Tuesday, October 22, 2024

Rev 1.4 Changelist

 Ryu:

-Far S.HK can knockdown airborne opponents, like Ken's new ST
 inspired S.HK.

Jadoo:

-Reverted the change where Jadoo was no longer considered
 internally to be standing during her crouching reels, so
 Emily's combos into special moves can work against her. Come
 to think of it, Roll needed this change more than Jadoo. This
 also makes Jadoo safe from Madonna's infinite on crouching
 characters.

-C.HP's Active Head Hurtbox is shifted 4px forward.

Roll:

-"EX" Roll no longer has Hurtboxes during her knockdown bounce
 and while lying down.

-Liedown animation uses her crouching pushbox instead of her
 airborne Pushbox.

-C.MK's active part has no Body Hurtbox. Instead, it has a Head
 Hurtbox that goes up to her elbow, and down to her waist.

-C.HK's active Foot Hurtbox is reduced 5px horizontally.

-Both J.LP's use her Crouching Pushbox and a different Body
 Hurtbox while active.

-J.LP's Hitbox is slightly larger.

-"Super" Roll now has her own set of Collision Boxes where some
 of her attacks do more damage, and the priority on some of her
 moves is improved.

Chun-Li:

-Crouch Body Hurtbox is moved 6px forward, expanded 6px
 horizontally and expanded 2px vertically.

-Jump Foot Hurtbox is expanded 2px horizontally and 4px
 vertically.

-S.MP does even less dizzy. C.MK also does less dizzy.

-C.MK's active Foot Hurtbox is expanded 6px forward.

-J.LP's Hitbox dimensions are completely redone. It is way
 smaller now, but still has more range than Cammy's new J.LP.

-Spinning Bird Kick's Handspring does less damage and dizzy.

-Kikouken's Hitbox is 1px smaller horizontally, and 2px smaller
 vertically. Mai can now crouch under it and Jadoo can Headbutt
 through it, like they can against Hadoukens.

Zangief:

-Reverted the nerf where Far S.MK's startup became a frame
 slower.

Mai:

-Stance Head Hurtbox is moved 1px upwards. Shotos' close S.LP
 can now hit a standing Mai. I found it weird that it hit
 Avra and Madonna but not Mai.

-Later parts of her high reel use a proper Foot Hurtbox.

-I had to move the Knockdown animations' Foot Hurtbox to a
 different slot.

-Launcher Knockdown animation's last frame uses the same Foot
 Hurtbox as in some of her other knockdown animation frames.

-Tweaked the grab position of MP Hold's 1st frame vs. Madonna.
 Her sprite is now placed higher. I didn't like how it looked
 before.

-Far S.HP's 2nd startup part had an out of place Body Hurtbox.
 It's now changed to her Body Hurtbox from her stance.

-Far S.HP's Active Head Hurtbox is reduced 5px horizontally,
 making it a little closer to how it was in Fatal Fury Special.

-S.LK's startup uses a proper Head Hurtbox that's also used on
 S.MK.

-S.LK uses a different Head Hurtbox while active, improving
 its horizontal priority a bit. Said Head Hurtbox is also
 moved 5px back and reduced 10px horizontally.

-S.LK and S.MK's active parts each use a different shadow
 sprite.

-Far S.MK & HK recycle their close counterparts' animation
 data. The Far version of those moves had worse Hurtboxes on
 startup.

-Fixed S.HK's animation so that it no longer jumps to an
 invalid location in the animation data, when it is played
 through the Object Test.

-S.HK's 1st startup part uses Hurtboxes that match the sprite
 much closer. The shadow sprite is also changed.

-S.HK keeps the same Head Hurtbox from startup, and uses a more
 projected Body Hurtbox while it's active. The shadow sprite is
 also changed.

-Far C.LP's startup and recovery use the correct parameter sets
 with no pre-projected Hurtboxes.

-Far C.LP's recovery uses proper Head and Body Hurtboxes.

-Close C.MP's Hitbox is moved 2px up and 2px vertically. I
 literally copied the dimenions from Close C.LP with no
 differences.

-Far C.MP no longer has a Hitbox on the 1st recovery frame. It
 can be compared to a mistake on Sagat's Diagonal J.LP.

-Close C.HP's Hitbox is moved 18px forward and 4px up. I forgot
 to double check the dimensions on this move when I edited it
 from Far S.HP's 2nd active part.

-Close C.HP's active part uses a more vulnerable Foot Hurtbox.

-Diagonal J.LP uses a bigger shadow sprite while active.

-Both J.MK & HK's each use a different shadow sprite while
 active.

-HK Dive's Body Hurtbox is moved 6px up and reduced 10px
 vertically. I don't know what I was thinking when I made
 this Hurtbox the way it was.

-HK Dive uses a different shadow sprite while active.

-Kacho Sen does less dizzy. Dhalsim's Yoga Fire and Sagat's
 Tiger Shots were among the projectiles that did the most
 dizzy. This compensates its ability to combo from S.MK and
 Close C.MK.

Cammy:

-Close S.MK uses Far S.MK's animation data.

Emily:

-Tripped animation's later frame uses a bigger Foot Hurtbox, so
 Roll can reliably use her C.HK -> C.HP -> Puny Peach combo on
 her.

Madonna:

-Low reel's later part uses a Foot Hurtbox that's more
 projected forward.

-C.HP's 2nd startup part uses more projected Hurtboxes.

-C.HP's active part uses a new Head Hurtbox that covers most of
 her head, and a different Body Hurtbox that covers part of her
 arm.

-C.HP's 2nd active part uses the same parameter list as the 1st
 active part.

-C.MK's active frame has a new Body Hurtbox that covers a good
 part of her legs. It can now trade with Cammy's Far S.HK 2nd
 active part.

-C.MK's Hitbox is reduced 6px downwards.

-Diagonal J.HP's startup is 3 frames slower. The idea is to use
 it to mix up the timing of when her jumping normals hit.

-Madonna travels even further during Air Slasher's startup.

-Air Slasher's last recovery part uses a Head Hurtbox that fits
 the sprite closer.

Belva:

-Belva falls down even faster from standard knockdowns.

-Foot Hurtbox used on tripped and launcher knockdown's last
 animation frame is reduced 5px horizontally and 4px
 vertically.

-Last animation frame of launcher knockdown no longer has an
 out of place Body Hurtbox.

-S.LK's vulnerable parts are now vulnerable only around her
 butt area. They use the Body Hurtbox from G.MK. Can't be hit
 by Shoryukens anymore.

-S.HP and C.HP's Hitboxes are expanded 8px horizontally.

-J.HK has no Foot Hurtbox while it's active.

-Home Run Rush's startup uses the same Body Hurtbox as her
 stance.

-Home Run Rush's active Head Hurtbox is 2px smaller.

-Home Run Rush's active Body Hurtbox is reduced 10px
 horizontally.

-Slew Foot Rush's active Head Hurtbox is moved 6px back and
 4px down.

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