0x02 Roll

Reasons for Replacement:

Not only do I love her sprites from Marvel vs. Capcom, but I've
had a long history of featuring her in Streets of Rage ROM
Hacks and my own games that I created throughout the years. One
time, I decided to experiment with a SF2 ROM, to see if I could
change Blanka's graphics into Roll. What an experiment it
turned out to be! I could have simply left the character roster
as it was entirely, but it wouldn't have added anywhere near as
much to this ROM Hack's identity (and perhaps by extension,
replay value). You can think of it like the numerous ROM Hacks
of Streets of Rage 2 and 3 that replace characters, which
started to run rampant back in 2012.

Goal of the Changes:

Replace Blanka with a female character, who will also be the
absolute worst character in the game. Roll will have numerous
other changes, like having worse endurance and her Vertical
Rolls somewhat behaving like Blanka's Vertical Rolls from HF.
Most of her attacks will also have bad priority (like in
Marvel vs. Capcom) and deal less damage. There will be lots of
combos that only work against Roll, by making her sustain more
frames of impact freeze and have floatier knockdowns.

You can think of it like an exaggerated caricature of Roll.

The 50/50 Unblockable Rolls are still there, but it's a very
unrealistic scenario. Even if the Rolls do hit unblockable,
they're extremely punishable.

-Blanka is replaced with Roll.

-Roll's dizzy rate is higher than Blanka's.

-Roll receives slightly more damage than Blanka.

-Roll walks forward as fast as E. Honda.

-Roll faces the other direction when walking backwards, like
 Mega Man does in Marvel vs. Capcom.

-Roll's horizontal jump speed is lower.

-Roll's jump gravity is lower.

-Blanka's electrocution palette is now used. Originally, the
 game was coded so that Blanka specifically doesn't use his
 electrocution palette while electrocuted.

-Roll plays a voice clip whenever she gets hit.

-Roll is no longer considered internally to be standing while
 crouch hurt.

-Roll receives 4 extra impact freeze frames when hurt, making
 her more lenient towards links. Characters with rapid fire
 normals can chain them infinitely against Roll until she gets
 knocked down. This can be seen as a nod to combo videos of
 both Marvel vs. Capcom 1 & 2, where the combos are often
 performed against Roll, likely for demonstration or exhibition
 purposes. Some characters can also link a medium normal into a
 close normal, such as T. Hawk's C.MK to Close S.HP. Against
 other characters, T. Hawk's Far S.HP would come out instead
 and whiff.

-Roll receives twice as much stun and half the knock back of
 other characters!

One downside to this change for her opponents, though, is that
they would need to adjust the timings of their tick throws
against her. But just about any normal that can be used to
setup tick throws can link into another attack against Roll.

-Roll has a much harder time mashing out of holds. CPU Roll
 can't even mash out of holds at all!

-Roll receives way more hits from Holds. Jadoo's HK Hold by
 itself can be enough to KO Roll!

-Roll falls down slower from a knockdown, increasing the window
 in which she can be juggled. This gives Jadoo's Headbutts more
 room to juggle with, for example. Both hits of Jadoo's Butt
 Slam can also connect on Roll (unless she hits the corner?).

-Roll plays one of her hurt animations when she hits a screen
 corner from a knockdown.

-Roll remains in impact freeze for 6 frames longer when her
 attacks connect, weakening her frame advantage.

-CPU Roll's Power Level is always on a low level, so she can't
 "damage cheat". This also affects her AI, since Power Level
 is somewhat tied to the AI.

-Roll has no throw invincibility on wakeup or after escaping
 from a hold, so she can be throw looped.

-Roll requires more mashing to snap out of dizziness.

-Stand Block animations use a different Foot Hurtbox designed
 so that Roll can't stand block certain attacks, such as
 Shotos' Close S.LK and C.MP, Guile's S.LK and C.MP, Chun-Li's
 Crouching Punches, Zangief's Far S.LK, Dictator's Close S.LK
 and C.LP, Sagat's S.LK 1st hit and Crouching Punches, Cammy's
 C.LP & C.MP, T. Hawk's Close S.MK.

-Most of her normal attacks deal way less damage.

-Most of her attacks have their dizzy potential tweaked.

-Roll can crouch under Air Slasher projectiles, unlike
 Blanka.

-S.HP can knockdown airborne opponents.

-Far S.LK recycles Close S.LK's animation data.

-S.LK hits low against everyone but Jadoo and Dictator.

-S.HK has slower startup so it can't link from S.MP. Shotos'
 Diagonal J.LK can beat it cleanly.

-S.HK's 2nd startup, active and 1st 2 recovery parts use
 different Pushboxes that let her opponent travel under her.

-S.HK knocks down.

-C.LP has a 3 frame faster startup, and can now be Special
 Cancelled.

-C.MP has a 1 frame faster startup, and can now be Special
 Cancelled.

-C.MP does light hitstun.

-C.HP has faster duration and can now be Special Cancelled.

-C.HP can knockdown airborne opponents.

-C.LK has a 2 frame slower startup, but has a 2 frame faster
 recovery.

-C.MK has a 5 frame slower startup. Use it like you would
 use Guile's C.MK!

-C.MK does heavy hitstun (can link into S.MP or C.MP).

-C.MP and C.MK have a larger Special Cancel Window, so C.MK
 can be Special Cancelled while having a longer startup.

-C.HK is now a slide, like in the Marvel vs. Capcom series.
 This lets Roll cross under Jadoo's back dash easily.

-C.HK can travel under projectiles (including Low Tigers) and
 Jadoo's Headbutts.

-J.HP doesn't hit high, but can knockdown airborne opponents.

-Rock Crush Command Normal animates like S.MP.

-Bite plays the Heavy Punch hit sound.

-Bite's 1st hit does way less damage (17 -> 4)

-Roll jumps higher and falls slower after releasing her
 opponent from her Hold (Bite), so her opponent now lands
 before she does. Roll's grab can be punished when the
 opponent is cornered. This change also offsets Roll from
 doing grab loops.

-Horizontal Beast Roll moves slower.

-Horizontal Beast Roll has a head hurtbox. She can be grabbed
 out of it.

-Horizontal Beast Roll bounces closer on contact and has its
 pushback reduced, making it much more punishable.

-Horizontal Beast Roll goes into a recovery state on whiff,
 She crouches longer by button strength.

-Vertical Beast Roll continues rolling on the way down like in
 Hyper Fighting, unless it hits while rising.

-Each strength of Vertical Beast Roll has different movement.

-Vertical Beast Roll has much worse priority. For example, it
 can't beat Shoto Tatsus cleanly.

-Vertical Beast Roll inflicts medium stun.

-Vertical Beast Roll must be blocked standing. I got this idea
 from the SuperCombo Wiki's article about Hyper Fighting.

-Backstep Beast Roll requires only 40 frames of charging.

-Backstep Beast Roll now hits during the initial hop.

-Backstep Beast Roll's initial hop moves forward instead of
 backwards, and falls slower.

-Backstep Beast Roll's rolling part of the move is skipped
 entirely.

-Puny Peach bounces back on hit, on stand block, and on crouch
 block against most characters except Mai and Sagat.

-Puny Peach is an overhead. Previously, I made it cause a sweep
 knockdown, until I added movement to her C.HK. It pretty much
 outclassed Puny Peach as a projectile avoiding tool for the
 most part, except for avoiding Low Tigers which requires
 precision to slide under.

-Puny Peach is redesigned to pass through projectiles. Against
 High Tigers however, Puny Peach must be in its later startup
 parts to pass through them.

-Puny Peach inflicts medium block stun.

-Electric Thunder's Hitboxes are much smaller. It very rarely
 trades with Jadoo's Headbutts, which usually beat it.

-Electric Thunder has a drop shadow during the active parts so
it doesn't look as weird when CPU Roll does it after she
"lands" from her Puny Peach.

Horizontal/Vertical Beast Roll -> Horizontal/Vertical Rock'n Roll
Backstep Beast Roll -> Puny Peach

Rev. 1.4:

-"EX" Roll no longer has Hurtboxes during her knockdown bounce
 and while lying down.

-Liedown animation uses her crouching pushbox instead of her
 airborne Pushbox.

-C.MK's active part has no Body Hurtbox. Instead, it has a Head
 Hurtbox that goes up to her elbow, and down to her waist.

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

-Both J.LP's use her Crouching Pushbox and a different Body
 Hurtbox while active.

-J.LP's Hitbox is slightly larger.

-"Super" Roll now has her own set of Collision Boxes where some
 of her attacks do more damage, and the priority on some of her
 moves is improved.

Rev. 1.6:

-"Super" Roll falls down way faster from her Hold's bounce
 back, no longer making it a death sentence.

Rev. 1.7:

-Puny Peach stops conditioning the opponent to block after it
 lands, to make it easier to punish on whiff.

Rev. 1.9:

-S.HP and Neutral J.HP do more damage.

-Puny Peach 2nd startup's Head Hurtbox is reduced 2px downwards.

-Puny Peach's active Foot Hurtbox is reduced 2px both
 horizontally and vertically.

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