Reasons for Replacement:
After replacing Blanka with Roll, and especially after
accidentally finding sprite tile maps, Dhalsim was one of the
characters I wanted to replace the most. Out of the SF2
character sprites, Dhalsim's sprites could be considered the
most "obscene" (laughs). I thought that Mai Shiranui would fit
nicely in Dhalsim's character slot, with a projectile, dive
moves that behave like Dhalsim's drills, and slides, although
Mai didn't have a slide until KOF97 as a command normal.
In fact, Dhalsim was the character with the least amount of
changes before I replaced him. One of the only changes I
remember giving to Dhalsim, was making his J.LK more like the
one in New Legacy where he kicks without stretching his leg.
Goal of the Changes:
Replace him with another female character, while also including
a few differences from Dhalsim's CPS-1 counterparts. Mai will
be a bit more oriented towards combos.
-Dhalsim is replaced with Mai Shiranui.
-Walking and jump movement values are adjusted to make them
closer to how Mai moves in Fatal Fury Special. Mai walks
faster than Chun-Li and even the Champion Edition walk speed
Claw gained, and has a less floaty jump than Dhalsim.
-The 2nd win pose doesn't have Mai floating, instead she
vocalizes.
-Pre-jump is 6 frames longer, making it closer to how it is in
Fatal Fury Special.
-Wakeup animation uses the same Hitbox assignments as Teleport.
-Mai can crouch under Air Slasher projectiles, unlike Dhalsim.
-Both hits of Close S.HP do less dizzy. Because of her ability
to combo from jump-ins, this move would dizzy too easily.
-S.HK knocks down.
-Mai's Close Crouching Normals are activated by holding
down-back, like with Dhalsim in Super Turbo. Mai can also use
Close Crouching HP, LK and HK, all of which Dhalsim gained in
Super Turbo.
On another note, Dhalsim had Close C.LK in WW, but it got
removed from CE. It was finally reinstated for ST's New
Dhalsim, with brand new sprites.
-Slides have less friction, so they cover more distance like
CPS-1 Dhalsim.
-Mai can't slide under projectiles (except for High Tigers)
and Jadoo's Headbutts. She exposes her Head Hurtbox to
them.
-Jump kicks play the kick hit sounds instead of the punch hit
sounds.
-Diagonal J.HK stays active as long as her Diagonal Jumping D
in King of Fighters '94.
-Diagonal J.HK can crossup. Come to think of it, I might have
made this move too good against Chun-Li. The best she could do
is either trade with Close S.HK or use Spinning Bird Kick.
-HK Drill has no Pushbox, like her Home Stage Dive (Musasabi
no Mai) in Fatal Fury 2/Special.
-Throws can be performed with both Punch and Kick Buttons.
-MP Hold duration is increased from 180 frames (6 hits) to
225 frames (9 hits).
-MP Hold plays the Medium Kick hit sound, like in the
Arcade version of SSF2.
-Drills startup 1 frame faster, like with CPS-1 Dhalsim.
-HP Drill moves 1/4 faster horizontally.
-HK Drill moves 1/4 slower horizontally, and moves 1/8 faster
vertically.
-HP Throw does slightly less damage, to be on par with most of
the other ground normals throws in the game, also like in New
Legacy.
-Yoga Fire/Kachosen doesn't burn the opponent and plays the
Heavy Punch hit sound. MP and HP versions still knockdown.
-Kachosen projectile comes out at least 2 frames faster than
in Fatal Fury Special, because of how hitstun works
differently between Street Fighter II and Fatal Fury
2/Special, so it can still combo outside the corner, and it
can also combo from a medium-strength normal if close enough.
-LP and MP Kachosen projectiles move slightly slower, and HP
Kacho-sen moves slightly faster, so that it combos better.
-Yoga Flame/Ryuu Enbu is performed with QCB+Punch, like in
the Fatal Fury and King of Fighters series. Can help avoid
accidental Kachosen's.
-Ryuu Enbu's startup is faster, so it can combo from Close
S.HP.
-Ryuu Enbu's active duration is much shorter than Yoga Flame.
-Ryuu Enbu can be crouched under by Jadoo, Roll and Mai (unlike
Fatal Fury 2/Special).
-Ryuu Enbu does less dizzy.
-Ryuu Enbu gives Mai 8 extra impact freeze frames. It ended up
as a failed attempt at balancing the move around its faster
startup.
Note that attaching a Hitbox to the Yoga Flame execution
animation crashes the game.
Yoga Fire -> Kachosen
Yoga Flame -> Ryuu Enbu
Rev. 1.4:
-Stance Head Hurtbox is moved 1px upwards. Shotos' close S.LP
can now hit a standing Mai. I found it weird that it hit
Avra and Madonna but not Mai.
-Later parts of her high reel use a proper Foot Hurtbox.
-I had to move the Knockdown animations' Foot Hurtbox to a
different slot.
-Launcher Knockdown animation's last frame uses the same Foot
Hurtbox as in some of her other knockdown animation frames.
-Tweaked the grab position of MP Hold's 1st frame vs. Madonna.
Her sprite is now placed higher. I didn't like how it looked
before.
-Far S.HP's 2nd startup part had an out of place Body Hurtbox.
It's now changed to her Body Hurtbox from her stance.
-Far S.HP's Active Head Hurtbox is reduced 5px horizontally,
making it a little closer to how it was in Fatal Fury Special.
-S.LK's startup uses a proper Head Hurtbox that's also used on
S.MK.
-S.LK uses a different Head Hurtbox while active, improving
its horizontal priority a bit. Said Head Hurtbox is also
moved 5px back and reduced 10px horizontally.
-S.LK and S.MK's active parts each use a different shadow
sprite.
-Far S.MK & HK recycle their close counterparts' animation
data. The Far version of those moves had worse Hurtboxes on
startup.
-Fixed S.HK's animation so that it no longer jumps to an
invalid location in the animation data, when it is played
through the Object Test.
-S.HK's 1st startup part uses Hurtboxes that match the sprite
much closer. The shadow sprite is also changed.
-S.HK keeps the same Head Hurtbox from startup, and uses a more
projected Body Hurtbox while it's active. The shadow sprite is
also changed.
-Far C.LP's startup and recovery use the correct parameter sets
with no pre-projected Hurtboxes.
-Far C.LP's recovery uses proper Head and Body Hurtboxes.
-Close C.MP's Hitbox is moved 2px up and 2px vertically. I
literally copied the dimensions from Close C.LP with no
differences.
-Far C.MP no longer has a Hitbox on the 1st recovery frame. It
can be compared to a mistake on Sagat's Diagonal J.LP. The
Hurtboxes are also less projected.
-Close C.HP's Hitbox is moved 16px forward and 4px up. I forgot
to double check the dimensions on this move when I edited it
from Far S.HP's 2nd active part.
-Close C.HP's active part uses a more vulnerable Foot Hurtbox.
-Diagonal J.LP uses a bigger shadow sprite while active.
-Both J.MK & HK's each use a different shadow sprite while
active.
-HK Dive's Body Hurtbox is moved 6px up and reduced 10px
vertically. I don't know what I was thinking when I made
this Hurtbox the way it was.
-HK Dive uses a different shadow sprite while active.
-Kacho Sen does less dizzy. Dhalsim's Yoga Fire and Sagat's
Tiger Shots were among the projectiles that did the most
dizzy. This compensates its ability to combo from S.MK and
Close C.MK.
Rev. 1.5:
-Pre-jump uses different Head and Body Hurtboxes that match the
sprite further.
-Mai's Head Hurtbox no longer moves while she's dizzy.
-New Move: Chou Hissatsu Shinobi Bachi (QCB+Kick)
I was extremely reluctant about implementing this move, as I
was thinking about giving all the characters desperation
moves. But seeing that some characters' arrays of Hitboxes
would need to be expanded to allow for new Hitboxes, I decided
to abandon the idea. Fast forward to 2 weeks after release,
and seeing that Mai's desperation did less damage than say,
Kim's desperation in Fatal Fury Special, I decided to finally
implement this move.
Rev. 1.7:
-Far Standing Punches' 1st startup part use a proper shadow
sprite.
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