Merry Christmas!
USF4Remix 2 Beta 25
In this version, some special attention has been given to Fei Long with an accompanying in-game movelist update, on top of the usual bugfixes.
Changelog:
Honda
—–
6HP
– Modified animation slightly
– Moves forward for easier cancels off normals
Air 214K
– Regular version is now Hard Knockdown even on juggled opponent
– Now keeps horizontal trajectory on startup, jumps up slightly before slamming down
234P/PP
– Changed hitboxes on M, H and EX versions to alternate height like the L version
Gen
—
– Can now cancel air normals to divekicks
– Removed a leftover air super from air rekka kicks
– Startup of divekicks outside has become slower
Dhalsim
——–
– Changed all 43214 inputs to 214
214PPP Shangri-La
– Fixed a softlock when hitting opponent after animation with a projectile
– Can now cancel into teleport on the final hit
j.236P – Air Yoga Fire
– Faster startup
– Now inherits the trajectory of the jump + a little upwards movement
Cody
—–
Forward Throw
– Changed to a modified version of his backthrow that groundbounces. For consistency
Guy
—
Run (66, or PP)
– Added alternate input (PP)
– going back to neutral now stops the regular input run, letting go of PP stops the alternate run.
Run slide can still cancel into everything the run can.
Airdash (66, or PP)
– Added alternate input (PP)
5MK-MK
– Second hit now causes juggle.
EX Hozanto (214PP)
– Slightly faster
– Can cancel into run again. This was removed in a previous version.
– Increased gravity on IAD jHK juggles, to prevent infinites
Vega
—–
5HK
– 1st hit: Lower float height after the third hit in a combo
– 2nd hit: Lowered float height
236LP
– Added a juggle limit to prevent infinites
214LP Counter / 214PP – LP
– Faster
214MP Counter / 214PP – MP
– Faster, now hits crouching
Balrog
——-
– Fixed M-2HP/5HK infinites
Throw Forward
– Groundbounces now
236-6P (forward punch)
– changed input to 46P
KK > K
– Is now Hard Knockdown
Fei Long
——–
Forward throw
– Created a special throw animation instead of the far throw. Opponent bounces up close by
6MK
– Cancels to air specials
Rekkaken 236P
– is now only one part that leads into punch and kick followups on execution, as well as special moves
– all rekkas count as projectile hits, and destroy projectiles
– P followup is an ender that can only be super cancelled
– PP followup wallbounces
– K followup is a low sweep that pulls in, and can be followed up with special moves, the P followup or K,
pressing K again will perform an overhead kick
– KK followup is Tenshin, flips over the opponent on hit. Also has the same followups as K
– EX version hits 4 times with the final hit doing a small juggle. Can follow up at any point in the animation
– EX version is also projectile invincible for the entire duration
Feint Stance 214P
– Is a backwards step feint with some invincibility. The shadow disappears when invincibility is over
– Can be followed up with the same inputs as the Rekkaken
– EX version hops back, then dashes forward, and is invincible for the entire duration until the dash ends
Shienkyaku 214K
– Juggles have more gravity, harder to follow up, but has less landing recovery. Extra hitspark effects
Rekkuukyaku 236K
– Basically kuradoberi mai kicks, flies across the screen at different angles
– K/KK follows up into air slashkick. Can also be cancelled to 214K
Air Slashkick 214K
– LK version no longer knocks down as hard, can be RC’d more easily
– EX version groundbounces
Rekkashingeki 236PPP
– Changed input from 214PPP
– Travels slightly farther
– Final hit juggles in a way that’s hard or impossible to continue midscreen, can be continued in the corner
– Press PP during the final hit to do a Dust-style launcher, and get an aircombo
– Dust launcher mode lets you chain air normals
Gekirinken 214PPP
– Changed input from 214KKK
– Now has a superflash at the beginning, is invincible and counters most hits as soon as it exits superflash
T-Hawk
——
– Modified 6HP animation slightly
623K
– Fixed EX vs Super input priority oversight in cancels. The Super version should always have priority over EX now
– Fixed speed oversight in the medium version’s recovery on hit. Should recover faster now.
To come in B26 (somewhere in 2023, Happy new year!)
—–
– More T. Hawk
– More Vega alterations
– Adon
– Maybe some Rose
– Fixes that I’ve either forgotten in this, or have popped up after this update