Goal of the Changes:
Incorporate several New Legacy changes, while also making some
fun changes. Like changing his Light and Medium Jump Kick
sprites for variety, meaning only his J.HK uses the drop kick
sprites. One of the changes I wanted to make the most was on
his Lariat startup: It now has its own sprite rather than
recycling S.HP's startup sprite. Capcom could have recycled
the tiles from that sprite to give the Lariat startup its own
sprite.
Of note, Zangief seems to have the highest amount of sprite
errors out of all the characters in the Genesis SF2 games. Most
of the errors are slightly misplaced tiles on his boots. When
compared to his sprites from the SNES SF2 games, a few of
Zangief's sprites can look a little off.
-Zangief's sprites, including his Cossack Dance sprites are
edited so that he wears "pants". For the most part, it's
simply his legs being colored like his attire.
-Jump attacks can't be special cancelled after their 1st frame,
to prevent him from being able to chain multiple Lariats
(which automatically cancel by itself in the air).
-Adjusted a few grab positions on his MP Throw and SPD against
Guile, as their positions looked off.
-Lariat/Crouch Hold, MP Throw/HP Hold and Laugh voice clips
are higher in pitch. I sort of dislike how the laugh voice
clip turned out (originally, it was noticeably faster than
the Arcade version).
-Zangief uses different drop shadows during his stance,
walking and jumping animations.
-Wakeup animation's last 2 frames use the same parameters as
the other frames.
-Corrected the position of a foot tile map on his 1st walking
sprite. The sprite's layout now matches its appearance in
Special Champion Edition.
-Zangief now has his mid-jumping sprite that was absent from
the 16-bit console versions. It is also used during
Close S.LK's startup.
-Zangief now has his knockdown descent sprite.
-Zangief now has the sprite of him hitting the ground from a
knockdown. It was actually used in the Mega Drive Champion
Edition protoype.
-Zangief uses his crouch transition sprite when he lands,
instead of his 3rd stance sprite.
-Adjusted the tile maps of his torso on his stand block sprite.
-Tripped liedown animation now uses separate animation data
from his last tripped animation frame.
-Tweaked the tile maps on the 1st Win Pose's boots.
-Fixed transparent pixels on one of his boots in Close S.LP's
3rd sprite.
-Swapped his Win Poses' animation data with each other. His win
pose where he points his fingers up in the air is now his 2nd
win pose, like the Arcade version.
-2nd Win Pose now plays the MP Throw grunt each time he points
his fingers up in the air. There will still be situations
where the grunt can't be heard, though.
-Zangief now uses the big guy burned sprites, like the Arcade
version.
-Close S.LP now has an anti-air Hitbox on the 1st animation
frame, like in Hyper Fighting. The Hitbox dimensions were
copied from Special Champion Edition. Later, I realized that
the anti-air Hitbox from that game actually still exists in
the game's data, although it's unused here.
-Close S.LP does less damage (same as C.LP). With the
reduced pushback from light normals, it could do too much
damage, should it manage to chain a few hits in.
-Far S.LP, S.MP and S.HP's hitboxes are raised 2px up, and
reduced 2x vertically, for them to whiff on a standing
Jadoo. May also lessen the undermining of doing 360's. This
might also ensure that they can beat Jadoo's Headbutts
cleanly.
-S.MP's animation no longer recycles Far S.LP's sprites.
Instead, its animation is composed of a Running Bear Grab
sprite, MP Throw/SPD/Whiff Animation 2nd sprite, MP Throw/SPD
crouching sprite, Stand Hurt Low 4th sprite.
Now it kinda animates like a "hammer swing" of sorts. Think of
it like Blanka's Far S.MP, or Max's combo finisher in Streets
of Rage 2.
-S.MP 2nd frame uses the same collision assignments as the 1st
frame (avoids pre-projected hurtboxes).
-S.MP does less damage (same as Neutral J.LP). Due to the
system change of reduced light & medium pushback, Zangief can
do Crossup -> S.MP 2X -> C.HK.
-S.HP knocks down, like in New Legacy.
-Close S.LK has a 2 frame faster startup, like in New Legacy.
-Close S.LK reaches further, like in New Legacy. It had a
tendency to whiff, even after chaining C.LP x2 from point
blank.
-Fixed a slightly misplaced tile map on Close S.MK's active
sprite.
-Far S.MK has a 1 frame slower startup. One of the few things
I can think of to nerf him on the Jadoo matchup, since Jadoo
has way less range than E. Honda.
-Far S.MK's Hitbox is shifted slightly upwards, like in New
Legacy. Its worse horizontal range before Super Turbo will be
kept as it is.
-Corrected a tile map shape on Close S.HK's 1st sprite, which
caused his boot to look like it has a stray line of pixels.
-Close S.HK's 2nd startup part now has a Foot Hurtbox.
-Close S.HK's startup is 1 frame faster, 1st hit is 3 frames
shorter, and recovers 8 frames faster, like in New Legacy.
Mai could punish the 2nd active part on hit by walking forward
and using S.LK.
-Close S.HK's 2nd Hit does more damage, like in New Legacy.
-C.MP's Hitbox is shifted slightly forward, like in New Legacy.
-C.MP comes out 1 frame faster, stays active for 2 frames less,
and recovers 1 frame faster, like in New Legacy.
-C.MP's Head Hurtbox while active is greatly reduced, like in
New Legacy.
-C.MP's startup and recovery use a different Head Hurtbox that
match the startup sprite's head further.
-C.HP's Hitbox is raised slightly higher, helping it counter
Claw's Wall Dives like in HD Remix and New Legacy. It still
requires some precision to hit Roll out of her Puny Peach.
-Crouch Kick startup sprite is taken from the rejected Champion
Edition port and tweaked. Zangief now poses differently
between his crouching startup and active sprites like the
Arcade version.
-C.MK and C.HK do less dizzy.
-C.HK has a 1 frame faster startup and stays active for 2 more
frames, like in Hyper Fighting.
-Jump Punch (minus Diagonal J.HP)'s 1st sprite has 2 sprite
tile maps adjusted to be closer to the SNES version.
-Neutral and Diagonal J.LP use the same Head Hurtbox as their
startup part throughout the whole moves, like the New Legacy
change that improved their priority.
-Diagonal J.MP recycles its neutral counterpart's animation
data.
-The active part of both Neutral and Diagonal J.LK use his
Cossack Dance sprite as seen in his ending.
-Diagonal J.LK stays active for 8 frames longer.
-Diagonal J.LK uses the same Hitbox as Neutral J.LK.
-J.LK can crossup. Think of it like ST Blanka's Diagonal J.LK.
-J.LK has no Pushbox while active.
-Both Neutral and Diagonal J.MK use Close S.MK's sprites.
-Diagonal J.MK uses the same Hitbox as the Neutral version.
-Both J.LK's and J.MK's have their hitbox assignments adjusted.
-Both J.MK's and J.HK's have a 1 frame longer startup. Being
able to special cancel those moves with air specials enabled
was simply too much. Zangief is already a lot more dangerous
with the reduced pushback from light & medium hit stun.
(their startup appears to be 1 frame slower than in the Arcade
version)
-Fixed a foot tile map on his MP Throw/SPD landing sprite that
was 2 pixels off.
-MK Throw jumps lower.
-A tile map error on his Punch Air Throw's 1st sprite
(previously his C.MP Throw in CPS-1 SF2) has been fixed. Part
of his back arm was disconnected.
-MP Stomach Crunch while active has the same duration and box
assignments as the HP version.
-Knee Drop sprite has its lower body tile map adjusted, so it's
closer to how it is in the SNES version.
-Body Splash does less dizzy.
-Headbutt/Stomach Crunch can dizzy in one hit, like in Japanese
Street Fighter II games.
-Crouch Hold can be used by holding straight downwards (2) in
addition to diagonals (1, 3), as with most SF2 versions. It
still tends to not come out in this version of SSF2, for
whatever reason. By comparison, the SNES version and Special
Champion Edition don't have such issues.
-HP and Crouch Holds' "non-hitting" part have no Hurtboxes on
them. Due to the rule of Air Specials, both holds cause the
opponent to drop down if their Hitboxes hit certain
characters, instead of going into an air reset state, letting
them punish Zangief for using these holds. By removing the
Hurtboxes on those part of the holds, Zangief can block
afterwards.
-Lariat now has a proper Lariat startup sprite, instead of
recycling S.HP's 1st startup sprite.
-Lariat's pre-spin Hitboxes are raised higher (making it closer
to CE and HF), so Jadoo can crouch under it. Still can't beat
Cammy's Neutral J.LK, though.
-Kick Lariat plays the MP Throw/HP Hold grunt, like in HD Remix
and New Legacy's Old Zangief.
-Lariats' spins play a different sound.
-1st Lariat spinning sprite has its torso tile maps adjusted to
be closer to the SNES version.
-Lariat's Head Hurtbox while spinning is shifted upwards.
-Lariat 1st Rotation Hitbox shifted 2px downwards.
-Lariats have an improved Foot Hurtbox that lets them pass
through Low Tiger Shots, but can still be hit by other low
attacks, like the Kick Lariat in Super Turbo.
-Lariat does less dizzy.
-Lariat's spinning parts do less damage, using the same
damage table as S.MP.
-Lariat's spinning parts cause a Neck Breaker knockdown, so
that when it juggles, it causes an Air Reset.
Lariat is easily one of the most difficult moves to balance
around universal juggles. I was trying to come up with so many
different solutions for it.
-LK and MK Running Bear Grab have 2/1 frames faster startup,
like in New Legacy.
-Medium Kick Throw and Spinning Piledriver play the correct
voice clip. Originally, the voice clip was unused in the
Genesis version.
-Spinning Piledriver always moves backwards during the rising
part, like in New Legacy, instead of to the left regardless of
facing direction. However, this change also causes the
computer's SPD's to always move forward (the polar opposite of
human-controlled SPD's).
-Spinning Piledriver plays a different sound through each spin.
-Spinning Piledriver, Atomic Suplex's 2nd slam and Running Bear
Grab play a knockdown sound from the first 2 Darkstalkers
games upon hitting the ground.
-Whiff Animation is 8 frames shorter.
-Atomic Suplex goes into the 2nd slam sooner.
-Zangief lands closer to his opponent after the Suplex.
-Running Bear Grab's startup is faster (2|1|1).
-Running Bear Grab conditions the opponent to block, without
needing to kara cancel a normal move into it, like in New
Legacy. This also ensures that his "clothesline" he does when
the grab whiffs isn't unblockable. Don't forget that you can
back dash out of the blocking state in this ROM Hack!
-Running Bear Grab travels a longer distance before the grab
attempt stops.
-Running Bear Grab plays S.HP's animation when the grab whiffs.
Might catch players by surprise!
-Running Bear Grab's Throw has a tile map error on one of its
sprites fixed (part of his front arm was spaced out).
-New Move: Coconut Thunder (Jump Down+MP)
Zangief creates a bolt of lightning beneath him that
electrocutes the opponent. Zangief then bounces back
afterwards. Can hit multiple times, and be used as a
chip killer.
Rev. 1.4:
-Reverted the nerf where Far S.MK's startup became a frame
slower.
Rev. 1.8:
-Launcher knockdown animation's 1st 2 parts now have a Foot
Hurtbox.
-Knockdown animations' last frame each use a different Head
and Foot Hurtbox, and a previously unused Body Hurtbox that
used to have its dimensions duplicated from Knee Drop's Body
Hurtbox. Said Body Hurtbox also covers most of his torso.
-Fixed Zangief's Burn Knockdown animation not having a drop
shadow. It was like this on unmodified MD SSF2.
-C.LK has the same range that C.MK used to have, like in New
Legacy.
-C.MK's Hitbox is expanded 4px horizontally.
-J.LK's startup uses a different Head Hurtbox that's closer to
his head, and the Foot Hurtbox is removed.
-J.LK's Hitbox is reduced 4px downwards. It was too good
against Dictator and Madonna. All the other characters (Roll
included) had good answers against it. This also means Jadoo
can now crouch under it.
-Diagonal J.LK's startup uses the same Hurtboxes as the neutral
version.
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