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Juri -SSF4: AE- PATCH #1 (Read 15989 times)

Started by Mr. I, September 05, 2011, 10:26:32 am
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Juri -SSF4: AE- PATCH #1
#1  September 05, 2011, 10:26:32 am
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Werewood and I release an update for Juri of Super Street Fighter 4: Arcade Edition on September 5, 2011.

If you downloaded this file before 6:50pm EST, please download the patch below to fix various bugs, otherwise just download the file from the updated link.

Spoiler: "This newer version gives you" (click to see content)

Spoiler: "The screensots" (click to see content)


There is more work to be done, but I still hope you can enjoy this second update of the character.

Spoiler: "OLD VERSION" (click to see content)

If you downloaded this file before 6:50pm (18:50) Eastern Time (GMT -4), please update the files via this patch to remove existing bugs:
http://www.mediafire.com/?mc1nqayo365x12r

New link: http://www.mediafire.com/?x6vb42100rfyg1o
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Last Edit: September 06, 2011, 01:08:47 am by Mr. I
Re: Juri -SSF4: AE-
#2  September 05, 2011, 10:51:37 am
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Hmm....I do not know anything abou Juri.  Nor have I played SSFIV: AE.  So I can't say much on her gameplay compared to that....

But I did catch a little glitch with her.  Magic disappearing super bar.
Re: Juri -SSF4: AE-
#3  September 05, 2011, 11:01:52 am
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I can't seem to replicate this. Even during testing this never happened.

If you are able to replicate this glitch, please press ctrl+d (once if you are player 1, twice if you are player 2) to view debug message. Please read the value of var(26). This is the only reason I could see that occurring.

If it says anything other than 1 or 2, then the problem may be the Scorpion changing one of Juri's variables during the throw (since that is when it had occurred).

Also please tell me the author of the Scorpion so I can try to replicate it using him as the opponent.
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Re: Juri -SSF4: AE-
#4  September 05, 2011, 11:31:19 am
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Juri's animation after being hit by LP/LK attacks is slow.
Re: Juri -SSF4: AE-
#5  September 05, 2011, 12:09:02 pm
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Juri's animation after being hit by LP/LK attacks is slow.

in getting hit by light attacks:
[Begin Action 5000]
Clsn2: 3
  Clsn2[0] = -83, -199, 33, 17
  Clsn2[1] = -108, -289, 49, -138
  Clsn2[2] = -102, -339, -32, -269
5000,0, 0,0, 1
Clsn2: 3
  Clsn2[0] = -113, -304, 44, -138
  Clsn2[1] = -139, -332, -69, -262
  Clsn2[2] = -85, -199, 31, 17
5000,10, 0,0, 1
Clsn2: 3
  Clsn2[0] = -130, -299, 24, -138
  Clsn2[1] = -165, -320, -95, -250
  Clsn2[2] = -92, -199, 24, 17
5000,20, 0,0, 2

recovering from getting hit by light attacks:
[Begin Action 5005]
Clsn2: 3
  Clsn2[0] = -130, -299, 24, -138
  Clsn2[1] = -165, -320, -95, -250
  Clsn2[2] = -92, -199, 24, 17
5000,20, 0,0, 1
Clsn2: 3
  Clsn2[0] = -113, -304, 44, -138
  Clsn2[1] = -139, -332, -69, -262
  Clsn2[2] = -85, -199, 31, 17
5000,10, 0,0, 1
Clsn2: 3
  Clsn2[0] = -83, -199, 33, 17
  Clsn2[1] = -108, -289, 49, -138
  Clsn2[2] = -102, -339, -32, -269
5000,0, 0,0, -1

Why the heck did you say her animation (light attacks get hit and recover) is slow???  :???:
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Re: Juri -SSF4: AE-
#6  September 05, 2011, 12:43:22 pm
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I mean the Anim 1503.
Last Edit: September 05, 2011, 02:36:16 pm by Pimp Mario
And people wonder why we're still giving much shiiiieeeeeet towards Werewood....
#7  September 05, 2011, 07:49:53 pm
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You know, I'd commend Orbinaut trying his best to make that Juri not suck, but after.....
  • I discovered that trying QCB+MK/HK after second hit of close HK has her doing a dive kick for nothing instead of an expected pinwheel, in spite of Juri being in the ground all allong(same thing happens if you try to cancel first close MK hit into QCB+HK)
  • Attempting close HP into QCB+HP ends up her buffering into some invalid state, leaving poor Juri getting stuck in the animation loop until some brave opponent dares to hit her out of it
  • Close HP into QCB+MP buffer leads Juri to just do that dash instead of going into the counter
  • Her backdash looks wrong, as if the posadds aren't sufficent enough
  • This, likely due to Werewood not being aware of ignorehitpause=1 that could be used for whatever's used to count down the Feng Shui Engine
....I wonder how much actual input Orbinaut managed to put into this.
Last Edit: September 05, 2011, 08:04:30 pm by The_None
Re: Juri -SSF4: AE-
#8  September 05, 2011, 08:30:49 pm
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Re: Juri -SSF4: AE-
#9  September 05, 2011, 08:43:45 pm
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The anim:
Code:
; 0
[Begin Action 1503]
Clsn2: 1
  Clsn2[0] = -112, -332, 55, 16
1502,0, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -116, -333, 56, 21
1502,1, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -117, -331, 58, 18
1502,2, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -116, -331, 57, 22
1502,3, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -117, -329, 55, 28
1502,4, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -117, -329, 55, 28
1502,5, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -117, -329, 55, 28
1502,6, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -117, -329, 55, 28
1502,7, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -114, -329, 58, 28
1502,8, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -114, -329, 58, 28
1502,9, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -114, -329, 58, 28
1502,10, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -114, -329, 58, 28
1502,11, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -114, -329, 58, 28
1502,12, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -114, -329, 58, 28
1502,13, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -114, -329, 58, 28
1502,14, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -110, -329, 62, 28
1502,15, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -107, -332, 65, 25
1502,16, 0,0, 17,
Clsn2: 1
  Clsn2[0] = -107, -334, 65, 25
1502,17, 0,0, 15,
Clsn2: 1
  Clsn2[0] = -107, -334, 65, 25
1502,18, 0,0, 9,
Clsn2: 1
  Clsn2[0] = -103, -300, 62, 25
1502,19, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -97, -253, 54, 28
1502,20, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -115, -178, 101, 34
1502,21, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -191, -122, 129, 32
1502,22, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -211, -149, 126, 8
1502,23, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -192, -113, 133, 6
1502,24, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -197, -145, 136, 7
1502,25, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -210, -162, 140, 6
1502,26, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -208, -174, 138, 9
1502,27, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -222, -128, 142, 3
1502,28, 0,0, 7,
Clsn2: 1
  Clsn2[0] = -226, -85, 148, -2
1502,29, 0,0, 23,
A bit slow isn't it?
Re: Juri -SSF4: AE-
#10  September 05, 2011, 08:45:46 pm
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Re: Juri -SSF4: AE-
#11  September 05, 2011, 09:13:41 pm
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Second hit of Close HK counts Juri as airborne therefore inputting the QCB+K command yields that air kicks special instead of her spinning kicks.
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Re: Juri -SSF4: AE-
#12  September 05, 2011, 09:33:53 pm
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I wait to try this update, thanks for the update! I hope you two make more sf4 characters.
Re: And people wonder why we're still giving much shiiiieeeeeet towards Werewood....
#13  September 05, 2011, 11:30:07 pm
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    You know, I'd commend Orbinaut trying his best to make that Juri not suck, but after.....
    • I discovered that trying QCB+MK/HK after second hit of close HK has her doing a dive kick for nothing instead of an expected pinwheel, in spite of Juri being in the ground all allong(same thing happens if you try to cancel first close MK hit into QCB+HK)
    Was a triggerall problem in the cmd. Fixed. Also, you are not supposed to be able to cancel off the 2nd hit of the close hk at all so that was also fixed.

    • Attempting close HP into QCB+HP ends up her buffering into some invalid state, leaving poor Juri getting stuck in the animation loop until some brave opponent dares to hit her out of it
    Was an error resulting from the large buffering window to get specials out (which occurs in the game) This event will also trigger on wakeup in state 5120 and the exact same thing will happen. Careless mistake but it is fixed.

    • Close HP into QCB+MP buffer leads Juri to just do that dash instead of going into the counter
    Stems from the previous problem

    • Her backdash looks wrong, as if the posadds aren't sufficent enough
    Fixed.

    This was in the cmd, the wrong variable was being checked during the feng shui engine causing this move to be repeated over and over again. It is now fixed
    ....I wonder how much actual input Orbinaut managed to put into this.

    Thank you for finding these, all will be addressed immediately.

    For MynaudLen (Pimp Mario), light KO animation was sped up with a few additional effects added in.

    Edit: Scratched out issues have been resolved and an update patch will be released shortly once everything is addressed.
    Edit2: The Scorpion throw modifies Juri's var(26) and is a problem with scorpion and not with juri. As far as I know, nothing should ever change var(26). I've tried other characters' throws and var(26) does not change.

    Because all the issues have been resolved an updated file and patch is being uploaded.[/list]
    The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
    Last Edit: September 06, 2011, 12:51:21 am by Mr. I
    Re: Juri -SSF4: AE-
    #14  September 06, 2011, 12:23:36 am
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    lol @ the last topic
    This looks pretty good, prolly dl and see if I can't find any problems :D

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    Re: Juri -SSF4: AE- PATCH1
    #15  September 06, 2011, 01:08:21 am
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    An updated file fixes problems found by The_None and Do Not Even Ask. Please update your archives to resolve the problems.
    The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
    Re: Juri -SSF4: AE- PATCH #1
    #16  September 06, 2011, 11:14:24 am
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    Just a little graphical nitpick : for the Ultra bar, the foreground elements of stages appear between the borders of the bar, and the scaling bars themselves, which looks kinda strange. You could use ontop=1 for both, and make sure they appear in the correct layering order nevertheless.
    Re: Juri -SSF4: AE- PATCH #1
    #17  September 09, 2011, 08:11:36 am
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    Very hard to combos 2 or more lights with her specials.

    Juri can't seem to combo 3 crouch light kicks with her Senpusha.

    Other than that awesome work, very accurate.
    Re: Juri -SSF4: AE- PATCH #1
    #18  September 12, 2011, 01:27:31 pm
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    Very hard to combos 2 or more lights with her specials.

    Juri can't seem to combo 3 crouch light kicks with her Senpusha.

    Other than that awesome work, very accurate.

    Please note that my Juri work was up to WIP stage and not-so-accurate; all post-production accuracy work is done by Mr. I aka Orbinaut.    :sugoi:

    When all post-production work is finished I will make a winmugen patch/version    ;)
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