Friday, November 21, 2025

Rev. 2.9B Changelist

 Jadoo:

-Jump and Jump Attack Pushboxes are reduced 2px horizontally.

-C.HP's active Head Hurtbox is reduced 3px downwards.

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

-Removed Foot Hurtbox from Neutral J.LK's startup.

-LP Headbutt's startup is 2 frames shorter (in between Old and
 New Honda's LP Headbutt startup). This change was made with
 online play in mind.

Roll:

-Slide travels faster without needing to be powered up.

Guile:

-C.HP recovers 2 frames faster.

Chun-Li:

-C.LP's startup and active parts use a retracted Body Hurtbox.

-C.LK's startup and active parts use her standing Foot Hurtbox,
 which lets her beat Roll's slides easily with it.

-Partially reverted the movement nerf on Neck Breaker. The
 intent was to prevent it from crossing up certain characters
 on their wakeup, but the change was too drastic, to the degree
 where it was less than half of the original movement speed.
 Since New Femme Fatales can back dash out of their wakeup
 animation, this shouldn't pose too much of a threat to them.

Zangief:

-Far S.MK's Hitbox is expanded 4px forward, but reduced 2px
 upwards. It now covers the length of his leg, like in Super
 Turbo. A change that I was really reluctant on deciding to
 make. Close S.MK will still reach lower, though.

-Lariat's Foot Hurtbox is reduced 2px upwards.

-Fixed a soft lock introduced in Rev. 2.7 where cancelling his
 Coconut Thunder into any jump attack on KO would keep Zangief
 in the air forever. The attacker now checks for their gravity.
 This was one of the main reasons I issued this update.

Mai:

-Diagonal J.LK's Hitbox is expanded 4px backwards, to make it
 easier to use as a crossup.

-Reverted the Hitbox nerf on Ryuu Enbu from Rev. 2.5, as I
 encountered problems with juggling certain characters with it,
 such as Shotos.

-Yusura Ume starts up 2 frames faster, to make it somewhat
 usable in air chains.

Dictator:

-Stance Foot Hurtbox is expanded 3px forward.

-Far S.LK recovers 6 frames slower, to patch out a corner
 infinite with Nightmare Dictator.

-Far S.LK does more damage and medium stun.

-C.HP uses the active Body Hurtbox that used to be used for
 C.MP (their dimensions are the same as each other). I need a
 free Body Hurtbox slot for C.LK's changes.

-C.LK uses a new Body Hurtbox, and his standing Foot Hurtbox
 while active. It can now be used as a counter to Roll's slides
 as long as she doesn't do them too close.

-CPU Nightmare Dictator now switches to his nerfed CPU
 collision boxes upon taking hits.

Avra:

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

T. Hawk:

-J.LP knocks down airborne opponents, at the expense of its
 overhead properties. I don't see why it's okay for Guile's
 J.LP to do this, but not T. Hawk's.

Madonna:

-Removed Foot Hurtbox from Diagonal J.LK's active part.

-Jump Kicks' Body Hurtbox is reduced 4px downwards, but
 expanded 8px horizontally.

-Neutral J.MP starts up 3 frames faster.

-Diagonal J.MP starts up 3 frames faster.

Belva:

-Standing Pushbox is reduced 4px upwards. It used to cover the
 height of her body, now it goes up to her forehead.

-S.LP and S.MP's Hitboxes are expanded 2px downwards, so they
 can hit Roll's slide while it's active.

-G.LK's Hitbox is expanded 2px horizontally, and 4px
 vertically.

-C.HP's 1st Hitbox is expanded 2px downwards. Can now hit Roll
 out of her slide while it's active.

-Removed the Foot Hurtbox from Diagonal J.MP startup's 2nd
 frame.

-Flight no longer has a Foot Hurtbox.

System changes:

-Any character besides Shotos and Roll can now hold straight
 down to descend faster when knocked down by Roll (excluding
 sweep knockdowns).

-Adjusted the timings of the round start sequence. Starting
 around Rev. 2.0 or later, when playing on 4-star speed,
 Avra/the announcer wouldn't say the round number. Hopefully
 this is fixed now.

-KO Slow Motion on 4-star speed is 15 frames shorter.

-You now have 128 frames of throw invincibility against the
 CPU at the start of a round.

-Air Chains are added to the game. Jump Punches can be chained
 into Kicks, and lower strength normals can be chained into
 higher strength normals.

Other changes:

-The Capcom Logo is appended with an additional star.

-Updated bbsf2_movelist.txt. Added mention of the special
 cancel window.

-Added an extra star and clymax's name to Expert Arcade Mode's
 end screen.

-Fixed Dictator's Arcade Ladder where Jadoo is fought first. It
 had Ken listed twice. Now, Cammy is the 2nd opponent on this
 ladder.

-Removed AI code for Avra healing. It took me almost 2 hours of
 painstakingly repositioning my bookmarks in the Hex Editor I
 use. This piece of AI used to be excecuted properly earlier in
 the making, as evidenced by my early tournament streams from
 the time after I introduced Avra to the public. From my
 testings, the game generates different amounts of lag frames
 from the same save states.

-Removed code for additional movement speed on Roll's slide, to
 make room for the Air Chain code.