System changes:
-Light and Medium knockback is slightly reduced for most
characters, except Avra.
-Opponents can now be grabbed out of their dizzy state if they
get dizzy by a throw.
-Emily and Madonna aren't restricted from attacking until
landing from a forward dash, when they do a late Guard Cancel
into forward dash.
-All projectiles do 4pts less damage on hit.
Sub-patch changes:
-Redid the "No Pause" sub-patch, to disable pausing in
Tournament Mode when both players are CPU controlled.
Other changes:
-The random color that the computer chooses when you start
Arcade Mode, while holding the Mode button now properly
reflects on their portrait at the VS Screen. Also added
mention of the command in the readme.
-The end of a Group Battle and the Tournament Champion Screen
set a player's number of rounds won to 2, in order to trigger
Fightcade detectors for rank.
-In Challenge Mode, one player can now choose the other
player's alternate color pack with the same controller.
-Breakable objects in Guile and Dictator's stages shake the
screen instead of creating debris, to avoid slowdown when at
least one CPU player is present.
-Normal Arcade Mode's End Screen now displays several button
codes instead of credits, unlike Expert Arcade Mode. Belva
is also added to this screen. She grabs one of Avra's legs.
-Boss Rush now prevents the game from going to Bonus Stages
in Normal Arcade Mode.
-Versus Mode's header uses the same font that appears when a
normal-form character wins, as well as at Challenge Mode's
Match Over screen.
-The demos and special ending that plays on 4-star difficulty
or higher after using at least 1 continue now use the speed
setting that the game is set to.
-In the Scroll Test Menu, Jadoo, Roll and Madonna's names
come 2 spaces after the stage number, like other characters'
names aside from Dictator.
-"2024" in the text that appears after the intro is changed to
"2025", to reflect the year this update was released.
-The intro jingle is given a reverb effect. I was going to
include a shortened URL beneath the blog text for promotional
purposes, but I felt that would be unethical and could lead to
trouble.
-When Belva wins a match in Tournament Mode, her name is now
displayed at the Match Over screen instead of Avra's.
-Moved a piece of the delayed wakeup code to a different
location in the ROM.
-Arcade/Challenge Mode Vs Screen's duration is 36 frames
shorter.
-The Vs Logo cycles each of its palettes 1 frame faster.
-The Vs Screen's fade transitions (outside of Tournament Mode)
are a tiny bit faster.
-Avra or Belva restoring health after getting hit in a Bonus
Stage no longer makes the lifebars appear... unless they get
hit at the same time that they heal.
-The characters' color packs are now randomized on Expert
Arcade Mode, in the Special Ending where the characters fade
in and out.
A movelist is now included in the zip.
Arcade Ladder changes:
-Two of Ryu's Arcade Ladders had Emily as the 1st opponent.
The 2nd aforementioned ladder now has Mai as the 1st opponent,
with Emily and Jadoo coming right after her, respectively.
Stage changes:
-Disabled a background element in Ryu's stage to help reduce
stage lag. I haven't noticed any visual differences here.
-Added a triangular hole in Ryu's stage.
-Disabled the raindrops in E. Honda's stage. I realized that
if one pays close attention to them, they'll notice that
they're affected by the height restriction imposed for
players. It means that after the animation of the water
beginning to drop fully plays, it would "teleport" lower to
the ground when it starts to fall into either the bathtub or
the ground. This probably won't do much to alleviate stage
slowdown in this stage when playing on actual hardware.
-The T-Tetromino in Guile's stage is colored from blue to
yellow.
-Disabled a background element in Ken's stage, which helps
reduce the slowdown by a landslide when playing on higher
speeds. Sadly, this also meant that the only breakable oil
drum had to go away, and there's now an orange bar that's
high up in the stage.
-A shirt that's hanging up in Chun-Li's stage is colored
from gray to white.
-Disabled a sprite object in Zangief's stage, to help reduce
stage lag.
-Replaced one of the background characters with Corque Lans.
-Moved 2 bottom clouds in Dhalsim's stage to the upper layer.
Added a building behind the jumbotron.
-Disabled background objects in Sagat's stage. There wasn't
much interference with performance in this stage to begin
with, but I didn't see any harm in doing this anyways.
-Made the center stripe in Sagat's stage more solid.
-Disabled a background object in Boxer's stage, which helps
alleviate the slowdown when playing on higher speeds, but
creates a weird black bar that's high up in the stage. Ken
and Boxer's stages had by far the most slowdown in this hack.
-Disabled the bikinis in Boxer's stage, to help reduce the
slowdown by a lot. I'm so sorry, this will probably be the
optimization change that I regret the most. But it had to be
done to make the stage perform better with the extra code I
inserted, and to make speedruns of this ROM Hack faster.
-Made pixel adjustments to a few background characters in
Boxer's stage.
-Disabled background objects in Cammy and T. Hawk's stages to
reduce stage lag, which also creates a weird bar that's high
up in the stage.
-Disabled background objects in Fei Long's stage.
-Inserted a girl with a bun hairstyle in Fei Long's stage.
She looks at a destroyed restaurant in sadness.
Shotos:
-Realigned their hit-ground-from-knockdown sprite 4px upwards.
-Close S.MP's Hitbox is reduced 2px upwards to prevent Ken's
Target Combo from working against a standing Jadoo.
Jadoo:
-Slightly adjusted her air reset animation.
-Fixed S.MP's recovery having a stray Head Hurtbox.
-S.HK 2nd active part's gas cloud and Hitbox are shifted 4px
forward.
-C.HP stays active 2 frames longer and recovers 2 frames
faster.
-C.HP's Active Head Hurtbox is moved 4px down and reduced 4px
vertically.
-C.HP no longer has exaggerated Hurtboxes on recovery.
-C.MK's Active Foot Hurtbox is moved 2px back and is 2px less
wide.
-Diagonal J.LK's 2nd startup part and Diagonal J.MK's startup
use a Body Hurtbox that's less projected downwards.
-Neutral J.MK while active uses a smaller Head Hurtbox.
-Neutral J.MK can knockdown airborne opponents, at the expense
of its overhead properties.
-J.HK now does block damage, like other girls' butt attacks.
-Hundred Hand Slap sprites use fewer sprite maps. This might
avoid the possibility of the bikers in Chun-Li's stage
flickering.
-All Hundred Hand Slap sprites, Hitboxes and active Body
Hurtboxes (excluding the finishing blow) are moved 8px
forward. HHS can now hit the car in the 1st bonus stage after
its lid is destroyed.
-Back Dash can be chained directly into another Back Dash only
if Jadoo and her opponent are facing each other.
Roll:
-Realigned her stand turn sprite 5px forward and 4px downwards.
-Fixed pixel inconsistencies on one of her sprites.
-Air Reset uses only a Foot Hurtbox that covers her body.
-Extra impact freeze is 2 frames shorter.
-C.LP and C.MP's active Head Hurtbox is reduced 6px
horizontally. Certain moves from other New Femme Fatales
can still beat this move:
..Jadoo's S.HK
..Jadoo's Headbutt
..Mai's S.HK*
..Mai's Far C.MP
..Mai's Far C.HP
..Mai's Close C.LK
..Mai's Close C.HK
..Mai's Far C.LK
..Avra's S.HP*
..Avra's C.HK
..Avra's S.HK* (can trade, but gives Avra massive frame adv.)
..Avra's Mighty Heel
..Emily's S.LK
..Emily's Far S.HP
..Emily's C.MK*
..Emily's C.HK
..Madonna's S.LK
..Madonna's C.LP
..Madonna's C.MP
..Madonna's C.LK
..Madonna's HK Magic Waltz
..Madonna's Swan Kicks
..Belva's G.LK
..Belva's S.HK*
..Belva's C.MP (S.MP would trade, but Belva can reversal)
..Belva's C.HP (S.HP gets hit at Roll's C.LP range)
*if this move is spaced correctly
-C.LP's 1st 2 recovery parts use C.MP's 1st recovery part to
make it easier to whiff punish.
-C.MK and C.HK's hitting sprite and Hitboxes are shifted 4px
forward.
-J.MP when active uses a different Head Hurtbox that isn't
placed below her arm.
-Neutral J.HP's startup uses proper Hurtboxes that don't go
way beyond its sprite, as well as a proper Pushbox.
-Neutral J.HP when active uses a different Head Hurtbox that
doesn't cover the front of her arms and Buster all the way.
-J.HP and J.HK's active Foot Hurtbox is reduced 3px
horizontally.
-J.LK's Hitbox is reduced 4px horizontally.
-J.HK when active uses a Head Hurtbox that covers her arm
instead of her leg.
-"Rock Crush" Command Normal uses the same animation data as
S.MP. It is faster.
-Puny Peach travels faster during the opponent's stun, so it
can combo better.
-New Target Combo: C.LP > S.MP/HP
Guile:
-S.LK has a big Foot Hurtbox throughout the move.
-Close S.MK starts up 2 frames faster, and recovers 2 frames
faster.
-Close S.MK can now knockdown airborne opponents.
-C.LK's Hitbox is moved 2px back.
-C.MK's active and recovery Foot Hurtboxes are expanded 4px
forward.
-J.LP can knockdown airborne opponents, at the expense of its
overhead properties.
-Diagonal J.MK's active Hurtbox is expanded 4px downwards.
Ken:
-New Target Combo: Close S.MP > S.HP
Chun-Li:
-Stance Body and Foot Hurtboxes are expanded 4px forward.
-Stand Hurt Low 1st Foot Hurtbox is expanded 5px
horizontally.
-Stand Hurt Low 2nd Foot Hurtbox is moved 3px forward and
expanded 5px horizontally.
-J.LP's Hitbox is 2px smaller.
-Diagonal J.LK and J.MK when active use a Body Hurtbox that's
seemingly unused, and the Foot Hurtbox from Neck Breaker's 6th
startup frame. Said Foot Hurtbox is expanded 10px wide and is
4px taller, making the priority a mix between pre-ST and ST.
Madonna can now anti-air these moves comfortably with her
C.MK.
-Diagonal J.LK and J.MK's Hitboxes are reduced 2px downwards.
-Diagonal J.MK's Hitbox is expanded 5px backwards to make it
into a crossup, like in Super Turbo. I think I should make
this change to make up for what I did to its priority.
-All Lightning Legs Hitboxes are 4px more narrow.
-Lightning Legs' Head Hurtbox is expanded further 4px
horizontally.
-Lightning Legs' 1st Hitbox is shorter by 3px.
-Lightning Legs' 2nd Hitbox is reduced 9px downwards.
-Lightning Legs' 3rd Hitbox is shorter by 3px.
-Lightning Legs' 4th Hitbox is raised way up and reduced by
10px in height. Roll, Emily and Madonna can slide under it
now.
Zangief:
-Recolored a(n) eye pixel(s) on the following sprites:
..Jump Apex 1/Piledriver Bounce
..Stand Hurt High 3 (also fixed costumed-colored pixels on
this sprite)
..Lariat 2
-Lariats can now be properly used in the air, instead of ending
instantly, like in Special Champion Edition. On the downside,
this means that he can no longer "flutter" as a means of
getting around projectiles.
-Running Bear Grab no longer instantly ends after startup when
used in the air.
-Running Bear Grab travels even further. Now it can be used as
an SPD follow up (in certain matchups, at least), as I had
intended.
-Running Bear Grab's whiff timers are way shorter
(16|18|20 frames -> 1|2|3 frames).
Mai:
-Raised the 3rd and 4th grab positions of her MP Hold against
Mai higher.
-Adjusted the 3rd and 4th grab positions of her HP Throw
against Emily. They looked weird in motion. 1st grab position
has Emily in front of Mai like the other positions.
-Knockdown animation from non-launchers uses a wider Foot
Hurtbox.
-Mai uses her standing Pushbox during her wakeup, instead of
a wide Pushbox that made it hard for characters like Roll
to setup combos on the ground against her.
-Neutral J.HK can knockdown airborne opponents, at the expense
of its overhead properties.
-Kacho Sen 2nd Startup/Ryuu Enbu 3rd Startup frame's Head
Hurtbox is moved 12px forward, 4px downwards, and is expanded
3px horizontally.
-Kacho Sen 2nd Startup/Ryuu Enbu 3rd Startup frame's Body
Hurtbox is moved 14px forward and is expanded 4px
horizontally.
-Kacho Sen's 4th frame uses the same parameter set as the 5th
frame. Said parameter set also uses Hurtboxes that match the
sprite further.
-Kacho Sen's 6th frame (technically speaking) uses a Head
Hurtbox that isn't out of place, and a different Body Hurtbox.
-Kacho Sen's last 2 animation frames use the same parameter set
as the 6th frame.
-Kacho Sen's Hitbox is reduced 6px vertically, so Roll can
crouch under it.
-Ryuu Enbu uses normal standing Hurtboxes on the recovery
frame where the flame is still visible.
-Ryuu Enbu recovers faster on whiff. Its recovery is tied to
the projectile.
-Chou Hissatsu Shinobi Bachi can now be used in the air. This
lets her Guard Cancel Back Dash punish Roll's horizontal
Blanka Balls and Puny Peach. She could already punish those
moves on block with Far S.HP and S.MK, though.
Dictator:
-Jump Foot Hurtbox is expanded 2px downwards.
-Stand Burned uses a projected Body Hurtbox.
-C.MP uses his crouching Body Hurtbox while active.
-C.MK's Hitbox and active Foot Hurtbox are expanded 2px
horizontally.
-Diagonal J.LP can knockdown airborne opponents, at the expense
of its overhead properties.
-Head Stomp has way less vertical reach, preventing it from
hitting the 1st active part of Belva's Diagonal J.HP when
she spaces it correctly.
Sagat:
-Tiger Shot projectiles' hitboxes are even smaller.
Avra:
-Avra has brand new sprites for her S.LP that replace her
placeholder sprites. I don't know what I was thinking
accepting her previous S.LP sprites.
-S.LP's priority is redone. Avra's legs are more vulnerable,
but the Hitbox has way more horizontal range. It might be
less suitable as anti-air, though.
-S.MP when active uses a Head Hurtbox that's less projected
forward, and a smaller Head Hurtbox.
-C.LP startup's Head Hurtbox is moved 9px downwards and is 2px
smaller.
-C.LP's recovery uses the same Head Hurtbox as the one used on
startup.
-C.HP's 1st recovery frame uses her normal crouching Body
Hurtbox.
-C.LK's active and recovery frames use the same Head Hurtbox
from C.LP's startup.
-C.HK startup's 1st Head Hurtbox is moved 5px backwards, 13px
downwards and is 2px smaller.
-C.HK's 2nd startup frame uses her normal crouching Body and
Foot Hurtboxes.
-Neutral J.MP's 2nd startup frame uses a smaller Head Hurtbox.
-Neutral and Diagonal J.MP use a bigger Head Hurtbox when
active.
-Lusters use a Head Hurtbox that's less projected.
-Low Lusters' startup and its LK version's active frames use
her standing Pushbox, instead of her crouching Pushbox.
-MK Mighty Heel's 2nd active part has its Head Hurtbox removed.
Cammy:
-Close S.MP and Close S.HP can knockdown airborne opponents.
-Diagonal J.MK's 1st active part is 4 frames shorter, and its
2nd active part si 2 frames longer.
-Diagonal J.MK now has another active part.
-Thrust Kick does less dizzy.
T. Hawk:
-Foot Hurtbox used when knocked down is expanded 16px
horizontally.
-Far S.HP's Hitbox is moved 3px upwards.
-Condor Dive's Active Head Hurtbox is expanded 7px
vertically. I think its faster movement justifies this. It is
also an attempt to make CPU T. Hawk less obnoxious to deal
with.
-(Sometimes,) CPU T. Hawk's jump attacks animate slower.
Emily:
-Wakeup animation is 4 frames shorter.
-S.LK uses a proper shadow sprite while active.
-S.MK's 2nd startup frame uses a different Head Hurtbox that's
shorter in height.
-Swapped the sprites used in the last 2 animation frames of
Close S.HK.
-C.HP 2nd startup frame's Head Hurtbox is moved 18px backwards,
6px downwards and is reduced 2px vertically.
-C.HP's active Body Hurtbox is moved 3px back and is reduced
3px horizontally.
-C.MK's active Foot Hurtbox is reduced 4px horizontally.
-J.LP can knockdown airborne opponents, at the expense of its
overhead properties.
-Diagonal J.MK's startup uses her 1st throw sprite.
-Rekkas can now be properly used in the air, instead of ending
instantly.
-Rekkas' active Head Hurtbox and 3rd Rekka's 1st recovery Head
Hurtbox are moved 16px downwards each.
-New Target Combo: S.MP > S.HP
-New Target Combo: C.LK > S.MK
Madonna:
-Her Body and Foot Hurtboxes on her Stance and Stand Block are
adjusted in a way that lets her stand block more moves, such
as Claw's C.LP.
-Crouch Block uses the same shadow sprite as her Crouching
state.
-Jump Attacks' Pushbox is 7px shorter.
-Jump Kicks' Body Hurtbox is moved 3px upwards.
-LK Magic Waltz starts up 1 frame faster.
-LK Magic Waltz's 1st active part uses a Foot Hurtbox that's
shorter in height.
-Swan Kicks no longer instantly ends when used in the air,
which let Madonna rapidly chain her light jumping normals one
after another. This special move now can be used while
airborne.
-Air Slasher does less dizzy.
-Air Slasher projectile's last Hitbox is much smaller.
-Air Slasher's last Hitbox does less damage to discourage it
from being continuously spammed.
-New Target Combo: S.LK > S.MP
Belva:
-Belva now has a separate continue eye twinkle position from
Avra. She now plays her own KO cry at the continue screen
instead of Avra's.
-Tweaked the conditional code for one of the instances of her
KO cry playback. It was possible for Belva to play her KO cry
if she gets knocked down while finshing a round with a trade.
-Doing a jump attack out of a back dash when an attack button
and the 2nd back dash input are pressed on the same frame sets
Belva's proper back dash movement.
-The computer now has a chance of playing a "secret" win pose
(Hold Up+KKK) where she pulls down her diaper and shows her
butt.
-Standing Head Hurtbox is moved 2px downwards.
-Standing Pushbox is 2px more narrow.
-Head Hurtbox used on crouch reels and S.HK's active part is
reduced 4px horizontally.
-Body Hurtbox used by G.LK and G.MK is 4px smaller.
-Back Dash Pushbox is much more narrow. At first, I meant for
this Pushbox to be a keepaway measure when going for Diaper
Reload loops, but I think it's better if it's more narrow
when Belva wants to Guard Cancel Back Dash into Diagonal J.HP.
-Changed the parameter list that S.HP's recovery uses.
-Shifted S.MP's hitting sprite 3px forward.
-S.MP now has 4px more range than S.LP. In fact, their
Hitbox dimensions were identical to each other.
-S.HP and C.HP 1st active part's Hitboxes are expanded 26px
forward! Can hit twice from round start distance now.
-S.HP's Hitbox is reduced 2px downwards, so Zangief's Lariats
can pass through it.
-S.HP and C.HP's recovery use taller Head Hurtboxes to make
them easier to punish with Guard Cancels, in case players
decide to continuously spam Belva's cannon shots.
-Belva Cannon Shots now destroy projectiles. This can be seen
as a response to playthroughs of this ROM Hack where players
spam projectiles over and over again.
-G.LK's 1st recovery animation frame is now a 2nd active
animation frame, improving Belva's moon setplay.
-G.LK now has armor on startup.
-Fixed Belva being able to stay in G.LK forever as long as the
button is held, if she finishes the round with it. The
prevention now works as intended.
-G.LK's last recovery frames can be special cancelled.
-S.HK stays active for 2 frames longer, and recovers 2 frames
faster.
-S.HK's active Body Hurtbox is moved 6px backwards and is 2px
smaller.
-S.HK's active Foot Hurtbox is moved 6px backwards.
-S.HK's active and 1st recovery parts use her Crouching
Pushbox.
-S.HK's 1st recovery part uses a different Head Hurtbox, and
the same Body Hurtbox as the active part.
-S.HK's last recovery part uses her Standing Hurtboxes.
-Shifted C.MP's hitting sprite 4px forward.
-C.MP uses the same Head Hurtbox as her crouching state while
active, to avoid getting hit by Roll's C.LP when spaced out.
-C.MP's Hitbox is moved 4px forward and expanded 3px
horizontally.
-C.HP recovers 2 frames faster.
-C.HK's 2nd startup part uses a different Head Hurtbox that
covers only the bottom of her head, so it doesn't get beat by
Mai's S.LK as easily. The New Legacy change on Boxer's C.HK
was used as a reference.
-Diagonal J.HP and J.MK's startup use a smaller Body Hurtbox.
-Diagonal J.HP's 1st active part uses a smaller Head Hurtbox,
and a different Body Hurtbox that has been adjusted to improve
its priority as an air-to-air.
-J.HK's active Body Hurtbox is reduced 4px horizontally.
-Rushes deal heavy block stun.
-Slew Foot Rush's 2nd startup Head Hurtbox is moved 4px back.
-Slew Foot Rush's 2nd startup/active Body Hurtbox is moved 4px
back, 6px down, and is 4px smaller.
-Final TAP's 3rd startup part is now invincible, like most of
its startup.
-Removed a stray Foot Hurtbox from Final TAP's 7th startup
part.
-Final TAP can now actually hit. I corrected a mistake I made
where the attacking frame used the wrong parameter set.
-Final TAP now moves.
-Final TAP is often an instant dizzy.
-Flight no longer triggers proximity guard. For reference, MvC2
Sentinel's flight doesn't condition the opponent to block it.
Activating flight through Negative Edge didn't make the
opponent try to block, either.
-Belva can now Guard Cancel directly into Flight (QCB+KK/HK).
-Fully entering the Flight command resets the commands to her
rushes, to prevent them from coming out when unwanted.
-In Bonus Stages, Belva can now use her gadgets an infinite
number of times without needing to reload her diaper.
AI changes:
-Edited a few instances of Avra & Belva's AI. They anti-air
with one of their special moves more often.
-T. Hawk's AI counters with Tomahawk Buster less frequently,
and uses Condor Dive more often to try and incentivize
practicing Guard Cancels into Back Dashes (as well as Forward
Dashes for Emily and Madonna).
Character Colors:
Jadoo HP: Recolored her shirt from orange to green, and her
skirt from purple to orange with the tones copied from her
previous shirt tones.
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Jadoo Mode+LP: Changed this palette yet again. This time, the
shirt colors are changed from a type of yellow to a type of
blue. I think the the darkest shirt tone being green sort of
goes with the "monster" theme of GeGeGe no Kitaro.
Jadoo Mode+MK: Recolored her shirt from dark blue to dusty red.
It goes with Roll's Mode+HK color.
Jadoo Mode+HK: Recolored her hair ties/bobbles and skirt from
dark gray to purple. It seems to compliment her pink clothes
better.
Ken Hold: Darkened the last few attire tones.
Zangief MK: Adjusted some of his tones so they don't look as
garish.
Zangief Hold: Adjusted some of his skin tones and brightened
the darkest attire tone.→
Zangief Mode+Start: Completely redid his skin. Honestly, not
only did his skin on this color heavily clash with the
"Bishoujo" theme of this ROM Hack, as do some of my other
edits, but it looked downright hideous to me. It was an easy
way to spot pixels on his sprites with the wrong color, though.→
Dictator LK: +1 on the pads' red channel, darkest color is now
the darkest blue color.→
Dictator Start: Fixed one of his attire tones to go with the
rest of his palette.
Dictator Mode+LP: Fixed the 1st attire tone having an identical
color to the 2nd one.
Avra & Belva Mode+HP: Tweaked the yellow colors, and made the
darker tones more reddish. This is easily one of my least
favorite colors for them that I made. The yellow colors looked
too saturated for their attire. Maybe it reflects on Avra's
portrait closer now.
Avra & Belva Mode+MK: Adjusted the skin color to look less
pink.
Claw MK: Fixed the 3rd skin tone.
Claw HK: Adjusted his skin, recolored his attire from milky
white to yellow, and recolored his sash from blue to gray, to
avoid copying as many colors from Super Turbo: New Legacy. I
made too many of the tones blend with each other on both the
sprite palette and portrait palette, previously.
Claw Mode+HP: Recolored his sash from pink to white.→
Claw Mode+LK: Recolored his sash from pink to light purple.
Claw Mode+Start: Recolored his sash from pink to black, and
adjusted the white tone.
Cammy MK: Recolored her leotard to a form of red, to looking
more like violet red, and made her skin more red. It lessens its
resemblance to her 12th color from Super Turbo: New Legacy.
Portrait's eyes are colored from magenta to green.
Cammy HK: Brightened the 1st tone on the sprite palette. Made
her hair match her portrait. Darkened the darkest leotard tone.
Adjusted the skin on her portrait.
Cammy Start: Darkened the 2nd leotard tone, and brightened her
skin to make this palette stand out further from her other pink
leotard palettes.
Emily LK: Darkened the darkest dress tone, as it looked too
much like the color of her ribbon in this palette.
Nightmare Dictator HK: Darkened the 1st 2 attire tones, as they
were too bright and didn't stand out from his brighter tones
enough.
Nightmare Dictator Mode+LK: Changed his attire color from an
aqua blue to a white color. The tones didn't really mesh well
with each other, and they looked too much like his skin.
Nightmare Dictator Mode+HK: Recolored his attire from some sort
of blue-to-purple I felt was extremely messy, to a teal green
color.
Nightmare Dictator Mode+Hold: Recolored his attire from dark
blue to maroon red. I gave his Nightmare Form too many blue
colors, without actually comparing his palettes to each other.
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