Sunday, October 11, 2026

Rev. 3.0 Changelist


 

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Shotos:

-New EX difference: Air Tatsus have no vertical movement while
 spinning, like in Hyper Fighting.

-If you hold Down+A+B+C to switch to Ryu or Ken after defeating
 them in Arcade mode, and no continues were used, they have
 improved collision boxes where the dimensions and damage on
 many of their moves are partially reverted back to their
 original values.

Ryu:

-Air Tatsus spin the same number of times as Ken's Air Tatsus.

Jadoo:

-Kancho Grab's increased timer now applies to Suwako, who
 replaces T. Hawk.

-Headbutt's 3rd recovery animation frame uses the same Hitbox
 assignments as the 4th frame. Said assignment uses a bigger
 Head Hurtbox.

-Headbutt's 5th recovery animation frame uses the Head Hurtbox
 from her stance.

Roll:

-Changed 2 tiles on her 2nd stance sprite to have her dress in
 a different position from the 1st sprite.

-Burned sprites use fewer tile mappings.

-Roll now loses HP from using Electric Thunder, much like how
 Pichu's electric attacks hurt itself in Super Smash Bros.
 Melee.

 This can also prevent players from cheesing Jadoo's AI this
 way.

-HK Vertical Roll's friction is reduced, so the move continues
 to travel forward.

-Puny Peach's horizontal movement is now affected by strength.

-Puny Peach animations no longer use a bugged sprite that
 wasn't properly updated.

Guile:

-Reverse Spin Kick now checks if the player is human-controlled
 before holding HK can make Guile enter the "Stance".

-J.LP's 2nd startup frame no longer has a projected Head
 Hurtbox.

-Diagonal J.MP and Diagonal J.MK startup 1 frame faster.

Ken:

-Ground Tatsus travel slower to prevent "eggbeater" Tatsu
 combos with the reduced knockback.

-Ken must wait a few more animation frames after his Ground
 Tatsu ends before he can act out of it afterwards.

Chun-Li:

-Ground throw releases Madonna further away from Chun-Li, and
 uses Madonna's newly inserted knockdown sprite.

-Diagonal J.MP & HP startup 1 frame faster, to aid her air
 chains a little.

-Far S.HP, Close S.MK and Far S.HK can knockdown airborne
 opponents. I could see Far S.HP knocking down being too good
 against Zangief, but it seems to be fair against most of the
 New Femme Fatales.

-Far S.MK starts up 1 frame faster. It can now be special
 cancelled.

-Diagonal J.HP starts up 1 frame faster to make it easier to
 air chain into.

-Ground Spinning Bird Kick is given a Head Hurtbox while it's
 spinning, so Sagat's crouching punches can hit it, like in
 New Legacy. I always wanted to make this change, but I forgot
 to do it. The Head Hurtbox I gave it appears to not have been
 used. It seems to be one of the Head Hurtboxes that fit the
 Spinning Bird Kick the most, but I didn't need to edit its
 dimensions for Sagat's crouching punches to reach it.

Zangief:

-Zangief's 2nd win pose plays his MP Throw voice clip through
 his animation instead of newly inserted code. The animation
 data actually allowed for a PCM to play without needing to
 expand upon it, but a PCM index wasn't assigned to the
 animation frames that were likely intended to play a PCM.

-A body hurtbox on his high standing reels is adjusted to cover
 more of his torso.

-Close S.MK recovers 2 frames faster to compensate the change
 below:

-Far S.MK is the same as the close version to make room for
 Suwako's sprites. Born2SPD would hate this change...

-Close S.HK's 2nd hit can knockdown airborne opponents.

-Moved the art of his Crouch Kick Startup and Close S.HK 1
 sprites to different locations in the ROM.

-Lariat startup's Head Hurtbox is reduced 4px forward.

-CPU Zangief can no longer mash during his holds unless he's
 facing Roll.

Mai:

-Corrected a few pixel inconsistencies on a single tile of her
 2nd dizzy sprite.

-Far S.LP starts up 1 frame faster, so it can be special
 cancelled.

-Swapped the Body Hurtboxes used during Far S.LP and Far S.MP's
 active parts.

-Far S.LP and Far S.MP's recovery use a Body Hurtbox that's
 less projected.

-Foot Hurtbox used on Close Standing Punches' 1st startup frame
 is moved 8px backwards.

-S.LK's Hitbox and Body Hurtbox are adjusted so that they don't
 lose to Chun-Li's C.HK.

-Chou Hissatsu Shinobibachi now resets the button strength Mai
 used, so if you perform it with HK, you can still chain cancel
 it into Yusura Ume.

-Chou Hissatsu Shinobibachi does less dizzy. It had the
 potential of causing a dizzy when it's chained into a medium
 or heavy jumping normal.

-Yusura Ume now does block damage.

-HP Throw recovers 4 frames faster.

-The CPU now uses Chou Hissatsu Shinobibachi (a.k.a. flaming
 elbow). This also fixes a long standing glitch where CPU Mai
 would jump and can chain her HP Throw until she takes you out.
 I saw the glitch occur during AFK Tournament Stream 1,165.

 If you aren't used to dealing with this move, it's easy to
 counter and would make for a good way to practice Guard
 Cancels. Most characters' Jabs can beat it. See counters.txt
 for a list of counters to this move.

Dictator:

-Dictator is internally standing during his crouch burn reels
 to free up a parameter set.

-Far S.HP is the same as the close version, like in CPS-1. He
 can still anti-air with his CE-inspired C.HP.

-The movement on Devil's Reverse is tweaked so he doesn't veer
 all the way to the right side of the screen. Its movement
 behaves in strange ways that I don't know how to describe.
 Once he rises high enough, he stops in place until he's close
 to the ground, then he either quickly veers to the left or
 lands close to his opponent.

 I was trying to come up with ways to fix the buggy movement
 on this move when used by human players, due to changes in
 the movement code. The ambiguity of this move's behavior
 might create all sorts of shenanigans.

-Dictator's 1st win pose has him put his cape back on, inspired
 by one of his win poses from Street Fighter II Mix.

Sagat:

-Diagonal J.HP starts up 1 frame faster to make it easier to do
 air chains with.

-Neutral J.LK can be steered only during the ascent of his jump.

Avra:

-Avra is invincible during the animation frame where she heals
 by slapping her butt, to avoid a glitch where hitting her at
 the same time that she heals can freeze her lifebar for the
 remainder of the round.

-S.HP's Hitbox is expanded 2px vertically, so it can hit
 Jadoo's Headbutts. This solves the problem of Avra not having
 good answers to them, aside from her Mighty Heel.

-Reduced the amount of tiles the first heart sprite uses to
 make room for code that has been moved.

Cammy:

-Adjusted the Hurtbox choices on her first knockdown frame.

-Hurtbox used while knocked down is expanded 14px vertically.
 Certain juggle setups worked well on most of the characters
 but not Cammy, such as Suwako's J.LP chain.

-Adjusted a position on her ground kick throw vs. Madonna.

-Wakeup animation is slightly shorter.

-Diagonal J.HP's Hitbox is expanded 7px backwards.

-LP and MP versions of Axle Spin Knuckle jump lower. The move
 was too telegraphed.

Suwako:

-T. Hawk is now replaced with Suwako Moriya, my favorite Touhou
 character.

-Suwako has less defense than T. Hawk did in this hack prior
 to his replacement.

-Suwako's walk speeds are on par with Emily's.

-Suwako can Forward Dash.

-Suwako is given a whiff animation. My least favorite change to
 T. Hawk in HD Remix, I still wanted to see if I could
 implement it. The success of the grab takes priority over the
 whiff. The animation data was previously dummied out in
 this ROM Hack.

 Like Zass said in an interview that can be read on a website
 called Super Turbo Revival, giving T. Hawk a whiff animation
 defeats the purpose of a character who has a hard time
 closing in on his opponent, but can secure the round if he
 manages to get in once. The whiff also messed with his ability
 to option select between Mexican Typhoon and Tomahawk Buster.

-Suwako can double jump like Jadoo.

-Stand Hurt Low reuses Stand Hurt High's animation data to make
 room for other animations.

-Suwako's Back Dash is invincible, like with Jadoo, Mai, Avra,
 Madonna and Belva's Back Dashes. Try buffering a 360 during a
 Back Dash in certain matchups!

-Suwako's Back Dash rises lower from the ground than T. Hawk's
 Back Dash from previous revisions.

-Suwako sustains extra hitstun like Shotos, Roll, Sagat and
 Belva do, but only while standing.

-Knee Drop stays active as long as Zangief's MK Knee Drop,
 which is 5 more frames than before.

-Suwako's EX-form lifebar name is appended with a heart to
 symbolize my love for this character, and also to make it easy
 to distinguish players in mirror matches.

-Fixed Body Slam command normal playing the Medium activation
 sound instead of the Heavy one. The code is shared between
 both Elbow Drop and Body Slam.

-Suwako's Win Poses play the MP Throw/HP Hold voice clip.

-Suwako can Air Dash like Emily. I kind of feel bad for giving
 another character the ability to Air Dash, actually, partially
 because of the problematic implementation of its inputs. You
 can easily get accidental Air Dashes when you just want to do
 a diagonal jump.

-Suwako can mash out of hitstun while standing by pressing left
 and right.

-S.MP is a launcher.

-C.LK can be rapid fired.

-C.LK recovers 2 frames faster.

-J.LP and J.MP startup 2 frames faster.

-J.LP stays active for only 4 frames, down from 40 frames.

-J.LP does less damage.

-J.LP can knockdown airborne opponents.

-J.LP can be mashed. Suwako can also steer her jumps and
 flutter by doing this.

-J.LK starts up 3 frames faster.

-Suwako can jump cancel her ground normals that can be special
 cancelled.

-Changed the hit sound played during holds back to the HP hit
 sound for variety's sake.

-HK Hold is now performed with HP in addition to HK, so both
 buttons can be used to get the hold that doesn't play an
 animation where she releases her opponent. This avoids the
 need to create more sprites for separate grab moves, and the
 HK Hold is also the preferred normal grab for T. Hawk players
 since it sets the opponent closer to them.

-Fixed MP Throw recovering way too fast. Both the SNES and
 Genesis versions had this discrespancy in the gameplay.

-Suwako can restore a small amount of HP by performing a
 delayed wakeup.

-Diagonal Jump Down+MP/HP Command Normals properly set the
 airborne flag, so when Suwako is hit out of these moves by an
 attack that doesn't knockdown, it causes an air reset instead
 of having Suwako drop straight down.

-Body Dive stays active for only 14 frames, down from 40 frames
 like with New T. Hawk in New Legacy.

-Suwako's equivalent to Tomahawk Buster, Fabric Slicer is
 performed with kick buttons instead of punch buttons.

-Fabric Slicer starts up 1 frame faster.

-Fabric Slicer's horizontal movement is reduced by 12.5%.

-Medium and Heavy versions of Fabric Slicer no longer have a
 Foot Hurtbox on the 1st vulnerable part.

-Fabric Slicer's 1st recovery animation frame is now an
 additional active part.

-Taguchi Flash knocks down, unlike Condor Dive in earlier
 revisions.

-Taugchi Flash's landing recovery is 16 frames slower than
 Condor Dive.

-Taguchi Flash's 1st 2 landing frames are internally crouching,
 like the 3rd frame.

-Suwako has a separate wakeup animation that plays when she is
 knocked down by sweeps.

-Storm Hammer rises lower from the ground than Mexican Typhoon.

-Suwako bounces lower and closer from a 360.

-Suwako's landing recovery after a 360 is 3 frames shorter.

-Suwako can chain Fabric Slicer into Taguchi Flash by holding
 LP+MP or LP+MP+HP.

-New Target Combo: S/C.LP/LK > S.MP

-New Target Combo: S/C.LP/LK > S.HK

-New Move: Summon (QCB+Kick)
 Suwako summons a monster. LK summons a Spirit that
 electrocutes the opponent, MK summons a Mad Dog that advances
 forward, and HK summons a Lady Statue that blows wind.

Emily:

-Moved the art of her pre-jump sprite to a different location
 in the ROM, to make room for more code.

-Far S.HP, C.HP and both J.HP's now do block damage.

-Close S.HK's activation range is decreased by 9px, to make it
 come out less often. For players not using her EX form to use
 her S.MP to S.HP target combo more easily, S.MP can link into
 Far S.HK in the corner.

-C.HK while active is given a Body Hurtbox. I don't know why I
 removed it.

-C.HK's active Foot Hurtbox is expanded 4px forward. It's too
 good of a combo starter. This allows some characters to poke
 her out of her slide more easily.

-C.HK does medium block stun.

-Emily no longer says gibberish in the 2nd win pose to free up a
 PCM slot.

-MP 2nd Rekka is now a launcher, like Iori's 2nd Rekka in
 KOF95.

Madonna:

-Inserted a knockdown sprite that I forgot to capture. It is
 now used in two of her knockdown animations.

-Stand Hurt Low 2nd frame's Head Hurtbox is expanded 2px
 upwards.

-Dizzy animation uses the same hurtboxes throughout the
 animation.

-Adjusted the dizzy Head and Body hurtboxes.

-Diagonal J.LK uses C.HK's sprites for variety.

-J.HK has her sprites upside down.

-Beat Step is given a Foot Hurtbox while active. It had way
 too much protection from below.

-HK Magic Waltz's 1st Hitbox is expanded 2px upwards.

-Air Slasher projectile is placed 5px higher. Guile, Chun-Li,
 Dictator and Claw can crouch under it.

-Swan Kicks now combos properly under CPU control. I found out
 that CPU Dee Jay's MGU doesn't cancel out the impact freeze
 like it does for human players. The CPU would never go into
 2nd and 3rd hits in quick succession, which means the 1st hit
 can touch you, but only the final hit comes out afterwards.
 You'll exit hitstun in time to block the final hit, unless
 you're using a high hitstun character like Roll.

Belva:

-Belva is invincible during the animation frame where she heals
 by slapping her butt, to avoid a glitch where hitting her at
 the same time that she heals can freeze her lifebar for the
 remainder of the round.

-Making G.LK last longer now requires her gadget ammo to be
 full.

-G.LK restores gadget ammo only after it begins to finish, or
 if it makes contact, or the instant it begins if her opponent
 is knocked down or in hitstun.

-G.LK's vacuum now requires full gadget ammo.

-In 2-player matches, G.LK takes longer to recover if Belva
 doesn't have full gadget ammo, which is also required to make
 its animation loop.

-G.LK can be special cancelled in 2-player matches only if her
 gadget ammo is full.

-G.LK does more damage.

-G.LK uses her crouching Pushbox.

-Diagonal J.HP's 2nd Hitbox is expanded 10px downwards. It can
 guard cancel punish more moves.

-J.HK can knockdown airborne opponents at the expense of its
 overhead properties. J.MK can still be used as an overhead.
 This change is done in case Belva does an air chain where
 Diagonal J.HP dizzies the opponent.

-Rushes now travel at faster speeds from higher button
 strengths.

-Pushbox is moved 4px down and reuced 2px horizontally.

-Belva now has a separate kiss voice clip from Avra.

-Special KO animation is handled in a different way.

-Moved the art of her back dash afterimage to a different area
 in the ROM.

-S.LP, C.HP's 2nd Active Part and Home Run Rush can now beat
 Jadoo's Headbutts.

-Fixed an issue where if Belva extends her forced Diaper Reload
 by holding all 3 Kick buttons, her forced Diaper Reload no
 longer plays the sound effect that's also used by Jadoo's
 S.HK.

-Diagonal J.MP reuses Neutral J.MP's animation data.

-Belva is given a new sprite for one of her secret win poses,
 the sprite is used if she wins a round by time over.

-Moved the art of Belva's 1st Diagonal J.HP sprite to a
 different location in the ROM.

-Truncated the code of Belva's flight resetting a lot of
 vars.

-Entering CPU Belva's flight command with human inputs
 could crash the game. Belva's flight now checks if she's
 a human player to prevent the game from crashing.

-Diaper Reload extends her opponent's dizzy duration.

Music changes:

-Cammy's Stage music's pitch is reverted back to its original
 pitch.

-Cammy's Stage music tempo is slightly faster to resemble the
 arranged version used in the FM Towns version of Super Street
 Fighter II, the 3DO version of Super Turbo and the PS2/Xbox
 versions of Hyper Street Fighter II. IMO it feels refreshing
 to hear other renditions of this music besides the CPS-2
 version.

-Changed some of the instruments in Cammy's Stage music.

-Lowered the pitch of T. Hawk's ending music by 2 semitones.

-Changed the instruments in T. Hawk's ending music.

-Increased the pitch of the intro music (which is played at
 the options screen in this hack) by 2 semitones.

Stage changes:

-Recolored the floor in Ryu's stage to resemble its coloration
 from CE & HF.

-Inserted light dithering on a tile in Ryu's stage.

-Inserted some stars in Ryu's stage.

-Moved the milk carton in E. Honda's stage 16px east.

-Edited out the "sand" tiles in E. Honda's stage.

-Changed the blue channel on the 2nd and 3rd floor colors in
 E. Honda's stage by +1.

-Edited out the rising sun in E. Honda' stage. It's replaced
 with a simple small circle that uses only 1 unique tile.

-Decreased the blue channel in the 5th and 7th colors in
 Blanka's stage by -1.

-Reindexed the pegs that are immersed in water in Blanka's
 stage to dedicate a palette index for the sky.

-The sky in Blanka's stage is darker.

-Removed the blinking eyes from Blanka's stage, as I think
 people can find them distracting.

-Changed a miniature version of Trixie in Blanka's stage to
 Yumiko Arakawa, a fellow character who appeared in one of
 my Game Maker games, Roll Mini Wars.

-The snake from Blanka's stage is edited out by Kseniya.

-Added two Rolls to Blanka's stage, drawn by leonmarcellos.

-The Tetrimino in Guile's stage comes in Red, Green, Blue are
 Yellow.

-Recolored the clouds, stripe in Guile's stage to cyan, the
 radio to gray, and the warning sign to white.

-Palette index used for the warning sign in Guile's stage is
 repurposed for the striped floor.

-Recolored part of Ken's stage.

-Changed the flag in Ken's stage from a frowning smiley to a
 red circle.

-Corrected the palette index in some of the pixels on Frida's
 sleeves in Ken's stage.

-The stripe on the yacht in Ken's stage is colored red.

-Foreground objects in Ken, Chun-Li and Zangief's stages were
 edited out.

-The guy in what looks like a tank top in Chun-Li's stage is
 wearing sleeves.

-The clouds and the Matendouji bulletin in Chun-Li's stage are
 re-indexed.

-The man holding a chicken in Chun-Li's stage wears green, and
 the 1st towel is now green.

-Disabled the bikers in Chun-Li's stage to make room for more
 of Suwako's sprites. I know, this will be one of the most
 hated changes. I don't remember the bikers creating much
 slowdown while a character is dizzy, but it doesn't hurt to
 remove their presence in case they do. This was a decision
 that I spent a long time thinking about.

 In the SNES version of SSF2, there could only be one biker
 on screen at a time.

-Restored missing lines near the CWA logo in Zangief's stage.

-A man wearing a red shirt wears blue pants in Zangief's stage.

-The fire extinguisher in Zangief's stage is moved closer to
 the star, like in the CPS-1 Street Fighter II games.

-Edited out the foreground chains in Zangief's stage to avoid
 obscuring certain sprites. This also frees up a lot of tiles
 for me to include other things in the stage. I could have
 inserted something creative like the curtains from SMB2's
 character select screen, for example.

-Inserted bottles from Streets of Rage in Zangief's stage.

-Freed up a palette index in the 2nd palette of Zangief's
 stage. Inserted a bunnygirl from Cutie Suzuki no Ringside
 Angel.

-The whole time I was editing Dhalsim's stage to be based on
 Mariko's stage from Ranma 1/2: Chougi Ranbu Hen, I didn't
 realize that part of the grass used the wrong palette index,
 which wasn't the darkest green tone. Now it's corrected.

-The signposts behind the cheerleaders in Dhalsim's stage are
 changed into what looks like ice boxes, to avoid tile
 artifacts.

-Adjusted the positions of a few clouds in Dhalsim's stage.

-Recolored the sky in Dictator's stage from blue to purple for
 color variety.

-Made the "ceiling" in Dictator's stage slightly resemble its
 CPS-1 coloration.

-The statues in Dictator's stage are replaced with torches from
 the SNES version of the first Power Instinct.

-The exit block in Sagat's stage is now an exit portal. Its
 purpose is to be able to transport people from one place to
 another.

-Inserted text in Sagat's stage that reads "The New Femme
 Fatales".

-Recolored the cars in Boxer's stage from maroon to red.

-Changed "Golden Nugget" in Boxer's stage to "Avra Yumeno".

-Re-indexed Roboko's boots in Boxer's stage. Also adjusted some
 of the pixels on the bikini.

-Freed up 2 head tiles in Boxer's stage.

-The guy who punches the air in Boxer's stage is changed to
 Belva Cada, a fellow Belva robot.

-Avra has a title as a manager of Belva robots.

-Belva Vita, the first Belva robot created appears in front of
 a car in Boxer's stage.

-Corrected 2 tile maps on the left lamp in Claw's stage. I
 noticed this error when comparing this stage to the version
 from Special Champion Edition.

-Corrected the newly inserted text in the sign in Claw's stage.
 Added a star next to it.

-The crowd sitting on tables and the clapping men in Claw's
 stage use palette gradient tiles.

-The crowd sitting on tables are changed into groups of four
 Rolls.

-Recolored the sky in Cammy's stage from maroon to purple.

-The right tent pole in T. Hawk's stage is recolored from green
 to blue.

-Horizontal lines in T. Hawk's stage are filled.

-A background character in T. Hawk's stage is replaced with a
 bulletin board that's centered in front of the building.

-By far my most wanted background change, some of the audiences
 in T. Hawk's stage are replaced with school girls in middle
 school uniforms.

-Recolored the sign in Fei Long's stage from green to blue.

-Raised the Palmtree Panic background in Dee Jay's stage up by
 one row of tiles, so more of the water can be seen.

-Cleaned several pixel inconsistencies with the center audience
 in Dee Jay's stage.

-Recolored the floor in the car bonus stage blue to get around
 an indexing problem that was seemingly introduced.

-Adjusted the barrel bonus stage's palettes and recolored parts
 of the background from blue to green.

Ending changes:

-Inserted outline pixels on Belva's right glove in Avra's
 ending.

-Added a statue of Suwako to Avra's Ending.

Arcade Ladder changes:

-Fixed Suwako's ladder where Emily is fought first. Cammy was
 fought twice, and Guile was missing from this ladder.

-The game now randomizes which character's set of Arcade
 Ladders it chooses from.

System changes:

-Most of the slowdown that plagued previous revisions is
 finally fixed. I finally smarted up with the newly inserted
 code during matches in a way. I tested the hack on 4-star
 speed on a Model 1 Sega Genesis, with a Mega Everdrive X7.
 Actual hardware is now viable for speedruns of this ROM Hack.

-Reverted the change where only 2 dizzy symbols appear at
 once.

-Part of the AI code is now executed without needing the
 Tournament AI subpatch. In Rev. 2.0, the computer would
 spend a lot of time just standing there unless you were
 attacking them.

-Fixed human inputs being able to make the CPU back dash,
 forward dash, or use Belva's Flight or Mai's Chou Hissatsu
 Shinobibachi. Thanks to someone for pointing this out.

 It's like a glitch in the early Arcade and Mega Drive versions
 of Puyo Puyo, as well as Dr. Robotnik's Mean Bean Machine
 (Genesis) where holding left/right on the CPU player side
 (e.g. Player 2's inputs if you're Player 1) makes the AI lose
 its ability to manually drop their Puyo.

-Boss Rush on 4-star speed should now consistently cancel out
 the KO slow motion.

-Attack animations during air chains are now slightly sped up
 to increase the combo possibilities, except for Belva.

-Jump Attacks/Overheads can now inflict medium and heavy
 hitstun on standing opponents. It indirectly buffs Roll and
 nerfs Guile, as it makes it much harder to start combos with
 his jumping heavy normals.

-Medium and Heavy pushback are reduced by a good margin.

-You can be now grabbed out of certain jump attacks, to give
 command throws more use. If you do an intentional empty jump
 to eat a jump attack so you don't go into an air reset, you
 can punish it with a command throw depending on what jump
 attack your opponent used. Bascially, SAC SPD's vs airborne
 foes are a thing now. For example, it's possible to punish
 Dictator's Head Stomp with a Guard Cancel Punch Air Throw or
 360 (the 360 must be performed during a Back Dash that is
 Guard Cancelled from). This is an experimental change.

-Doing special moves grants 26 frames of throw invincibility
 against the computer in Arcade mode.

-Forward dashes now check for diagonal up-forward inputs. This
 solves a problem where you can get accidental air dashes with
 Emily from walking forward, and then jumping forward within
 the air dash's input timer.

-The computer mashing out of dizzyness no longer decrements
 their internal dizzy timer.

-Air chains can be performed anytime during a jump after a
 jumping normal makes contact. This solves a problem where air
 chains were restricted to the 2nd to last frame of impact
 freeze.

-Air chains check if the round hasn't ended before they reset
 the impact freeze.

Other changes:

-Redid the Sega logo and intro PCM's.

-Added text that reads "ft. 洩矢諏訪子" to the Street Fighter II
 Logo.

-Recolored the yellow tones to darker shades in the Super Logo
 to make the Japanese text easier to read.

-In the Object Test, you can now hold the Mode button and press
 C to switch character forms. Belva's animations and Hitboxes
 can now be viewed without needing to edit RAM or use patch
 codes. Dictator's Nightmare palettes can also be viewed in the
 Object Test now.

 After entering this button combination, press up (next anim)
 or down (previous anim) to view Belva's animations.

-Changed the font used for score tallies and tournament headers
 to a font from the SNES version of Saturday Night Slam
 Masters.

-Inserted the VS Logo from Asuka 120% Maxima Burning Fest for
 the PC Engine CD. The VS screen (outside of Tournament Mode)
 now displays the revision number, this idea was taken from one
 of Zero800's ROM Hacks, Street Fighter II' Prime.

-Changed the big guy knockdown sound to a sound effect from
 Capcom's The Punisher.

-The # in the win quote/ending font is repurposed into a ♥.

-The intro displays the text "Hold Mode for Random CPU colors
 in Arcade". Basically, if you hold the Mode button after
 selecting Arcade Mode until the character select screen fades
 in, Jadoo for example will start with purple hair to confirm
 that the computer will randomly select colors in Arcade Mode.

 I included this text in the intro to encourage the use of
 random CPU colors, which would help identify different runs of
 this ROM Hack.

-The hand in the intro that shoots a lightning bolt has an
 extra star above it.

-Moved the cursor used at the Test Mode Menu in place of the
 "II" in the font.

-Corrected a few typos in combos.txt.

-Changed the crowd sound to crowd noises from Fujiko F. Fujio
 Characters Daishuugou! SF Dotabata Party!! for 3DS and Wii U,
 or Fujiko Party for short.

-Characters other than Belva and Nightmare Dictator now have
 re-colored lifebar names when their EX form is used.

-Changed Emily's 2nd win pose PCM to the heavy sword hit sound
 from Super Smash Bros. Melee. It's used in moves such as
 Guile's Flash Kick, Claw's Heavy Punches and Emily's Far S.HP,
 C.HP and J.HP.

-Fixed the name entry in Mai's ending being invisible. On
 unmodified MD SSF2, the last scene of Dhalsim's ending is
 actually set in a different area of the VDP Plane, which meant
 that the name entry was out of screen boundaries. The name
 entry now checks if the ending of Dhalsim (or in this ROM
 hack, Mai) is playing to determine its position.

 Out of curiosity, Special Champion Edition and the SNES
 version don't have this issue.

-At the Sega logo, Maddaneen is changed to Belva Lina. The
 logo is expanded to add the logo "a Belva Company".

-Holding A when starting Arcade Mode enables Survival Mode,
 where you fight an endless number of opponents while having
 persistent health. There's a chance of fighting Belva and
 Nightmare Dictator. A little bit of health refills upon
 winning each round. A stage can be selected with the Mode
 button.

-Player 2's character form is now randomized in Gameplay demos.

-Fixed a thing in Arcade mode where if Player 1 loses to the
 computer with Player 1 using the 1st set of palettes, while
 the computer is using the 2nd set of palettes, Player 1's
 character appears with the 2nd set of palettes at the continue
 screen.

-Belva is given separate (internal) tournament records from
 Avra.

-The computer can now do air chains, but only into jumping
 normals of higher strengths without alternating between
 punches and kicks.

-The character select music instantly stops when starting a
 match in Versus or Group Modes.

-Both players can hold either the A or Mode buttons together
 so music doesn't play during Versus Mode matches.

-Fixed EX Ryu and Jadoo playing Sagat's "Tiger" voice clip and
 the announcer's "USA" voice clip on Game Over, respectively.

-Holding the Mode button can filter out male characters from
 tournaments. I might advise the use of a patch code to
 disable this.

-New combo AI is added to the computer. They can now cancel
 normal moves into certain special moves.

-Switching characters between matches in Arcade Mode with
 Up+ABC (mirror match) or Down+ABC (defeated character) now
 accepts diagonal inputs.

-Holding Down+ABC against the first opponent switches to a
 random character.

-Holding Mode to enable random CPU colors in Arcade Mode now
 accepts the player holding X, Y or Z.

-Holding X when Arcade is selected enables New Femme Fatale
 Conquest (or NFFC for short), where you fight only the New
 Femme Fatales and Dictator.

-Every barrel in the barrel bonus stage always gets destroyed
 in one hit from a heavy normal or special move, or seemingly
 an attack that inflicts heavy hitstun. With this change, you
 might be able to beat this bonus stage on a more consistent
 basis now.
 
 This addresses a criticism where at least one of the last few
 barrels can decide not to break from just one fierce hit.
 The direction in which the barrels roll is also random.
 
 Barrels can have upwards of 3 HP. If their HP is below 00,
 they break.

-Reduced the number of tiles the opening uses to make room for
 more sprites.

-Belva's set of animations can now appear during the 1CC
 special ending with the fading characters. If characters are
 in their alternate form, some of them play different
 animations.

-Holding Y when Arcade is selected enables Bonus Stage Practice
 where you can select a Bonus Stage based on the row of icons
 with the Mode button.

-Shortened the round start sequence in the bonus stages to be
 closer to the SNES version on 3-star speed.

-The start of the bonus stages now properly refresh the
 lifebars to reflect on players switching character forms
 (e.g. Belva won't have Avra's name on her lifebar).

-All characters except Dictator each have a character-specific
 win quote against Roll.

-Changed Time Challenge's Staff Record from 04.482 (Madonna vs
 Roll) to 02.685 (Avra vs Roll).

-Holding Z+C or Start makes the opponent in Challenge modes a
 human player with the time limit frozen. 2-Player Challenge
 mode matches end in a draw so you can't set new records this
 way.

 HP reduction from attacks can be toggled with the Mode
 button. Grabs can still reduce HP with the toggle active.

-The high score text is given a new palette.

-New stage palettes were created for the 2nd and 3rd rounds.
 In the Scroll Test, holding up picks the 2nd stage palette,
 while holding down picks the 3rd stage palette. Y+B can
 use the first stage palette.

A few more details were added to the readme, like info about
the subpatches.

Character Colors:

→

Ryu HP: After much reluctance, I have decided to brighten his
gi on his sprite palette, since it can't accurately match his
Super Turbo Jab color due to the Mega Drive hardware's color
limitations.

→
→

Jadoo Hold: Changed from a creamy color scheme to dark skin,
pink hair, purple shirt and gray suspenders. Would go well with
Roll's Hold color. It kind of resembles Cammy's Assist 2
palette from MvC2.

→

→


Roll LK: Darkened her dress for it to stand out from her
Mode+LK color.

→


→


Roll Mode+Start: Recolored her hair ribbon from cyan to purple
to differentiate it from her Mode+HP palette.

→

→


Roll Mode+Hold: Changed from a palette based on Smurfette to a
palette based on the Sage class from Dragon Quest III. A rule I
had in mind is that a Hold or Mode+Hold color would be allowed
to go all King of Fighters XI style on the colors. At first,
when changing this color for Rev. 3.0, it was based on Ribbon
from Kirby 64 to symbolize Kirby's appearance in Super Smash
Bros. Melee, but I decided to keep her white dress. DQIII is
also the installment where the series was reaching new heights.


Guile HP: Gave this color his "normal" skin color, like in
HD Remix, but kept his attire color as it is. This is mostly
a personal preference of mine, as I don't really like his
Super Turbo Jab color that I find unfitting for him, especially
when compared to other characters' ST Jab colors. I think this
is a case where Arcade accurate doesn't always mean better in
my opinion. For example, Ken looks like he's prepared for a
wedding or something.

→

→



Chun-Li Mode+LK: Her previous dark red color was a disaster...
I don't know what I was thinking there. Now she wears brown.
Chun-Li is a case where I would have liked to replicate more
New Legacy colors, as her palettes are hard to make, at least
with the Mega Drive's color limits.

→


Zangief Mode+MP: Small adjustments on two of his skin tones.

→

Sagat Start: Fixed the 1st 2 skin tones with identical colors,
and increased the blue channel on the darkest shorts tone by
+1, since it stood out too much.


→

→


Avra & Belva Mode+HP: Adjusted Avra's hair on one of my least
favorite colors I made for them.

 

→

→

→

→



Avra & Belva Mode+LK: Avra now wears a brown jacket and green
leotard, with tanned skin. She had only one green leotard
color. It also makes Belva look dirty.


→

→

→



Avra & Belva Mode+MK: Changing one of my least favorite
palettes yet again, Avra's jacket is now gray with a blue
leotard. Adjusted the hair color to blend with the skin tones
better. The color scheme now resembles Lagina's alt color from
Diaper Enforcers Deluxe.


→

 

→

Cammy HK: Recolored her beret to a slightly dark shade of red,
and her leotard is a blue color that transitions from a green
tint to a purple tint. Recolored her eyes green. I wanted to
lessen this color's resemblance to New Legacy Color 13.

→


→


Cammy Mode+HK: Darkened her skin for more skin color variety
and to contrast better with her leotard, which I tried to
"desaturate". Recolored her portrait's eyes to purple.



→


Emily Hold: -1 on her 2nd ribbon color, so it contrasts
further.





Madonna LK: -1 on the dark tone of her dress's red channel,
now contrasts better with the lighter tone.

→


Madonna Mode+MP: Recolored her flames and maracas from a shade
of gray to cherry juice, -1 on the green and blue channels.


Madonna Mode+Hold: +1 on the blue channel of the flames and
maracas.

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