0x03 Guile

Goal of the Changes:

Nerf his special moves in an attempt to make him less of a
defensive character, and buff his normal moves a bit. Perhaps
most of all, he gains his Far S.LP he had in the World Warrior.
Basically, better normals but way worse specials.

On a miscellaneous note, a lot of Guile's sprites were redrawn
from WW to CE. Such sprites include his knockdown sprites,
Close S.MK active, C.MK active/C.HK 2nd hit, Neutral J.LK, and
Diagonal J.MK.

-Moved the first two stance sprites' art to a different
 location in the ROM.

-3rd stance sprite uses lower body tiles taken from the SNES
 ports of SF2, instead of recycling the lower body tiles from
 from the 1st stance sprite. In short, his stance now has more
 motion, like the SNES SF2 games.

-3rd neutral jump sprite is shifted 3px forward. It looked
 misaligned.

-1st Crouch Hurt frame uses the same Head Hurtbox as the
 later frames, so it matches the sprite.

-Medium and Heavy Crouch Hurt Animations' subsequent frames use
 the same parameter list as the 1st frame(s) where his Body
 Hurtbox is more projected, for Chun-Li's jump-in -> Close S.HP
 to work on him when he's crouching. It seemed to be harder for
 this combo to work against a crouching Guile in the SNES and
 Genesis versions.

-Guile now has 5 knockdown sprites taken from the World
 Warrior.

A boot tile on Guile's 1st tripped sprite can be fixed by
importing an art tile from the SNES version. It seems that
Capcom accidentally duplicated the tile that consists of the
tip of his boot into the tile that makes up the back of his
boot. Special Champion Edition also had this error.

-Trip liedown animation recycles his standard liedown animation
 data, so using delayed wakeup wouldn't look as weird.

-Knockdown animations use a different shadow sprite that's
 closer to the Arcade version.

-Lying down uses a different drop shadow that fits his sprite
 better, but still isn't quite perfect for it.

-Shifted his lying down sprite 2px down to cover part of the
 changed shadow sprite.

-"Slammed" animation now uses the correct sprite (or at least,
 the sprite that's the closest to the one used in the Arcade
 version).

-Wakeup animation's 4th frame uses the same parameter set as
 the 2 animation frames before it.

-Guile's 2nd Win Pose consists of him falling down, standing
 back up and going into his stand turn sprite.

-Crouch Head Hurtbox is shifted forward and covers his whole
 head on his crouching sprite. This lets Zangief 360 him from
 further away.

-Crouch Body Hurtbox is shifted forward, expanded upwards a
 bit and expanded horizontally, making him easier to crossup
 while crouching. It also covers his shoulders while he's in
 the active part of C.MK.

-Crouch Foot Hurtbox is expanded horizontally. Here's an
 attempt to make him more of an offensive character, and less
 of a defensive character.

-Jump Pushbox is shifted forward, slightly widened and is
 taller.

-Adjusted the drop shadow choices on C.LK, C.MK, C.HK,
 both J.MK's, both J.HK's.

-Guile gets his Far S.LP from World Warrior! Here, it's more
 vulnerable to low attacks, and it isn't as good of an
 anti-air. It can link into Close S.HP like in World Warrior.

-Close S.MP's Hitbox is lower, so it can hit a crouching
 Chun-Li.

-Close S.MP recovers 4 frames faster, so he can use it in link
 combos against Roll.

-Far S.MP's startup uses his stand/crouch transition sprite
 (its proper startup sprite doesn't exist in this version).

-Far S.MP now has a 2nd active part with an anti-air Hitbox,
 like in Super Turbo.

-Far S.MP's 1st recovery part uses the same Hurtboxes as the
 2nd recovery part.

-Far S.HP has a 2 frame faster startup, but recovers 2 frames
 slower.

-Close S.MK has a 1 frame faster startup. It can now be Special
 Cancelled.

-Far S.MK (also called Sobat) can be steered.

-Far S.MK's Hitbox is much shorter in height, further matching
 the sprite.

-Far S.HK's startup uses a more projected Head Hurtbox.

-Far S.HK's active part uses his stance's Foot Hurtbox, making
 its priority closer to WW. Jump-ins that trade with it usually
 reach its Body Hurtbox anyways. If I find situations where
 this is too good against a New Femme Fatale (excluding Roll,
 of course), I might revert this change.

-C.LP uses proper sprites made by Luis Ramirez, instead of
 recycling C.MP's sprites.

-C.HP has a 1 frame slower startup, so it can't be Special
 Cancelled with the increased Cancel Window.

-C.HP knocks down.

-C.MK recovers 1 frame faster, like in CPS-1 SF2.

-C.MK uses a different Head Hurtbox that's more vulnerable.

-C.MK's Active Foot Hurtbox is 5px taller, so it can get hit
 by Roll's C.LP.

-C.MK's Hitbox is squished by 5px and lowered by 4px, to
 avoid hitting the Head Hurtbox of Roll's C.LP. Guile's
 C.HK still does a good job of hitting that move, though.

-Both hits of C.HK play an activation sound.

-C.HK's active parts are 1 frame longer. In-between part is 3
 frames longer. This way, it can hit characters twice, like in
 Marvel vs. Capcom 2.

-C.HK's 2nd hit does less damage and dizzy.

-Neutral and Diagonal J.LP have a 4 frame faster startup, so
 they can be Special Cancelled.

-Neutral Jump Punches and LK's Hitboxes are raised higher.

-Diagonal J.LP uses Neutral J.LP's Hitbox.

-Diagonal J.MP uses the same animation data as the Neutral
 version.

-J.MP stays active for 8 frames less.

-Diagonal J.LK can crossup, like in Super Turbo.

-Neutral J.MK's 2nd startup part uses the same parameter set
 as the 1st part.

-Neutral J.MK's 3rd startup part, active and recovery have the
 sprites placed lower, so that the hitting sprite matches the
 Hitboxes.

-Neutral J.MK's Hitbox is vertically shorter.

-Neutral J.MK's Active Foot Hurtbox is larger, and now covers
 the height of the Hitbox.

-Neutral J.MK can be steered.

-Diagonal J.MK's Hitbox is moved slightly forward and
 downwards, so it can hit a crouching Jadoo.

-J.HK's startup sprite is moved forward 13px. It now matches
 the horizontal position of his C.LK & C.HK startup sprite.

-Neutral and Diagonal J.HK's Hitboxes are raised up.

-MP Throw recovers 12 frames faster.

-Knee Bazooka plays the correct hit sound (previously the HK
 hit sound).

-Knee Bazooka has a 2 frame longer startup.

-Knee Bazooka stays active 5 frames longer.

-Knee Bazooka travels faster and jumps lower.

-Knee Bazooka has no Pushbox while active and during its
 recovery. Guile can corpse hop with it.

-Knee Bazooka does less dizzy. Less likely to dizzy from a
 Close S.HP to Sonic Boom to Knee Bazooka combo, unless
 each hit does a high dizzy roll.

-Knee Bazooka does heavy hitstun. It can be used as a combo
 starter and link from a Close S.HK and Sonic Boom.

-Knee Bazooka 3rd startup frame uses a different Foot Hurtbox
 that covers the front of his knee.

-Knee Bazooka uses a different Head Hurtbox.

-Knee Bazooka uses a different Foot Hurtbox that covers most
 of his knee while active. Said Hurtbox is shifted slightly
 forward.

-Knee Bazooka's Hitbox is rasied upwards and reduced
 vertically. Roll can crouch under it unless it hits on the way
 down.

-Upside Down Kick can be used from any distance, like in HD
 Remix and New Legacy.

-Upside Down Kick can only be activated by holding straight
 forward and pressing HK (or 6+HK in numpad notations), like in
 New Legacy.

-Fixed a slightly misplaced leg tile map on Upside Down Kick's
 hitting sprite.

-Upside Down Kick plays the heavy normal activation sound.

-Upside Down Kick is an overhead, like in HD Remix and New
 Legacy.

-Upside Down Kick has a 5 frame slower startup, like in HD
 Remix and New Legacy (prior to v0.8).

-Upside Down Kick has a more vulnerable Head Hurtbox during
 the last startup frame, and while it's active.

-Upside Down Kick's Hitbox is raised slightly higher and
 reduced downwards.

-Upside Down Kick's 3rd recovery part uses the same Foot
 Hurtbox as the 2nd recovery part.

-Upside Down Kick's last recovery part uses a different Foot
 Hurtbox that covers his knee, so it can dodge more low
 attacks.

-Upside Down Kick can remain in the last recovery frame, as
 long as the HK button is held, until the round is over. It's
 a reference to a WW Guile glitch called "Stance", where he
 could activate it by entering the Sonic Boom command during
 his Upside Down Kick, after his cancel window has ended.

-Kick Air Throw launches the opponent much lower (except Mai).

-Kick Air Throw recovers 6 frames slower, preventing it from
 combo'ing into C.HP or Flash Kick in certain matchups.

-Guile has his CPS-1 Sonic Boom voice clip.

-Sonic Boom has a 2 frame slower startup.

-Sonic Boom recovers 20 frames slower than in the original
 Genesis version.

-Sonic Boom startup 1st part uses the same Body Hurtbox as
 the 2nd part.

-Sonic Boom startup 2nd part's Body Hurtbox is expanded.

-Sonic Boom projectile's hitbox is smaller.

-Sonic Boom inflicts standard medium hitstun, instead of
 special move hitstun.

-Flash Kick's 3rd startup sprite is re-aligned 13px forward and
 12px downwards, to be closer to the sprite before it, like the
 Arcade version. Strangely enough, it was positioned correctly
 in Special Champion Edition.

-Flash Kick has less horizontal movement speed. It travels
 further if the opponent is in hit stun or block stun.

-Flash Kick's 1st 3 active parts' Hitboxes are smaller. The 2nd
 active Hitbox had too much downwards reach IMO.

-Flash Kick 1st active part now has a Head Hurtbox. This seems
 to be an important way of balancing the move around charge
 times being disabled.

-Flash Kick 2nd active part uses a more projected Head Hurtbox.

-All strengths of Flash Kick 2nd active part have a Body
 Hurtbox.

-Flash Kick 3rd active part uses a larger Head Hurtbox and a
 projected Foot Hurtbox.

-Flash Kick 4th active part uses a projected Foot Hurtbox.

Rev. 1.6:

-S.LK, Far S.MK and Upside Down Kick's active part each use a
 shadow sprite that matches the sprite further. In Far S.MK's
 case, it's to make it closer to how it is in Super Turbo.

-Close S.HP's Hitbox is expanded 2px downwards. It can now hit
 a standing Jadoo.

-Close S.HK starts up 2 frames faster, like in CPS-1 SF2. It
 can now be special cancelled.

-Neutral J.LK no longer has a Foot Hurtbox on startup, like in
 New Legacy.

-Neutral J.LK's 2nd startup, active and recovery parts use the
 Head Hurtbox from Close S.HP's active part.

-Neutral J.LK has more horizontal reach, but way less vertical
 reach, like in New Legacy.

-Upside Down Kick Last Recovery's Body Hurtbox is moved 4px
 upwards. It's now safe from the later active parts of Jadoo's
 Headbutt when it's used on the ground.


Rev. 1.8:

-Foot Hurtbox used when knocked down is expanded 6px forward,
 for juggle combos to work against him more consistently.

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