USF4 Remix 2 B30
by Anotak & MiriamBurgers 20.12.2025 - Launcher by Dantarion & Anotak
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hopefully found on http://www.sf4remix.com
USF4 Remix Discord: https://discord.gg/Ybtn4wV
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Installation:
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Put the sf4_remix folder in your game's root folder. (folder containing SSFIV.exe)
To run remix, run remixlauncher.exe.

Uninstallation:
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Delete sf4_remix folder and remixlauncher.exe and remixlauncher.txt

Other things:
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Please set USF4's Options -> Graphical Settings -> Framerate to "FIXED". Other settings are very buggy
because capcom has not fixed it.
For movelists etc. please look through our wiki.
It is currently under construction and update for Remix 2 but a lot of information should be correct.
To use koryu mode, please use edition select.
Remix is meant to be more serious, koryu is just for fun.

http://www.sf4remix.com/wiki/

Changelog:

Rolento:
* PPP~K followups - are now the same as the motion input rolls - K rolls back 6K rolls forwards
* PPP~PP - properly consumes meter now
* 5HK - is now cancellable to 6MK
* 9HK - drops opponent farther and harder on juggle hit
* 214P - new special move command for standalone delta airraid attack, EX version causes groundbounce.       
* increased damage from 90/115 to 100/120 for regular versions
* 236PP - Now has charge versions. no charge: 3 knives, charge: 5 knives. They stop in the air before launching forward.
* j.236PP - Same deal as ground 236PP but the knives shoot diagonally downwards. The hitbox is also not active until they start travelling.
* 214PPP - now pulls in on hit, and lets rolento do whatever he wants afterwards.
* 246PPP - Creates a knife shower at 1 of 3 places depending on punch button held. Can be RC'd after the shower.

Ryu
* 5HP - close version now has faster startup
* 4HK/HK - can be done off heavies again
* 214HP - juggles lower to avoid infinites, no longer gets juggle afterwards
* 214K - more recovery on all versions except EX, no longer able to get easy normal combos off MK/HK hit, have to use the followups now.
* 214KK - air version slowly moves downwards, both EX tatsus can now be controlled, expanded hitboxes upwards on air version especially
* 214PP - is now overhead, using the 6MP anim, launches higher on 2nd hit, can still cancel to all super moves, but can no longer cancel into the EX version of itself
* 623PPP - can now be RC'd after final hit. (on hit only)

EVIL Ryu 
* A whole bunch of damage values have been standardized
* now has full chains, but on hit/block only (Evil Mode: can be cancelled on whiff)
(all command normal cancels are doable on whiff)
* 5HP - Can cancel to command normals
* 5HK - Can cancel to command normals
* 2HP - Can cancel to command normals
* 2HK - Can cancel to command normals, now also does Hard KD
* 6HP - Could not jumpcancel this in EVIL INSTALL, and that's now possible
* 9LP/9LK/9MP/9MK - can no longer chain into the next strength
* 92MK (Divekick) - slower startup outside of EVIL MODE. Both now inherit horizontal trajectory on startup, and cross up automatically on descent
* all jump normals - can cancel to divekick on hit (Evil Mode: can even be cancelled to on whiff)
* 92MK Divekick - can cancel to air tatsu on hit (Evil Mode: can also be cancelled to on whiff)
* 236K - HK and EX versions now travel a bit more slowly. To compensate, HK has faster startup, EX travels farther. Expanded stomp hitbox upwards for all versions.
* 236P - Altered LP and HP fireballs in EVIL mode. LP moves slow, but gets faster, HP starts fast but gets slower.
* 623P - Fireballs after EX and EVIL MP-HP and EX shoryukens now launch higher

Cammy
* backdash - no longer hits grounded, has invincibility until end of hitboxes, juggles higher + backwards
* close normals - have to be closer to activate
* 5MPF - faster startup
* 2HP - stays out for longer, less recovery
* 5HK - reverted to the old version
* 2HK - reverted to the old version, juggles but is still sweep to HKD
* All specials turn if changing sides
* All regular specials can now cancel to EX specials only, EX specials can cancel into anything but themselves except j.214KK and 214P which can.
* 236P~2K - new followup, drops faster into slide
* 236PP - no longer tracks, but launches forwards lower
* 623KKK - faster startup, now works better as a reversal super. Only hits once

Rufus
* 2MK - Reverted to old 2MK
* 2MP - No longer launches on hit
* 5HP - faster startup, taller hitbox
* 5HK - faster startup, launches
* 5HKF - old animation. Long, but slower
* 9HK - no longer goes up before 2nd kick
* 236LP - lower juggle after 3 JP (4 after spin)
* 236MP - shorter reel animation on hit, lower juggle after 3 JP (4 after spin)
* 236LK, MK - removed overhead kick, upkick is just K. Double Sweep is still 2K

Yang
* 5LP, 5MK - Expanded hitbox downwards to catch Elena's crouch hitbox
* 82K Divekicks - Can now Air RC at any time, more landing recovery (to prevent infs)
* 623K - can now Air RC and go into Seieienbu at any time

C. Viper
* Back Throw - Fixed infinite
* Dash - added PP shortcut for ground dash as well
* High Jump - added KK shortcut
* 9LP/LK - Added full JP so it will always hit
* 9MK - Hitbox stays out longer
* 9HP - increased JP to max since it knocks down
* 236P - Can press PPP to follow up with U1 at any distance
* 214P - Can press PP to follow up with EX thunder knuckle, can also cancel into supers at any point
* 214PP - launches much higher, can follow up with air normals on whiff

Dudley
* Alpha Counter - increased hitbox size to be more consistent with the rest of the cast
* 5LP - less hit recovery
* 5LK - less hit recovery
* 22KK - Now always hits on counter

Oni
* 66 - Dash - travels a bit slower
* 5MP - is no longer a projectile hit
* 5HP - is no longer a projectile hit
* 2MP - is no longer a projectile hit
* 2HP - is no longer a projectile hit
* 6HP - removed invincibility on startup, slightly more startup, is now no longer a projectile hit
* 6HK - is no longer a projectile hit
* air 214LK - can no longer airdash cancel on whiff
* 236K (new input for 623K, stomp) - increased JP to max so it will always hit, since it's HKD
* can also now cancel into EX air 236PP and air 236PPP
* changed damage from (L,M,H) 130,100,140 to 100,120,140 for the regular stomps
* 236PPP - All versions have faster projectiles, air version has faster landing animation

Ibuki
* 6LK - fixed a softlock on whiff
* j.236MP - would cause the top on alt. costume 4 to become invisible, is now fixed
* 214LK - increased recovery

Sakura
* 5MP - recovery increased

Juri
* 236MP/HP/MK/HK - increased recovery

Fei Long
* 5HP - changed damage from 60 to 80
* 2HK - changed hit animation, changed damage from 90 to 100
* 236P-P - increased recovery 
* 236MK/HK - added juggle limit

E. Honda
* Adjusted a bunch of damage values
* Backdash - added invincibility
* Forward Throw - added some recovery to prevent a throw infinite
* j.66/PP - added airdash, can also be done from Dash recovery
* 5MK/6MK - switched animations
* 5HP - added close version, far version is slightly snappier
* 6MP - goes farther
* 6HP - added startup invincibility, enlarged AA hitbox
* j.92HP - no longer whiffs past JP limit
* j.214K/KK - causes Hard Knockdown, expanded hitboxes

Deejay
* Dash - travels farther
* Shorthop - travels farther
* 5MK - first hit has a JP limit (to prevent infs)

Gouken
* Standardized damage values
* PPP/KKK - parries input changed to PP/KK, animations after parry fixed
* 2MP - Juggles
* 6HP - removed hit invincibility on startup. (still has projectile invulnerability), also expanded the hitbox downwards so it can always hit Elena.
* 6HK - adjusted animation, also has max JP so it hits more reliably
* 236P max charge - can now cancel into the other strength 236Ps
* 214P-4P and 6P - followups are more reliable on juggled opponents

Seth
* Recieves 75% damage in a combos
* Teleports - now have PP/KK inputs with 6 to swap sides, are EX moves and consume meter/add charge
* PP/6PP - ground teleports, decreased recovery
* KK/6KK - teleports to air, can do air normals after
* 4PP/KK - Removed
* 6HP - breaks armor, is now a low, because it looks like it should be a low
* 8LP/8LK - changed to 9LP/9LK versions
* j.214K - Divekicks - changed inputs to j.2K
* 236P - All versions are now horizontal, have different speeds
* New! 623P - All versions are overhead projectiles, EX version has invincible startup and stays in the air before returning
* 214P - Can now cancel to teleports
* 214K/KK - Grabs - Inputs changed to 236K/KK
* 214KKK and 236KKK - inputs swapped
* 236KKK - decreased recovery
* 214KKK - Invisibility - No longer gets deactivated on getting hit, recieves only 50% damage in combos. Supers will deactivate this mode.

Hakan
* 41236HP - juggles lower

Vega
* Loosened Vega's chains by giving him full chains. On a trial basis
* Dash - slightly more forward movement
* Backdash changed to neutral KK flip animation
* KK flip - removed. 4KK is now on this input
* 2HP - more hitstun
* 214K - hitbox begins earlier, all versions now have max JP, MK and HK versions launch higher, HK recovers faster

Poison
* 66 5HP - opponent recovers slower on counterhit
* 66 5HK - faster recovery than regular version, opponent recovers slower on counterhit
* 9HP - Reduced hitbox
* 236MP - More recovery

Rose
* Air normals - can no longer doublejump after

Credits:
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SF4 Remix created by: MiriamBurgers and Anotak
Based on: Super Street Fighter 4 created by CAPCOM
Launcher: Dantarion and Anotak

Using tools created by: Dantarion, Anotak, and Waterine

Wiki/Documentation Assist: Aldante Fax

Testing, feedback, and bug reports:
http://Combovid.Com folks (these guys are way smart): Error1, Doopliss, Smileymike101, Maj
Auburn, AL weekly playtesting: FR Dickslicer, Skitz, Nice1, Raiden365, Pauliwood, Jewdo Smash, Osirus, ACCELERATOR, Jeff Richards

CEO2012 remix tournament setup: Kasucode CEO2012 remix tournament players: Bala, Unknown, D'Nyc3, Zerp, Dickslicer, Ben Reed, Blaze, HangingSquid

Almost Anything Goes Brawls Tournament testers: Etkelley, Freesway, IB Throw, Lifetime Movie Villain, NaughtyZeut, Pauliwood, Raekwon187, SuperKobun, Walmart, Duvel

Hurricane Sandython run by Goobi online tournament run by Min: Anotak, Fax, Dickslicker, Min,  fLoE , EG Justin Wong, Bebopaloobop and Zerp.

Other testers: 
BFH, Saraiguma, Eswnan, Zerp, Climax, Gobolt, RaishinX, Mikel, Chardington, Bebopaloobop, Meatflaps, Uberchair, Ceirnian, Ghostpilot, Aldante Fax, Rithli, Banana Ken, Hyperhal, Dantarion, Laura

Other bug reports: Lenovo747, Kremath, Coren, MollyFighter, Kyubikirby, Angerus, Eternal, OneSanitarium, mcsquared2, Rossuizan, Byte, Midiman, L33twash0r, Collateraldmgman, Temuchin, Bonercrusher, Shishioh, Climax, Banks, Xenomy, Tatsunoko99, BEEF_SUPREEEEEME, Charred

SF4 Show Off tool to help test combos: Lullius ( http://www.slitherware.com/sf4-show-off/ )

Special Thanks: Shin Blanka, ahfb, Banana Ken, Tjay, TooMuchDamage, choco (fake headbutt idea), Hologram Saotome Kaneda, Jedpossum, Hunterk

if we forgot someone, please let us know! 