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.
-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.
-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 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
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