Wednesday, May 21, 2025

Rev. 2.8 Changelist

 System changes:

-The game no longer waits until Jadoo has finished playing her
 liedown animation, before her opponent plays their win pose,
 if her opponent returns to their neutral state before she hits
 the ground from her knockdown bounce. One could see it as
 wanting the audience to pay attention to this animation while
 it's playing.

-Increased the CPU's minimum dizzy timer by double the length,
 allowing a little bit of time before an extremely mash-happy
 CPU recovers from dizzy.

Other changes:

-The Capcom logo is appended with a star from Streets of Rage
 2 and 3. The "A" in the logo is also made taller.

-Belva now has her own icon used at the Character Select,
 Tournament Brackets and Tournament Results screens, if both
 Player sides are using their alt forms. Belva's grayed out
 icon also appears on the Next Opponent screen if she is
 defeated in Arcade Mode.

-Switching between Avra and Belva now properly updates the
 lifebar name at the start of a round.

-Dictator's Nightmare form is given his own lifebar name
 plate.

-Updated Ryu's lifebar name with a little extra shading.

-Reverted the damage decrease on Shotos and Sagat's throws.
 Yes, they share the same throw damage value as each other.

-Optimized the sprite maps in the opening, so the tiles used
 for the hands are among the only tiles that are used. This
 frees up tiles in the 1st 4MB of the ROM and allows me to use
 them for more sprites.

-You can now change a CPU player's form by holding the Mode
 button at the start of a round, without needing to hold one of
 two button combinations on the other controller, outside of
 Group Battle Mode. Dictator is an exception to this. You can
 use this code and switch forms yourself in the same round.

-Avra and Belva's Charge Back Forward moves gain throw
 invincibility against the CPU. From my testings, Zangief would
 simply sweep you instead of doing an SPD.

Also included subpatches.txt file in the zip. It describes
the subpatches that are in the zip.

Shotos:

-Partially reverted the damage reduction on Close S.HP.

-Close S.MP does less dizzy.

Jadoo:

-Jadoo walks forward faster, now surpassing Chun-Li's forward
 walk speed. Backwards walk speed is also increased by 1/4.

-C.HP's Hitbox is expanded 4px upwards, now extending beyond
 her ahoge. This helps with her bread 'n butter death combos.

-MP Throw recovers 4 frames faster.

-Reverted the damage of HP Headbutt's 2nd active part back to
 its original value.

-MP Headbutt's 1st active part has its Body and Foot Hurtboxes
 removed.

-MP Headbutt's 1st Hitbox is expanded 2px downwards, so it can
 hit Roll's slides.

-HP Headbutt's 2nd Hitbox's damage is adjusted to have
 less randomness.

-Headbutt recoils slightly closer to the opponent.

-Headbutt and Butt Slam's recovery gain throw invincibility
 against the CPU.

Roll:

-C.HK's startup travels further.

-Roll is considered on the ground when she goes into a
 crouching position after a Horizontal Ball.

-Made a fix to her Target Combo.

Guile:

-Burn Knockdown is given a Foot Hurtbox.

-Fixed Guile being able to steer Far S.HP forward.

-Flash Kick's 1st active part is given a Foot Hurtbox.

-CPU Guile is given a Body Hurtbox during Flash Kick's startup.

Chun-Li:

-Stand Hurt Low 2nd Foot Hurtbox is expanded 4px forward, so
 Jadoo's Crossup > C.MK x2 > HP Headbutt Combo can work on
 her.

-Burn Knockdown is given a Foot Hurtbox to make it easier for
 Mai's Ryuu Enbu to juggle her.

Zangief:

-MK Knee Drop can now be used. On both SNES & MD, the LK Knee
 Drop would come out even if MK is pressed, due to an oversight
 in the code. The animation and Hitbox data for the MK version
 exists, but was unused, at least for human players. I added
 extra code for MK Knee Drop to be usable.

 I needed to add a measure for the CPU to prevent the game from
 soft locking when CPU Zangief wants to use Knee Drop, though.

-Zangief falls down faster from Coconut Thunder.

Mai:

-Neutral Jump now recycles Forward Jump's animation data.

-One of her jump Pushboxes is 2px smaller.

-The startup on most of her Standing Punches use a different
 Body Hurtbox that is less projected forward.

-Close C.HP's Hitbox is raised 8px upwards, so it can hit
 Jadoo's Headbutts.

-Close C.HP can knockdown airborne opponents.

-HP Throw recovers 4 frames faster.

-2 of Chou Hissatsu Shinobibachi's later frames use a smaller
 Pushbox.

-New Move: Yusura Ume (Jump Down+MK)

Dictator:

-Burn Knockdown is given a Foot Hurtbox.

-Numerous nerfs to the CPU verison's collision boxes.

-Nightmare Dictator's jump attack animations are now sped up
 when the CPU uses them.

Sagat:

-Increased the pitch of his throw voice clip to sound closer
 to the Arcade.

-Close and Far S.LP recover 2 frames faster.

-C.LK starts up 1 frame faster.

-C.LK's Hitbox is expanded 4px forward.

-C.LK does more damage.

-Neutral J.LK can now be steered.

-CPU Sagat is given a Foot Hurtbox during Tiger Uppercut's
 startup.

Avra:

-Avra walks forward slightly slower, so Belva's forward walk
 doesn't push Shotos while they're walking forward.

-S.HP and J.HP do more consistent damage to reduce the
 dependence on luck for speedruns. They do 5pts less damage to
 Human players than CPU players.

-Body Hurtbox used on Jump Attacks' startup is expanded 4px
 horizontally.

Cammy:

-Close S.LP's startup and recovery use the same sprite used
 on Far S.LP, Close and Far S.MP. This looked strange due to me
 replacing one of her 1st Win Pose's sprites with a missing
 stance sprite.

-Close S.HP and Far S.HP's 1st Hitbox are expanded 4px
 horizontally.

-S.MK's Hitbox is expanded 3px forward.

-Spinning Backfist's Head Hurtboxes are reinstated, in case
 players spam this move or the CPU responds with this move.

-CPU Cammy is given a Foot Hurtbox during Thrust Kick's
 startup.

T. Hawk:

-Moved the art of his electrocuted sprite to a later location
 in the ROM.

-Burn Knockdown is given a Foot Hurtbox.

-Reverted the recovery nerf on Close S.MP.

-Reverted 2 edits to his AI.

-CPU T. Hawk is given a Foot Hurtbox during Tomahawk Buster's
 startup.

Emily:

-Moved the art of her 4th stance sprite to a different location
 in the ROM.

-Emily walks forward faster, now surpassing Chun-Li's forward
 walk speed. Backwards walk speed is also increased by 1/4.

-Standing Pushbox is reduced 2px vertically, so Emily can walk
 under Jadoo's back dash just like Chun-Li, Avra and Cammy can.

-C.LP's active Body Hurtbox is moved 4px backwards and reduced
 6px upwards.

-C.LP's active Foot Hurtbox is moved 6px backwards.

Madonna:

-Madonna walks forward faster, now surpassing Chun-Li's forward
 walk speed. Backwards walk speed is also increased by 1/4.

-Crouching Body Hurtbox is moved 5px backwards.

-MK Magic Waltz 2nd Kick's startup uses a different parameter
 set.

-HK Magic Waltz's 1st Hit has its Head Hurtbox removed, and its
 Foot Hurtbox is reduced 6px in height and moved 6px downwards,
 so it can beat Avra's S.HP cleanly.

-HK Magic Waltz's part between the 1st and 2nd Kicks use
 Hurtboxes that match the sprite further.

-HK Magic Waltz 3rd Kick's Hitbox is expanded 6px downwards.
 Less likely to whiff on Cammy in a juggle combo.

-Reverted Swan Kicks' 1st Hit back to its original damage
 value.

-Dashes' horizontal movement is 1/4 faster.

Belva:

-Stance Pushbox is moved 4px downwards.

-Jump/Flight Pushbox is reduced 8px vertically, so Belva can
 easily get around Jadoo's back dash. Before, Belva was
 extremely inconsistent at it.

-S.HP does as much damage as C.HP.

-J.LK starts up 1 frame faster.

-J.LK uses Smile Cream's sprites.

-J.LK is only head vulnerable, and has no Pushbox while active.

-J.LK does block damage.

-J.LK can knockdown airborne opponents, at the expense of its
 overhead properties.

-Home Run Rush stays active for 4 frames longer and recovers 6
 frames faster.

-Belva can now pull her opponent closer to her during G.LK by
 holding back.

-Fixed Belva being able to move forward while waking up after
 using Neutral J.HP.

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