0x04 Ken

Goal of the Changes:

Make him closer to his incarnation in Super Turbo. His
Shoryuken will have nerfed invincibility, so if it trades and
he doesn't get knocked down, he has a juggle opportunity. Ken
also has his Diagonal J.MK sprites from Super Turbo, and his
Diagonal J.HK lost nearly all of its crossup ability.

-Ken now uses separate Sprite Tile Map Data that is duplicated
 from Ryu's. In order to conserve space in the ROM, Capcom had
 both Ryu and Ken use the same Sprite Map Data as each other.

-Ken now walks forward as fast as Ryu. Yes, bizarrely enough,
 he walked forward slower than Ryu AND E. Honda in both the
 SNES and Genesis ports, which isn't Arcade accurate. SNES
 World Warrior wasn't like this, but it became an issue in both
 SNES Hyper Fighting and Genesis Special Champion Edition.

-Backwards walk speed is also now the same as Ryu. Ken walked
 backwards a bit too fast.

-Pre-jump is 1 frame longer, like in Super Turbo.

-Most ground normals have at least 1 more frame of startup.

-Far S.LP has its Hitbox reduced, like in Super Turbo.

-Close S.HP 1st Active Part does less damage.

-Far S.LK animates like the Close version, like in Super Turbo.

-Far S.LK has a 3 frame longer startup.

-S.LK hits low against most characters but Jadoo and Avra.

-Ken's S.HK is like his S.HK from Super Turbo, a spinning
 kick that moves him forward. Here, its startup is 1 frame
 faster, and its recovery is 2 frames faster than it is in
 Super Turbo, to make it easier to link with against Roll.

-S.HK can knockdown airborne opponents.

-C.LK uses C.MK's Foot Hurtbox while active.

-C.MK 2nd startup frame uses a taller Hurtbox.

-C.MK and C.HK each use a bigger Foot Hurtbox while active.

-Diagonal J.MP stays active for 20 frames instead of 8
 frames (as long as Ryu's), like in New Legacy.

-Neutral J.HP has no Foot Hurtbox until the recovery frames,
 like in New Legacy.

-Neutral J.HP stays active for only 8 frames instead of 20
 frames, as with Ryu.

-Ken uses a smaller version of his Diagonal J.MK sprites from
 Super Turbo.

-Diagonal J.MK's active part uses the same Pushbox as
 Tatsumaki.

-Diagonal J.MK is easier to crossup with against Shotos.

-Diagonal J.MK does less damage and dizzy.

-Neutral J.HK's 2nd Hitbox is moved downwards and is reduced
 vertically, making it similar to how it is in Super Turbo.

-Diagonal J.HK reaches further, but can't crossup except
 against wide Hurtboxes like a crouching Zangief.

-Hadouken has a 1 frame longer startup.

-Hadouken projectile's Hitboxes are lowered, and reduced
 vertically by 2px, in an attempt to ensure situations where
 a character's jump attacks that could go over Ryu's Hadoukens
 would work the same against Ken's Hadoukens as well.

-MP and HP Hadoukens recover 1/2 frames longer, like in Super
 Turbo.

-Hadoukens inflict light normal hitstun.

-LK and MK Tatsumaki travel slightly closer.

-HK Tatsumaki travels slightly further.

-Tatsumaki does way less dizzy.

-Shoryuken has less horizontal movement.

-Shoryuken has Head and Body (except the MP version) Hurtboxes
 during the rising part, like in Super Turbo.

-LP Shoryuken rises lower.

-LP and HP Shoryuken's 1st Active Part is 2 frames shorter, to
 make it harder to time as a counter.

-LP and MP Shoryuken's 1st Hit do less damage.

-LP Shoryuken's 2nd Hit can knockdown even if the 1st Active
 Part doesn't hit.

-MP Shoryuken rises higher.

-MP Shoryuken's 1st Hit knocks down, like in HD Remix and
 New Legacy.

-MP Shoryuken's 1st Hit has Body and Foot Hurtboxes, like in
 3rd Strike.

-HP Shoryuken has 0 frames of startup, like in Super Turbo.

-HP Shoryuken's 1st Hit uses the same Pushbox as LP and MP
 Shoryuken's startup.

-HP Shoryuken's 1st and 2nd Hits do light hitstun.

-HP Shoryuken's 2nd Hit now has Hurtboxes.

-HP Shoryuken's 3rd Hit has a Foot Hurtbox.

-Shoryuken's landing recovery is much slower.

Rev. 1.6:

-Tatsumaki no longer knocks down airborne opponents.

-Ground Tatsu takes 3 frames longer to go into the spinning
 part.


Rev. 1.7:

-C.MK's active part uses the same Foot Hurtbox as Ryu's
 version of this move.

-C.HK's startup and active parts use the same Foot Hurtbox as
 Ryu's version of this move.

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