STEAM GROUP
D00DS OF MODDING SFV LAG SFVJuggleMod
STEAM GROUP
D00DS OF MODDING SFV LAG SFVJuggleMod
5
IN-GAME
26
ONLINE
Founded
August 16, 2016
Language
English
Location
Zimbabwe 
17 Comments
Dec 27, 2019 @ 7:58am 
Excellent mods:steamhappy:
May 4, 2017 @ 12:59am 
If you need help on moveset editing just hop into our discord https://discord.gg/g77WMvu
Mar 16, 2017 @ 6:20pm 
I'm still sitting in the hyperbolic time chamber and I can't figured how this thing work, I've been trying to make V-skill FADC, and I have no clue to make it works
Jan 26, 2017 @ 12:45am 
HIii,please,i love your mods,you will Can do a mod only supercombo especial of Ryu,of shoryuken. i like,very good,Thanks!
Dec 18, 2016 @ 9:25pm 
Oct 23, 2016 @ 11:39pm 
yea i know of all the possibilitys, i used to work alot with OnoEdit back in the sfiv days and it has helped me understand fighting games, if it wasnt for OnoEdit this entire mod woudint be here right now
Oct 22, 2016 @ 10:32am 
I'm glad that you guys are using MoveTool to do something!
Just remember that modifying juggle properties is just the fringe of what is possible. MoveTool is able to edit almost everything, just like my SF4 tool Ono! could.

You guys could go as far as SF5Remix if you really wanted, and pak files make it easy to distribute mods for SF5 too! Good luck, ill be watching!
Oct 12, 2016 @ 1:08am 
Nevermind just found scaling its apperantly Index18 in hiteffects
Oct 11, 2016 @ 10:04pm 
scaling is still a issue
Oct 8, 2016 @ 1:07am 
I can follow the line of reasoning behind increasing the health values but if you want it to be a fun game to play outside of training mode you're gonna want to reconsider that. Trying to make these super long juggles without having damage get totally out of hand is going to have the side effect of making almost all damage in a match come from the combos; poking and throwing will have almost no value.
Sep 25, 2016 @ 6:32am 
A fix for the mod will probably come around next month
Sep 17, 2016 @ 10:51am 
In the BAC on a script in the Htiboxes tab It will say Hiteffect or "HitboxEffectIndex": with the newer version you then simply what you do is search "Index": 12, for example untill you see
"Index": 12,
"HIT_STAND": {
"Type": 1,
"Index": 1,
"DamageType": 0,
"Unused1": 0,
"NumberOfType1": 2,
And damage should be in this tab
the hitboxes are pretty big

Heres a emtpy one so you can see how long they are

{
"Index": 17,
"HIT_STAND": null,
"HIT_CROUCH": null,
"HIT_AIR": null,
"HIT_UNKNOWN": null,
"HIT_UNKNOWN2": null,
"GUARD_STAND": null,
"GUARD_CROUCH": null,
"GUARD_AIR": null,
"GUARD_UNKNOWN": null,
"GUARD_UNKNOWN2": null,
"COUNTERHIT_STAND": null,
"COUNTERHIT_CROUCH": null,
"COUNTERHIT_AIR": null,
"COUNTERHIT_UNKNOWN": null,
"COUNTERHIT_UNKNOWN2": null,
"UNKNOWN_STAND": null,
"UNKNOWN_CROUCH": null,
"UNKNOWN_AIR": null,
"UNKNOWN_UNKNOWN": null,
"UNKNOWN_UNKNOWN2": null
},
Sep 17, 2016 @ 7:52am 
This is a really stupid question but how do I adjust the damage of a special move?
Sep 14, 2016 @ 7:07pm 
so I've noticed you can use the "positions" field to adjust the positioning of a move on the X axis. however, I've noticed that if you make adjustments, the move will often cause the camera to twitch as it tries to keep up with what it perceives the center of the move to be.

this is interesting because a lot of moves in the game have built-in small x-axis adjustments, like cammy's low forward for example she lunges forward a bit, but if you decrease the amount of this lunge by even a small amount, the camera will noticeably jerk backwards on those frames.

is this just some property of the animation files or something, is this something that can be exposed and altered? i was especially perplexed because i noticed that some of the dolls have versions of moves with different "positions" values than cammy. it definitely doesn't seem like something that's in the BCA's or BCM's, but maybe i'm just dumb.
Aug 29, 2016 @ 4:07pm 
No idea its probably with the unknowns in either the hitbox or the script hitbox unknowns
Aug 29, 2016 @ 1:33pm 
This is a question, how do you change if a move hits low, high or mid?
Aug 17, 2016 @ 6:15am 
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