly still for 2.5 seconds. Shouldn't be an issue in matches, considering it's faster to do HK oil. I also didn't make his oil dives fly over the opponent, because I couldn't find a way to do it without changing the trajectory.
Smaller things I didn't change:
Chun: The "bug where characters fell out of the Ultra 1 juggle in Arcade Edition." I'm just not familiar with it.
Cody: Blocking during the knife pickup animation.
El Fuerte: s.HP xx Run sweep whiffing
Gen: Glitch where he receives extra counterhit damage during crane c.HP.
Makoto: Charged Hayate because no one cares.
Oni: EX DP causes an untechable knockdown at any point, not just off the first hit.
That's about it. Everything else should be in there and working properly. I obviously had far too much fun playing with the moveset editor.
Thanks for posting this up man. Obviously, things like walk speed and hitboxes wouldn't be as accurate as Capcom's final build but I'll assume everything in your build is a best case scenario.
I messed with Dudley, Cody and Cammy for about an hour and a half. Obviously Yeb isn't working with an exact build but it's close enough for you to get an idea of what 2012 will be like.
With Dudley the most significant change would be to his cr mk, which actually feels noticeably faster. Counter-hit RH. trap is good to have back, but the timing to hit a jab or another RH after an empty duck seems way tighter than it was in Super. Either way, it's a good tool to have and I'm glad he has it again.
Rose FADC seems pretty useless outside of beating focus xx backdash and armor command grabs. I tested for a long time against Balrog's EX dash punches and the tracking on the rose isn't good enough to hit them consistently. The hit stun on the rose itself is horrible and will actually leave you negative if you hit an opponent with a meaty attack first and rose second. You have to hit with the rose first then your meaty normal if you want to actually net anything.
The Ultra I change is kind of meh as well. It's still doesn't punish Chun backdash but I guess it should catch focuses and armor attacks easier? The first 5 punches come out really fast.
The changes to short swing blow aren't even noticeable. And with HP Jet Upper I could punish Makoto's EX Hayate at all ranges except full screen. Still doesn't punish Balrog dash straight though. If Dudley's changes only amount to this then I think he's still going to be pretty bad. What he really needs is hitbox adjustments on his normals and focus and maybe a frame shaved off of his forward dash. I've still got my fingers crossed that they're adding some last minute changes.
As far as Cody goes, his forward walk speed seems much faster, which mean his pressure is going to be even scarier. His backwards seem doesn't seem as dramatic but I'm sure anything is better than what he was. He's should be a pretty decent threat with all these changes.
Cammy is much better now that she has her old SA back because now she actually gets a good setup for landing a combo (Meaty divekick/ambiguous crossup pressure). Then you factor in that all of her combos now do more damage due to the second hit of RH SA. The only thing I have to complain about is that you still can't FADC the second hit of SA unless you're at a specific range, which is fairly close. This will probably remain a mystery until the real build comes out. Personally, I'm hoping I'll be able to FADC at the last minute if I drop a combo, seeing as how you'll eat an ultra if you can't. Spin knuckle start up is still way too slow to be useful.
haha guess that ends my rant.
So, would anyone be interested in playing around with a 2012 mod I made for the PC version? I added almost all the balance adjustments that have been announced for 2012.
http://www.sendspace.com/file/o3cxn7
The biggest issues:
Health/stun changes: They involve modifying the .exe, which shouldn't be done.
Juri: FSE changes, probably the biggest thing I left out.
Hakan: He does get oil at the start of the round, but he also gets it mid-round if he stands perfectly still for 2.5 seconds. Shouldn't be an issue in matches, considering it's faster to do HK oil. I also didn't make his oil dives fly over the opponent, because I couldn't find a way to do it without changing the trajectory.
Smaller things I didn't change:
Chun: The "bug where characters fell out of the Ultra 1 juggle in Arcade Edition." I'm just not familiar with it.
Cody: Blocking during the knife pickup animation.
El Fuerte: s.HP xx Run sweep whiffing
Gen: Glitch where he receives extra counterhit damage during crane c.HP.
Makoto: Charged Hayate because no one cares.
Oni: EX DP causes an untechable knockdown at any point, not just off the first hit.
That's about it. Everything else should be in there and working properly. I obviously had far too much fun playing with the moveset editor.
Hah, I'll take a look at that too.I'll check it out, as for the Chun ultra animation thing, this is what they're referring to:
http://www.youtube.com/watch?v=9v9weMs0v_Q&feature=related
Thanks for the feedback. Did Cammy's spiral arrow work differently in Super? An FADC window is exactly the kind of thing I could have overlooked.
Cody's walk speed was more than a random guess though. I moved both his forwards and backwards walk speed up one tier (see this post), I basically copied and pasted Ken's walk speed... but that means his backwards walk speed should have been very noticeable. Now I just realized a glitch that I kept running into with movement properties got me with Cody, and the backwards walk speed change didn't actually stick. >_<
Oh well, problems like this were inevitable, I'll make a quick update later tonight.
Hah, I'll take a look at that too.
Nice work Yeb! Will try your mods at a friend's place later!It was more like... taking it apart to see how it worked, I guess. I started with a few characters just to play at local casual sessions, but I was having fun so I kept going. I happen to enjoy things that are challenging and complicated. *cough*Gen*cough*
Can I install that shit on steam PC version? Is it easy to uninstall for when real 2012 comes out?
Hey guys, some guys in the DFW community are playing in a AE and UMVC3 tournament today streamed by Boom Gorillas. Joekage, FindMyFarms and myself will be there. Check it out. http://www.twitch.tv/BoomGorillas
TS has their own team page on Twitch now, so you can check out all the members streams in one spot
http://www.twitch.tv/team/teamsp00ky
I think the final dev changelog is being released 11/30
If anyone remembers Teknique San from adventures of gootecks/mike ross, we had a barn burner of a match in a tourney yesterday, check it out!
http://www.twitch.tv/boomgorillas/b/300521959
It's at the 1 hour mark.
Good Ish. That strong counter hit or meaty combo was great at the end.
Good Ish. That strong counter hit or meaty combo was great at the end.
gj farms! enjoyed your match at the end against joe haha I said it was GG the moment he went to ryu .
also, teknique-san is a whiny girl! he uses herpaderp mak and then he wants feilong nerfed(the finals between farms and joe he was saying a bunch of different nerfs he'd put in for fei)! seriously play a real character(not sim )!!
Thanks for posting this up man. Obviously, things like walk speed and hitboxes wouldn't be as accurate as Capcom's final build but I'll assume everything in your build is a best case scenario.
I messed with Dudley, Cody and Cammy for about an hour and a half. Obviously Yeb isn't working with an exact build but it's close enough for you to get an idea of what 2012 will be like.
With Dudley the most significant change would be to his cr mk, which actually feels noticeably faster. Counter-hit RH. trap is good to have back, but the timing to hit a jab or another RH after an empty duck seems way tighter than it was in Super. Either way, it's a good tool to have and I'm glad he has it again.
Did you mess around with Dudley's U1? IIRC i read something about air hits and U1. I have PC version but I'm too busy with Skyrim to do the mod