Hello. This is mostly a bugfixing update, but it’s got C. Viper with her airdash back, Blanka with a modified electricity move and Gen with more sensible walljump commands. Also a good amount of Ibuki changes.
Cody
– fixed 5MP juggle
– fixed move priorities so bad spray followups dont override EX moves
– qcf+PPP moves forward less
– sand dash has slightly less recovery
– sand zonk juggles
Oni
– Fixed infinite
– Slash – QCB+P followup is now manual instead of automatic
– B+P – followup from slash. Added special cancel to MP HP and EX versions.
Dan
– Far HP – stays out longer
– QCF + KKK – goes further, faster
Gen
– Ouga, directions are now QCB/QCF which makes more sense!!!
Ibuki
– fixed 5MP corner juggle inf
– fixed 2HK xx 5HK infinite
– Increased recovery on normal air qcf+K (not EX)
– non-EX RAIDA qcb+P – knocks back less, to allow for possible followups with EX qcf+KK
– can now qcf+K dash from RAIDA (qcb+P) on hit
– EX qcf+KK recovers slightly faster
– 5HK launches higher
– 5HK and air normals do less damage (down by 10-30 dmg depending)
– replaced qcf+K > MP with ground kunai throw
– qcf+K hyperhop is now UP input
– qcf+K > HP – less recovery after hit. After landing.
Blanka
– who’s blanka
– swapped his normals around. Far 5MP -> 5HP, no more distance specified normals
– electric blanka – qcf+P – D,D+P. multihit special -> juggle move
– air non-EX hcb+P trajectories changed
Adon
– fixed 2HK, 2MP inf
Seth
– made EX cmd grab invincible during hitbox, armor afterwards in order to avoid freezing
Juri
– In feng shui mode, can now only cancel specials into other specials, not into the same ones.
Yun
– Can now f+HP and f+MK off all normals on whiff
– added slight startup to the morrigan dash, also added a woosh sfx
– increased hitstun on all HP moves so palms can combo more easily
– more gravity on juggle after MP and HP shoulders
– divekicks now knock down
– reduced startup after superfreeze on dp+PPP
C.Viper
– readded airdash. bb,ff or pp, b+pp
Dudley
– increased pusback on 6HP in order to avoid infinites or at least make them harder to do who knows
– cross counter input is now HCB,F+P and can be done both in and out of ducking. Old input, b+K in ducking removed bc sf4 input buffer is a fuck.
– cleaned up EX ducking a bit
– re-added ducking straight d+P during ducking
– change ducking upper input to d+K
Gen’s crane 2HP doesn’t get its armor broken from any heavy attacks
viper v claw
hit cr.claw with viper’s 2hp and go into emergency combo and it goes clean past vega
…Hugo has what he had in ultra. one ex clap at the right timing basically parries the entire projectile, whether it’s one fireball, ex, or a whole super.
Gen(Crane) to Sakura
5MP, 214PP
Zangief’s Back throw doesn’t work properly on Hugo, it acts like a normal throw and doesn’t switch sides
The bug The Salt God found about C.viper’s 2 HP into emergency combo whiffing on cr. Vega, it also whiff with 5 HK into emergency combo and 5 HP into emergency combo
Adon
236PP
Doable with NO METER
In fact, it gains a bit of meter
with zangief’s back throw(Which can already be RC’d), if you catch hugo and RC it, you can do siberian blizzard for style points, I guess?
And while we’re on the topic of cancellable throws, Rose’ normal throw can be RC’d, maybe we should make this a universal thing(the cancels lead to nice stuff by accident as is, imagine what would happen if it was intentional)
for the instant air siberian blizzard thing, corner only, and it seems to work with everyone
a list of characters with throws that can be RC’d or AC’d
This includes command throws
Ibuki(command throw=RC) the ex command throw can be AC’d
Makoto(forward throw=RC) useless, super late RC
Gouken(forward throw=RC,AC)
C. Viper(forward throw=RC,AC. Back throw=AC)
Blanka(Forward throw=RC,AC)
Zangief(Back throw=RC SPD=RC)
El Fuerte(Air throw=RC anti-air command throw=RC)
T. Hawk(Forward Throw=RC,AC regular and ex command grab=RC)
Rose(Forward Throw=RC,AC)
Hugo(Meat squasher=RC)Practically useless, too far away to get a combo into other supers
got this in game message after launching Remix. “ID_SWAN Installed”
HUGE BUG
soft lock if MAKOTO hits anyone in the air with Abare Tosanami, if only the first part hits and not the ground portion.
Also, if it does hit the rest, it doesn’t track, so you need to be in the corner to get the rest of AT to hit.
it also still works with 2 buttons instead of the standard 3, despite the strength rule of 2.0 still applying.
2 game breakers in 2 days, I’m on a roll, really simple one too.
Bison literally MUST have accessibility to Ultra 2, or else attempting super blast hard crashes the game.
hi, I’m not really checking here lately and probably won’t for a long while to come. Needing to have access to Ultra2 is something thats sort of a given so the bison thing isn’t much of a priority.
Makoto thing I’ll add since that’s a bad bug.
Don’t expect me to really fix anything anytime soon bc I’m kind of busy with life and stuff, and none of us have much of a spark for remix atm.
Alright, expect more bugs and such from
me the next time you look in here, like how Cody’s 236PPP goes clean past Ibuki(maybe some other characters, haven’t tested it yet) on the last hit.