GimR
GimR, Co-Founder of VGBootCamp
I'm not a programmer but I really like Street Fighter 4. I think we have the tools to make SSBB like street fighter 4 as close as possible. This would be an insanely fun mod and would get the street fighter community to start playing Brawl
I have already thought of every code we would need. IF you can make codes please do join
If you think of any new codes we would need just say so.
He are all of the following codes I have thought of for the first beta version:
Get rid of the following animations/moves because they just aren't in street fighter:
Air Dodge
Double Jump
Short hop
Running Animation(You can still dash but you can't run after the initial dash)
Turning around animation(People automatically move back and forth there is no turnaround animation)
Crawling
Spot Dodge
Roll left or right
Tech Roll left
Tech Roll Right
U-throw
D-throw
Grab Hit
Grab release
holding a button to shield
Dash attack
Jumping out of a dash
Rapid hit Jabs(Like Falco's spinning jab attack)
Add the following:
-Make the game a little faster
-Make everyone fall a little faster
-whenever you do an attack the game makes it so your facing your opponent while doing it.
-When you jump you automatically fast fall
-everyone has three jumping animations that have set momentum, Jump straight up, jump forward, and jump backwards,(You can't change your aerial momentum by holding left or right on the control stick)
-add more shield stun and a little more hitstun
-you have to press forward twice on the control stick to do a forward dash
-If you press back twice on the control stick you do a backwards roll that acts like a backwards dash, it only has invincibility on the first few frames though unlike a normal backwards roll
-If two people grab within 5 frames of eachother's grab the grab breaks.
-If you take 70% damage without hitting your opponent your shield breaks and you get put into the shield break animation
-If you are pressing your control stick away from your opponent and he inputs any attack you automatically shield upward(this makes it so low attacks can still get through)
-If you are pressing your control stick down and away from your opponent and he inputs an attack you will automatically shield downward.(This makes it so if your opponent comes from above and attacks you will get hit, youll have to know when to block high, and when to black low)
-Infinite shields so they never shrink.
-Make the shield invisible so it looks like characters are blocking with their body's
-all aerial attacks like F-air have automatically no landing lag besides the automatic 2 or4 frames a normal land has
-If you are in the air you can only do one attack before land(I.E. If you were MK and jumped and U-aired you'd have to hit the ground before you could do anything else
-If you are in the air and get hit you can't do any attack or animation until you land
-You can't be grabbed when airborne unless it is a command grab like Bowser's Forward-B
-IF you grab someone you automatically throw forward
-If you hold back and then grab someone you automatically throw them backwards
-If thrown you automatically hit the ground, you can't tech it. Once you hit the ground you automatically stand up.
-If you hit the ground and don't tech you automatically stand up(this gives the opportunity for cross ups and such)
- Both the stand up animations and tech stand up animations have full invincibility until you can move(this gives the opportunity for cross ups and such)
-Once you reach 75% you glow and receive your final smash. In order to use your final smash you have to input quarter circle forward with the control stick and then press B. This is to emulate Ultra's from SF4
The following code is very important:
Every time one of your grounded attack hitboxes hits your opponent or his shield sheik's UP-B wind push back hitbox falls out of your hitbox and pushes both you and your opponent away from each other.(By grounded hitbox I mean a grounded attack. That means that when you hit someone with an aerial like a F-air, sheik's up-B push-Box won't come out)
This code will make it so no infinites are possible(Like G&W's D-Tilt wall lock)
Codes to be added later:
-Move decay that rapidly increases during a combo, and resets instantly once the combo is broken.
F-Smash acts as like a Focus attack. IT has three stages and third is unblockable. The second and third stage make you do a slow tripping animation.
-The third stage would be a F-Smash fully charged
-The first stage would be a F-smash with no charge
-You are vulnerable during this tripping animation and can be hit
-you can cancel your F-Smash chargin animation with a forwards or backwards dash
-You can only dash forward or backwards during the actual hit of the forward smash animation if you hit your opponent or his shield with the hitbox of your F-Smash animation
-Later we could add command moves. For example we would make it so you have to input quarter circle forward + B to do a fireball if your playing as Mario
So anyone want to help make this happen?
Also, are there any codes that have already been made that we could use for this project?
I have already thought of every code we would need. IF you can make codes please do join
If you think of any new codes we would need just say so.
He are all of the following codes I have thought of for the first beta version:
Get rid of the following animations/moves because they just aren't in street fighter:
Air Dodge
Double Jump
Short hop
Running Animation(You can still dash but you can't run after the initial dash)
Turning around animation(People automatically move back and forth there is no turnaround animation)
Crawling
Spot Dodge
Roll left or right
Tech Roll left
Tech Roll Right
U-throw
D-throw
Grab Hit
Grab release
holding a button to shield
Dash attack
Jumping out of a dash
Rapid hit Jabs(Like Falco's spinning jab attack)
Add the following:
-Make the game a little faster
-Make everyone fall a little faster
-whenever you do an attack the game makes it so your facing your opponent while doing it.
-When you jump you automatically fast fall
-everyone has three jumping animations that have set momentum, Jump straight up, jump forward, and jump backwards,(You can't change your aerial momentum by holding left or right on the control stick)
-add more shield stun and a little more hitstun
-you have to press forward twice on the control stick to do a forward dash
-If you press back twice on the control stick you do a backwards roll that acts like a backwards dash, it only has invincibility on the first few frames though unlike a normal backwards roll
-If two people grab within 5 frames of eachother's grab the grab breaks.
-If you take 70% damage without hitting your opponent your shield breaks and you get put into the shield break animation
-If you are pressing your control stick away from your opponent and he inputs any attack you automatically shield upward(this makes it so low attacks can still get through)
-If you are pressing your control stick down and away from your opponent and he inputs an attack you will automatically shield downward.(This makes it so if your opponent comes from above and attacks you will get hit, youll have to know when to block high, and when to black low)
-Infinite shields so they never shrink.
-Make the shield invisible so it looks like characters are blocking with their body's
-all aerial attacks like F-air have automatically no landing lag besides the automatic 2 or4 frames a normal land has
-If you are in the air you can only do one attack before land(I.E. If you were MK and jumped and U-aired you'd have to hit the ground before you could do anything else
-If you are in the air and get hit you can't do any attack or animation until you land
-You can't be grabbed when airborne unless it is a command grab like Bowser's Forward-B
-IF you grab someone you automatically throw forward
-If you hold back and then grab someone you automatically throw them backwards
-If thrown you automatically hit the ground, you can't tech it. Once you hit the ground you automatically stand up.
-If you hit the ground and don't tech you automatically stand up(this gives the opportunity for cross ups and such)
- Both the stand up animations and tech stand up animations have full invincibility until you can move(this gives the opportunity for cross ups and such)
-Once you reach 75% you glow and receive your final smash. In order to use your final smash you have to input quarter circle forward with the control stick and then press B. This is to emulate Ultra's from SF4
The following code is very important:
Every time one of your grounded attack hitboxes hits your opponent or his shield sheik's UP-B wind push back hitbox falls out of your hitbox and pushes both you and your opponent away from each other.(By grounded hitbox I mean a grounded attack. That means that when you hit someone with an aerial like a F-air, sheik's up-B push-Box won't come out)
This code will make it so no infinites are possible(Like G&W's D-Tilt wall lock)
Codes to be added later:
-Move decay that rapidly increases during a combo, and resets instantly once the combo is broken.
F-Smash acts as like a Focus attack. IT has three stages and third is unblockable. The second and third stage make you do a slow tripping animation.
-The third stage would be a F-Smash fully charged
-The first stage would be a F-smash with no charge
-You are vulnerable during this tripping animation and can be hit
-you can cancel your F-Smash chargin animation with a forwards or backwards dash
-You can only dash forward or backwards during the actual hit of the forward smash animation if you hit your opponent or his shield with the hitbox of your F-Smash animation
-Later we could add command moves. For example we would make it so you have to input quarter circle forward + B to do a fireball if your playing as Mario
So anyone want to help make this happen?
Also, are there any codes that have already been made that we could use for this project?