An update made with Speedrunning in mind, now that this ROM
Hack has been added to Speedrun.com:
https://www.speedrun.com/BSSF2GQ
Misc. changes:
-Corrected a typo in "Titanium Frying Pan" on the move list.
System changes:
-Cancelling a normal into a Back Dash or Forward Dash without
attacking out of it no longer cancels out the KO slow motion.
A downside to this is that you can't attack afterwards to
get more points. I know, this is useful for speedruns, but
trying to ensure your normal not only hits, but also
cancelling it into a dash to omit the KO slow motion can make
optimizing speedruns of this ROM Hack pretty annoying. Not all
characters could reliably utilize the KO slowdown cancel.
I wish this never existed, or that I patched it early enough.
-The CPU receives more strike damage in Boss Rush.
-KO's in Boss Rush always cancel out the KO slow motion.
-You can now hold Start to cancel out the KO slow motion after
losing any rounds in Arcade Mode.
-At the end of a Round in Arcade Mode on 4-star Speed, the KO
slow motion is shorter to compensate for dashes canceling out
the slow motion being patched out.
-All New Femme Fatales can now Back Dash out of their wakeup
state, Roll included. There's an intentional exception for
Jadoo receiving sweep knockdowns.
The timing is rather tricky, unfortunately. The easiest way
for it to work seems to be timing the first back input while
the wakeup animation is playing.
AI changes:
-Sagat uses Tiger Knee instead of Tiger Uppercut in one
instance of his AI script.
-Cammy tries to counter with Thrust Kick less frequently.
Other changes:
-Reverted a damage value that caused Guile's Close S.HP to do
less damage.
-The next opponent screen is 30 frames shorter.
Jadoo:
-Stand to crouch transition uses a new Head Hurtbox and her
crouching Body Hurtbox, so Jadoo can crouch under Psycho
Crusher on wakeup, like Roll, Emily and Belva can.
Roll:
-Forward jump's horizontal movement is slightly increased.
Sagat:
-Tiger Uppercut's 1st active part is given a Foot Hurtbox.
Avra & Belva:
-Shifted a grab position on their hold against another
Avra/Belva 2px forward, so it looks more like Avra's lips are
touching Belva's head.
Cammy:
-Reverted the change where Thrust Kick did less dizzy. The
reduction was more than I wanted it to be.
Madonna:
-Swan Kicks' last hit does more stun to be safer on block
(excluding Guard Cancels, of course).
Belva:
-S.HK starts up 1 frame faster and stays active for 1 more
frame.
-Diagonal J.HP does more damage (same as Neutral J.HP).
-Diaper Reload now restores more HP the longer her diaper stays
down.
-Final TAP/Surprise Attack's screen shake effect no longer
carries over to other attacks.
-Flight can now be activated from her landing state.
-Forced Diaper Reload resets her Gadget use count as soon as
its animation begins.
-Forced Diaper Reload's last frames are now head vulnerable,
like the vulnerable part of her "TAP" Diaper Reload, to help
in rewarding knowledge checks.
-Forced Diaper Reload can delay part of its animation by
holding any Kick button, like with G.LK. (Keep in mind that
Belva can no longer charge a "TAP" Diaper Reload during
Forced Diaper Reload).
Sunday, March 30, 2025
Rev. 2.4 Changelist
Sunday, March 23, 2025
BSSF2GQ on Speedrun.com
Try to set the best records you can!
Thursday, March 13, 2025
Zero800 ROM Hack Discord Server
A Discord Server for Zero800's Street Fighter ROM Hacks was recently created. Click here to join the server. It even includes a channel for this ROM Hack!
Thursday, February 27, 2025
Rev. 2.3 Changelist
System changes:
-"Alt Form"/EX characters can now rapid fire their Close
Standing Light Normals by holding back.
Stage changes:
-Added 2 lines of pixels to a tile used by the right Mariko
cheerleader's 2nd frame.
Roll:
-Tweaked a sprite map of her 1st stance sprite to use fewer
tiles.
Guile:
-Close S.HP can now be used on command from a distance with
"V-ISM" Normals activated. Guile is a strange case when it
comes to his normals, as far as the code is concerned.
-Far S.HP's Hitbox is expanded 8px backwards, in case this
comes out by accident from point blank distance, to be fair.
Emily:
-1st Rekka Ken's Hitbox is expanded 4px downwards, so it can
hit a crouching Cammy.
Belva:
-Diagonal J.HP's 1st Hitbox is expanded 4px downwards, so it
can hit a crouching Cammy.
-6 of the tiles on her last Diaper Reload sprite are now
properly indexed, so it's consistent with her other model
renders. The issue was especially noticeable on her Mode+Hold
color.
-Belva can no longer cancel her forced Diaper Reload (from
using her gadgets too many times) into another Diaper Reload
(the one where the announcer voice denotes a level).
Thursday, February 20, 2025
Rev. 2.1B Changelist
System changes:
-Reverted the change where you could throw your opponent after
they get dizzy from throws, as not only was it not useful, but
it created a problem where command throws often wouldn't work
when you either use them in the air, or try to do tick throws.
Zangief:
-Fixed costume-colored pixels on Far S.HK's hitting sprite.
Monday, February 17, 2025
Rev. 2.1A Changelist
Madonna:
-Corrected a mistake I made with a tile map on her 2nd wakeup
sprite. It used the wrong sprite map shape.
Wednesday, February 12, 2025
Rev. 2.1 Changelist
Other changes:
-Adjusted some code used by CPU players to reduce the slowdown,
at the expense of some of the CPU AI, which might make this
ROM Hack even more speedrun friendly. I tested this hack on a
Mega Everdrive X7 through a Model 1 Sega Genesis yet again,
to find that there is much less slowdown from CPU players
getting dizzy now. It's not entirely eradicated, though, but
it did help with the game's performance.
-The timer after both players choose their characters in
Versus Mode is 15 frames shorter.
-The timer after a character plays their win pose is 12 frames
shorter, making the time it takes to go to the next round
closer to the Arcade.
Mai:
-Made a technical tweak to her stance animation.
-Stance Body Hurtbox is moved 2px back but expanded 7px
horizontally, to match the sprite further.
-Stance Foot Hurtbox is moved 3px back but expanded 7px
horizontally, to match the sprite further.
-S.LK's 2nd startup part uses a smaller Body Hurtbox, and
the Foot Hurtbox from her Stance.
-S.LK stays active for only 3 frames, down from 6 frames.
-S.LK and S.MK each have 2 additional recovery animation
frames.
-S.LK's active Body Hurtbox is expanded 12px forward.
-S.LK's active Foot Hurtbox is expanded 4px forward.
-S.LK's Hitbox is reduced 3px downwards, so it doesn't stuff
Belva's low rush as easily.
-S.MK's 2nd startup part uses a smaller Body Hurtbox.
-S.MK stays active for only 4 frames, down from 8 frames.
-S.MK's active part uses the same shadow sprite as its
recovery.
-S.MK's recovery is closer to Dhalsim's Far S.MK. It is
much slower.
-All Far Crouching Punches recover 2 frames slower.
-Close Crouching Kicks' active Foot Hurtbox is moved 2px back,
but is expanded 8px horizontally and 5px vertically.
-Far C.LK's active Foot Hurtbox is expanded 8px forward.
-Far C.LK's Hitbox is reduced 4px downwards.
-Diagonal J.HK's startup uses a more retracted Body Hurtbox.
-Diagonal J.HK's Foot Hurtbox is expanded 4px vertically.
-Back Dash uses one of her jumping Pushboxes, instead of a
wide Pushbox.
-Kachosen starts up 1 frame faster.
-Chou Hissatsu Shinobi Bachi's horizontal movement is 1/8
slower, making it easier to Guard Cancel punish. These changes
were made in response to videos where they spam this move over
and over again.
-Chou Hissatsu Shinobi Bachi's Head Hurtbox on its last active
part is expanded 4px downwards.
-Chou Hissatsu Shinobi Bachi's last active part now has a
Pushbox, allowing it to be Guard Cancel punished easily.
-Chou Hissatsu Shinobi Bachi's last active part does light
stun, from medium stun.
-Chou Hissatsu Shinobi Bachi now has its own landing animation,
so Mai can't attack immediately after landing from it. She can
still juggle into S.HK afterwards, but it's harder to do now.
Emily:
-Moved the art of her 3rd stance sprite to a different location
in the ROM.
Madonna:
-S.MP can now knockdown airborne opponents.
-J.LP can knockdown airborne opponents, at the expense of its
overhead properties.
Belva:
-S.HK uses a more retracted Head Hurtbox while active. Said
Head Hurtbox is also moved 4px down.
-Belva can now flight cancel G.LK at the end of a round.