Goal of the Changes:
Ryu will be one of the characters with the fewest changes
specific to him.
-Both Far S.MP and Far S.HP have their Hitboxes raised higher,
like with CPS-1 Ryu.
-Far S.LK has a 1 frame faster startup, so it can be special
cancelled. Maybe this underused normal will have more of a
use now.
-Close S.HK's 1st hit is 2 frames shorter, so it can combo
better, like in New Legacy.
-Close S.HK recovers 6 frames faster.
-Close S.HK does more damage, like in New Legacy.
-Close S.HK does less dizzy.
-Close S.HK's 2nd hit is now an overhead, like Sailor Neptune's
Close S.HK in Sailor Moon S.
-Diagonal J.HP uses the same Hitbox as Neutral J.HP.
-Diagonal J.MK has a more projected Foot Hurtbox while active.
-Diagonal J.MK's Hitbox is smaller.
-Hadouken has a 3 frame longer startup, like in the World
Warrior.
-Hadouken's recovery values are like in Super Turbo. They are
slower.
-MP and HP Hadoukens don't downgrade in strength after
traveling a certain distance (the sprite changes when it
happens). Those who check out SRK Wiki's article on ST Ryu, or
RAM Watch the projectile animation data or Hitbox ID might see
what I mean. This change is required for the Elemental
Hadoukens to not change elements upon traveling long enough.
-Shakunetsu Hadouken has 16 frames of startup, like Ryu's LP
Hadouken in Street Fighter 6. Can't combo from medium hitstun
except against Shotos and Roll, but can still combo from heavy
hitstun.
-Shakunetsu Hadouken projectile sprites are edited in an
attempt to further resemble how they appear in the Arcade
version.
-LP Shakunetsu Hadouken electrocutes the opponent.
-MP Shakunetsu Hadouken causes a Psycho Crusher burn knockdown.
-HP Shakunetsu Hadouken projectile's 2nd active part doesn't
knock down.
-Ground Tatsumaki spins the same amount of times as Ken's, per
strength, from 1|2|3 to 3|4|5 (LK|MK|HK) like in CPS-1 SF2.
-Ground Tatsumaki does less damage because of the juggles. It
was a good candidate for a damage nerf, especially with the
additional spins. The air version did less damage by
comparison.
-Ground Tatsumaki has its dizziness adjusted.
J.HP -> C.MK -> Tatsu would often dizzy from an empty dizzy
meter.
-Both Ground and Air Tatsumakis' back hit cause a Neck Breaker
knockdown, meaning that they air reset opponents who are
airborne.
-Shoryuken's rising part stays active for less frames, like
with Akuma in New Legacy, from 14|22|26 to 12|14|18
(LP|MP|HP). I want to lessen its ability to exhaust the
invincibility on Jadoo's MK Butt Slam.
-Shoryuken's 1st active part does less damage.
Rev. 1.4:
-Far S.HK can knockdown airborne opponents, like Ken's new ST
inspired S.HK.
Rev. 1.7:
-Diagonal J.MK's Hitbox is reduced 11px horizontally.
-Diagonal J.HK's Hitbox is reduced 9px horizontally and 3px
vertically.
-Ground Tatsumaki starts up 6 frames slower.
-Air Tatsumaki's Front Hit causes a Reverse Knockdown, and thus
it air resets airborne opponents.
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