Reasons for Replacement:
The most important reason for replacing E. Honda is that I
needed to make room in the ROM for Mai's throw and special move
sprites, as by that point in time, I had pretty much run out of
free tiles to insert more character sprites. I thought a chibi
character would be a perfect choice after such a long hiatus
from inserting more character sprites, because of their
relatively simple shapes, in terms of tile layouts.
Also, I wanted to decide on a character whose internal ID would
sit nicely next to Roll's index number of 2. One could argue
that Jadoo and Roll might have good chemistry with each other,
similar to Jadoo's best friend, Minji who's a nice girl. Who
knows?
I hope I'm mistaken, but custom sprites seem to be rare in
fighting game ROM Hacks, which to me is another contributing
factor in deciding on Jadoo for E. Honda's character slot.
Speaking of her sprites, I had previously commissioned her
sprites for a game I created in Game Maker. It's named "Diaper
Enforcers Deluxe", an all out female cast. Its gameplay was
based on a sumo wrestling game called Tsuppari Oozumou.
Jadoo's inclusion would hopefully encourage people to check out
Hello Jadoo, a Korean animated series. A good portion of its
episodes received dubs in other languages including English,
Spanish and even Japanese. To be perfectly honest, I like the
character designs in that series better than the ones from
Chibi Maruko-chan, where the cute characters such as Jogaski
and Sasayama are so underutilized.
The reasons for the 3-4 month gap between changing Dhalsim to
Mai, and this character replacement is a combination of poor
planning on my part, and massive budget problems I had. In
addition to those, the artist I commissioned to draw Jadoo's
sprites seemingly needed to juggle between a lot of different
orders, leaving very little time to communicate with me. During
this time, I started to focus more on inserting extra code into
the game (e.g. extra knockdown sound playback, Roll damage
voice, different activation sounds for different normal
strengths, etc). It wasn't until my birthday of 2023 that I was
granted a lot of money, so much that I could commission new
Jadoo sprites.
In closing, I think 2 small girls at most, a la Chibiko and
Marie from Toukidenshou: Angel Eyes would be enough for the New
Femme Fatales. I'll admit it's debatable if Jadoo really fits
the "Bishoujo" theme that I'm going for with the character
replacements. But the show does have its fair share of "kawaii"
moments.
"Rolling Thunder Strike Fatal Knockout"
Goal of the Changes:
Jadoo will be an anti-projectile character, similar to how Kim
Kaphwan can be used in Fatal Fury Special. She can easily
punish projectiles from full screen on reaction. Better think
twice about throwing those pesky projectiles! The problems with
getting around projectile spam might almost be eradicated...
except for when it comes to dealing with Shoryuken-type moves.
I think her stubby limbs that result in short range attacks
helps offset the improved mobility she has over E. Honda.
From what I've tested, Jadoo can't really poke Zangief
anywhere near as easily as E. Honda. Jadoo can be 360'd out of
Hundred Hand Slap from a comfortable distance. In fact, Jadoo
literally has to be within 360 range to even land any hits on
Zangief.
Of note, Jadoo seems to be vulnerable to certain combos that
wouldn't work against E. Honda, like Guile's Diagonal J.MK ->
Close S.HP -> Sonic Boom, Ken's Diagonal J.HP -> Close S.HP ->
HP Shoryuken (more hits from the Shoryuken would connect on
Jadoo), or the 3rd hit of Claw's Rolling Crystal Flash from
point blank.
-E. Honda is replaced with Choi Jadoo.
-Jadoo has a higher dizzy rate.
-Jadoo has less defense.
-Jadoo's walk speeds are on par with Claw's Champion Edition
walk speeds from Special Champion Edition.
-Jadoo is no longer considered internally to be standing while
crouch hurt. In all Arcade SF2's, as well as SNES/Genesis
SSF2, E. Honda and Blanka internally stand up while crouch
hurt. But in SNES/Genesis CPS-1 SF2, they remain crouching
when crouch hurt.
-Jadoo uses separate wakeup animations between sweep knockdowns
and other knockdowns.
-Pre-jump is roughly 3 frames shorter.
-Jadoo's jump arcs are different: They're more similar to Blanka's
jump arcs, and forward jump travels further.
-Jadoo can double jump, like Sailor Chibi Moon in the Sailor
Moon fighting games for the Super Famicom. There's a delay of
25 frames before her double jump can activate.
-Jadoo can crawl, like the characters in Fatal Fury 2/Special,
and the Fatal Fury characters in KOF94-95.
-Jadoo can stand and walk under Sagat's High Tiger Shots.
-Jadoo can crouch under all projectiles except for Sagat's Low
Tiger Shots.
-Jadoo's back dash uses up her double jump.
Try piano'ing MK/HK Butt Slam if your opponent manages to
circumvent her back dash.
-Stand Hurt High 3rd Animation Frame Body Hurtbox is expanded
forward.
-Most of Jadoo's normal moves have their damage values
adjusted, with a few exceptions such as Diagonal J.LK.
-S.LP has a 1 frame faster startup.
-S.LP stays active for 1 frame less.
-S.LP recovers 2 frames faster.
-S.MP has a 1 frame faster startup. It can now be special
cancelled.
-S.MP 2nd startup and active parts don't have a projected
Hurtbox.
-S.HP has a 1 frame faster startup.
-S.HP knocks down.
-S.HP does less dizzy.
-Close Standing Kicks use the Far Standing Kicks' animation
data.
-S.LK and S.MK don't trip.
-Far S.LK has a 5 frame faster startup.
-Far S.LK stays active for 1 frame less.
-Far S.LK recovers 4 frames faster.
-S.MK has a 3 frame faster startup.
-S.MK recovers 3 frames faster.
-S.HK does block damage.
-S.HK does more dizzy. Yes, one of the very few moves in this
ROM Hack to receive a buff in its dizzy potential.
-C.LP/MP 2nd startup part and recovery don't have a projected
Hurtbox.
-C.LP stays active for 5 frames less.
-C.LP recovers 1 frame faster.
-C.MP has a 1 frame faster startup. It can now be special
cancelled.
-C.MP recovers 6 frames faster.
-C.HP does less dizzy.
-C.HP causes a full knockdown instead of tripping.
-C.MK has a 2 frame faster startup. It can now be special
cancelled.
-C.MK recovers 8 frames faster.
-J.LP has a 6 frame faster startup. It can now be special
cancelled.
-J.LP stays active until Jadoo lands.
-J.MP has a 2 frame faster startup.
-J.MP uses only one active part.
-Neutral J.LK has a 2 frame faster startup. It can now be
special cancelled.
-Diagonal J.LK has a 4 frame faster startup, so it can be
special cancelled.
-Diagonal J.LK can hit Shoto sweeps by their foot! Their Far
S.MK still does a good job of beating it, though.
-Neutral J.MK originally had no Head Hurtbox throughout the
move. Now it does.
-J.HK has a 2 frame faster startup.
-Neutral and Diagonal J.HK stay active for 12 frames (+6f
for Neutral, +2f for Diagonal).
-J.HK is now a butt dive designed to punish projectiles, a la
Kim Kaphwan in Fatal Fury Special.
-J.HK knocks down.
-J.HK bounces back on contact.
I experimented with J.HK making Jadoo regain control la
Chun-Li's Head Stomp, but it was simply too good, I didn't like
it. Jadoo could juggle with J.HK multiple times.
-The direction that J.HK travels can be controlled, so it can
travel at different angles.
-J.HK inflicts medium stun, otherwise it would be completely
safe on block (because Jadoo falls down faster, compared to
Roll), even from things like Ken's HP Shoryuken.
-Body Slam does less dizzy.
-Jadoo's grab moves can be activated from crouch. MP Throw can
also be activated with MK.
-HP Hold plays the spin sound.
-HP and HK Holds now use separate timers from each other, so
the HK Hold does more hits by default (from 7 hits to 9 hits).
-HK Hold does 18 hits by default against female characters!
-Charge times are shortened from 60 frames to 40 frames.
-Headbutt's flying part now has a Head Hurtbox, but doesn't
have a Body Hurtbox.
-Headbutt can pass through Sonic Booms, Tiger Shots, and avoid
getting hit by some crouching punches such as Shotos' C.MP.
-MP Headbutt 2nd Hit reaches slightly further than the other
Headbutt strengths, like in New Legacy.
-HP Headbutt has a 2 frame faster startup.
-Headbutt does less damage and dizzy.
-Headbutt recoils closer to the opponent.
-All active parts of Hundred Hand Slap have worse forward
priority, somewhat similar to HD Remix and New Legacy.
-Hundred Hand Slap inflicts Rekka Ken/Machine Gun Upper
hitstun, instead of the Rapid Attack hitstun, to avoid
rendering the opponent invincible when it hits them in the air
without knocking them down with air specials enabled.
-Hundred Hand Slap does less damage and dizzy.
-Hundred Hand Slap remains in 2 extra frames of impact freeze,
as a balance measure.
-MP and HP Hundred Hand Slap's recovery animation can now hit,
and knocks down. It is inspired by some characters' neutral
attacks in Super Smash Bros. 4 and Ultimate, where they can
end their neutral attack loops with a finisher.
LP version's recovery is kept as it is, so it can still be
used to setup tick throws.
-MP Hundred Hand Slap's recovery has twice the duration.
-HP Hundred Hand Slap's recovery is 1 frame longer.
-Butt Slam does less damage.
-Butt Slam's 1st Hit does heavy block stun.
-Butt Slam's 1st Hit does less dizzy. It was one of those
moves that would usually fill over half of the internal dizzy
meter.
-LK Butt Slam's 1st Active Part is only head vulnerable.
-MK Butt Slam has a 5 frame faster startup (14f, same as
E. Honda in Street Fighter IV).
-MK Butt Slam's 1st Active Part is invincible, sorta like
Ken's MP Shoryuken in HD Remix and New Legacy. Getting hit
out of Butt Slam by moves like Shotos' Diagonal J.HK can be
quite irritating, and this addresses that issue.
-Butt Slam's 2nd Hit has improved crossup ability, like with
E. Honda in Super Turbo.
-HK Butt Slam's startup is sped up from 18 frames to 11 frames
(same startup as E. Honda in Street Fighter 6). It can now
combo from ground normals.
-HK Butt Slam hits on the way up, like with E. Honda in Hyper
Fighting.
-For some reason, the Hitbox that was previously used for HK
Butt Slam's 1st active part plays the Medium Kick hit sound.
I corrected this to the Heavy Kick hit sound.
-Butt Slam's landing recovery is 2 frames slower, in case Jadoo
misjudges how her opponent deals with her back dash.
Rev. 1.4:
-Reverted the change where Jadoo was no longer considered
internally to be standing during her crouching reels, so
Emily's combos into special moves can work against her. Come
to think of it, Roll needed this change more than Jadoo.
-C.HP's Active Head Hurtbox is shifted 4px forward.
Rev. 1.5B:
-Fixed Jadoo not having a Pushbox when she's slammed, which
meant that she couldn't destroy breakable objects when
slammed.
Rev. 1.6:
-S.HK's Hitbox is 2px larger.
-J.LP startup's Body Hurtbox is moved 2px up and reduced 3px
vertically.
-Diagonal J.MP's startup and active parts use the same Body
Hurtbox as J.LP's startup.
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