0x05 Chun-Li

Goal of the Changes:

Insert a few sprites that were absent from the Genesis port,
and make her a bit closer to how she was in Super Turbo and
New Legacy (in addition to changes of my own).

-Chun-Li's name is spelled with a hyphen, to make things
 consistent with later Street Fighter games since Street
 Fighter Alpha.

-A few of her sprites are edited to no longer have her CPS-1
 haircut, such as her tripped sprites and lying down sprite.

-Knockdown animations use a different sprite.

-2nd tripped sprite, and both dizzy sprites no longer have her
 CPS-1 haircut.

-Stance Body Hurtbox is slightly shifted forward and expanded.

-Crouch Foot Hurtbox is expanded.

-1st and 2nd Frames of Stand Hurt Low's Head Hurtboxes are
 expanded forward like in New Legacy, and are also made taller
 for Guile's heavily nerfed Flash Kick to still be able to
 combo.

-Electrocuted sprite is move to a different sprite slot.

-Chun-Li now goes into her 1st stand turn sprite before she
 does a win pose, somewhat replicating the Arcade version.
 Judging by the win poses' animation data, Chun-Li seems to
 do a transition of sorts.

-1st Win Pose now has a sprite (before the last frame) that was
 absent.

-2 grab positions when grabbed by Zangief's HK Hold is raised
 8px higher, so it actually looks like he's biting her head.

Note that Zangief's Crossup -> C.MK -> Lariat combo seems to
already work on Chun-Li if the C.MK is cancelled as early as
possible in both the SNES and Genesis ports (though it seems
easier in the latter), unlike the Arcade version.

-Close S.LP deals less damage, like in New Legacy.

-S.MP's Hitbox is lowered so that it can hit crouching
 characters, like in Super Turbo. But unlike Super Turbo, it
 can also hit a crouching Cammy.

-S.MP does less dizzy.

-Close S.HP deals less dizzy, in case both a Diagonal J.HP
 and a Close S.HP cause high dizzy rolls preventing Kikouken
 from combo'ing from it.

-Close S.HP Hitbox height is reduced and raised a little
 higher, so Jadoo can crouch under it.

-Close S.LK's animation uses Neutral J.LK/MK/Diagonal J.HK's
 startup sprite, and while active it uses
 Yosokyaku/Head Stomp's hitting sprite.

-Close S.LK does less damage, now on par with C.LK.

-Close S.LK has a 1 frame faster startup, so it can be Special
 Cancelled. Might be easier to combo into HP Kikouken than from
 Close S.HP.

-Close S.LK has its hitbox adjusted to match the sprite.

-Close S.LK while active uses different hurtboxes that match
 the sprite further.

-All Far Standing Kicks use different drop shadows.

-Far S.LK's active part uses a larger Foot Hurtbox.

-Close S.MK animation uses the same sprites as Neutral J.LK.

-Close S.MK has a 1 frame faster startup.

-Close S.HK's 2nd startup sprite from the Arcade version is
 inserted.

-Close S.HK recovers 8 frames faster.

-Close S.HK now plays the heavy normal activation sound
 alongside her voice, like the Arcade version. The SNES
 version also had the issue of the sound not playing.

-Close S.HK's last startup frame now hits, like in New Legacy.

-Close S.HK knocks down. As a launcher, it's pretty much
 outclassed by Neutral J.HK in terms of range, combined with
 having to avoid holding left or right so the Neck Breaker
 doesn't come out instead.

-Close S.HK does less dizzy.

-Far S.HK's startup and active parts now use the Body Hurtbox
 used on Close and Far S.LK's 2nd startup part, and Close
 S.MK's 2nd startup and active parts.

-Far S.HK has a more vulnerable leg until the 2nd recovery
 part, like in New Legacy.

-C.LP has a 1 frame faster startup, like in Super Turbo.

-C.LK has a 2 frame faster startup, like in Super Turbo.

-C.HK has a 1 frame faster startup. It can now be special
 cancelled. Provides more incentive to use Spinning Bird Kick.

-C.HK does less dizzy.

-J.LP uses a different sprite.

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

-Diagonal J.LK has a 1 frame faster startup, like in New Legacy.

-Neutral J.MK uses Diagonal J.HK's 2nd hitting sprites where
 she kicks upwards with her other leg, for variety in attack
 sprites, like in New Legacy.

-Neutral J.HK's 1st 2 startup frames use Neutral J.LK's startup
 sprites. The proper Neutral J.HK (and by extension, Close
 S.LK) startup sprites don't exist in the Genesis port.

-Neutral J.HK does less dizzy.

-Neutral J.HK's 3rd active part is now an overhead.

-Diagonal J.HK no longer has a 1x1 Hitbox on the animation frame
 in between kicks, that prevents the move from hitting twice.
 Now the move can hit twice, like in New Legacy. I used this
 Hitbox slot for Lightning Legs' new finisher.

-Diagonal J.HK's 1st active part and the frame in between hits
 are 2 frames shorter each, like in New Legacy.

-Diagonal J.HK's Hitbox is reduced vertically and raised up, so
 most characters can crouch under it.

-Diagonal J.HK is treated like a Special Move, so during
 knockdowns, it continues the knockdown state to add to the
 juggle quota instead of causing an air reset.

-Diagonal J.HK does slightly less damage.

-Diagonal J.HK does less dizzy. S.HK followed by both hits of
 Diagonal J.HK would usually dizzy.

-Flip Kick plays the Close S.HK/Lightning Legs voice clip.

-Flip Kick moves forward instead of backwards.

-Flip Kick hops lower.

-Flip Kick is repurposed into an Overhead like the Universal
 Overheads from 3rd Strike.
 I couldn't find a way to disable only the Flip Kick, due to
 both moves sharing the same proximity requirements.
 I found this move pretty redundant compared to Neutral J.HK.

-Neck Breaker has its horizontal movement reduced, in the hopes
 of preventing it from crossing up Shotos on their Wakeup, like
 in HD Remix and New Legacy.
 The change was much more drastic than I wanted it to be, but
 this required a lot of testing on my part.

-Slightly increased the pitch in the Lightning Legs/Close S.HK
 voice clip to be closer to the Arcade.

-Lightning Legs' head hurtbox is shifted forward slightly.

-Lightning Legs' LK version inflicts Medium Spin Attack
 Hitstun, while its other strengths inflict Heavy Spin Attack
 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.

-Lightning Legs' 3rd Active Part causes a Reverse Knockdown
 like the Neck Breaker.

-Lightning Legs does less damage.

-Lightning Legs has its dizzy adjusted.

-HK Lightning Legs' post-startup frames each animate 1 frame
 slower.

-Lightning Legs' 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.

-Spinning Bird Kick's spin sound can be heard alongside her
 voice. It plays the light normal activation sound.

-Spinning Bird Kick has its diagonal sprites inserted.

-Spinning Bird Kick is performed with Charge Back-Forward Kick.
 This allows Chun-Li to do Neutral J.HK after crouching, so she
 can beat certain airborne attacks, such as Claw's Wall Dives.

-Spinning Bird Kick's Handspring Hitbox is expanded 4px
 forward. Can now hit another Chun-Li and Claw.

-Spinning Bird Kick's Handspring hit causes a reverse
 knockdown.

-Ground Spinning Bird Kick has a 6 frame faster startup.

-The spinning part of Spinning Bird Kick now launches opponents
 from the ground. Back hits of Air Spinning Bird Kick cause a
 reverse knockdown.

-Spinning Bird Kick's spinning hits inflict less Dizzy.

-The spinning part of Spinning Bird Kick's Foot and Body
 Hurtboxes are slightly lowered, similar to New Legacy.

-LK and MK Spinning Bird Kick recovery animations now share the
 same animation data as the HK version, which has an
 additional animation frame. Yet another change copied from
 New Legacy.

-HK Spinning Bird Kick recovers 4 frames faster.

-Air Spinning Bird Kick's Hitbox dimensions are now the same as
 the ground version.

-Slightly reduced the volume on her Kikouken voice clip, and
 increased its pitch.

-Fixed a slightly misplaced head tile on the 2nd Kikouken
 startup sprite.

-All of Kikouken's Body Hurtboxes on startup are widened and/or
 expanded forward. I completely forgot to adjust these
 Hurtboxes like I did for most of the other characters'
 projectile throwing animations, to make them more punishable.

-Kikouken's 3rd startup Head Hurtbox is moved forward.

-Kikouken's active Head Hurtbox is stretched forward.

-Kikouken recovers 6 frames slower.

-Kikouken inflicts standard medium hitstun instead of special
 move hitstun.

Rev. 1.4:

-Crouch Body Hurtbox is moved 6px forward, expanded 6px
 horizontally and expanded 2px vertically.

-Jump Foot Hurtbox is expanded 2px horizontally and 4px
 vertically.

-S.MP does even less dizzy. C.MK also does less dizzy.

-C.MK's active Foot Hurtbox is expanded 6px forward.

-J.LP's Hitbox dimensions are completely redone. It is way
 smaller now, but still has more range than Cammy's new J.LP.

-Spinning Bird Kick's Handspring does less damage and dizzy.

-Kikouken's Hitbox is 1px smaller horizontally, and 2px smaller
 vertically. Mai can now crouch under it and Jadoo can Headbutt
 through it, like they can against Hadoukens.


Rev. 1.8:

-Foot Hurtbox used when knocked down is expanded 10px
 horizontally, for juggle combos to work against her more
 consistently.

-The part of her dizzy animation where she's leaning back has
 its Head and Body Hurtboxes each expanded 4px forward.

-Spinning Bird Kick's Handspring Hitbox is expanded 4px
 horizontally, to make it easier to hit a dizzy Chun-Li from
 the front while she's leaning back.

-Reverted the nerf where Kikouken's later active part causes
 an air reset instead of knocking down airborne opponents. This
 way, it can be used in corner combos followed by a Spinning
 Bird Kick.

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