Monday, November 18, 2024

Rev. 1.7 Changelist

 System changes:

-The opponent will erase the projectile only if they're hit by
 a projectile. Previously, in Rev. 1.5, projectiles will always
 get erased whether the victim is hit by a melee attack or
 projectile. This prevented projectiles from hitting after a
 melee hit. A perfect example is when Mai throws a LP Kacho Sen
 from full screen, followed by Chou Hissatsu Shinobi Bachi.
 CHSB would hit before Kacho Sen, which ends up erasing the
 Kacho Sen projectile. With this change, Kacho Sen can now hit
 after CHSB hits.

 The intent was to prevent projectiles from hitting multiple
 times when players would use a certain cheat. Yoga Flame (or
 in Mai's case, Ryuu Enbu) would be too hard to fix in this
 regard.

Other changes:

-Centered Mai's name in the Challenge Mode records.

Shotos:

-C.LK's Hitbox is moved back 8px.

-Diagonal J.HK does less damage. I forgot to make this change
 like I did with their C.HK.

Ryu:

-Diagonal J.MK's Hitbox is reduced 11px horizontally.

-Diagonal J.HK's Hitbox is reduced 9px horizontally and 3px
 vertically, making it harder to crossup with.

-Ground Tatsumaki starts up 6 frames slower.

-Air Tatsumaki's Front Hit causes a Reverse Knockdown, and thus
 it air resets airborne opponents.

Roll:

-Puny Peach stops conditioning the opponent to block after it
 lands, to make it easier to punish on whiff.

Ken:

-C.MK's active part uses the same Foot Hurtbox as Ryu's
 version of this move.

-C.HK's startup and active parts use the same Foot Hurtbox as
 Ryu's version of this move.

Mai:

-Far Standing Punches' 1st startup part use a proper shadow
 sprite.

Belva:

-S.HP and C.HP 1st active part's Hitboxes are expanded 8px
 forward. Can now hit the following characters from round
 start distance:
..Chun-Li
..Avra
..Claw
..Cammy
..Emily
..Madonna

-S.LK starts up 2 frames faster and stays active for 2 more
 frames.

-S.LK now reduces the number of times that she used her
 gadgets after its vulnerable startup part ends.

-S.LK does more damage. It also does block damage now.

-S.LK must be blocked low.

-S.LK can be cancelled into flight only during the opponent's
 stun, so Belva can't just mash her way into emptying her
 gadget usage.

-S.LK now has jiggle physics, with a newly inserted sprite.

-S.HK now moves her forward, to aid in her Flight Cancel
 combos outside the corner.

-C.LK uses the same animation as S.LK. This might make it
 harder to safely begin charging TAP with the Kick buttons. I
 want to increase this move's utility even further.

T. Hawk:

-Tweaked a piece of code I inserted that's meant to prevent
 Condor Dive from soft locking the game in case the time limit
 runs out.

Emily:

-Moved the art of her 2nd stance sprite to a different location
 in the ROM.

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