0x0A EX Belva

Reasons for inclusion:

Avra's sprites were taking a very long time to be made.
Considering how many tiles in the ROM I freed up after
replacing Fei Long and Dee Jay, I decided to include Belva Lina
as a sub-character of Avra. I was on the fence about it for a
while. Previously, Lina was one of the characters I teased for
E. Honda's character slot.

One of the hard parts of "adding" Belva as a fighter was
giving her a separate KO cry from Avra, and making the
announcer say Belva's name instead of Avra's name when she
wins.

At first, I gave up on the idea of making Belva herself into a
fighter, as I couldn't give Belva separate palette data from
Avra, but roughly a week later I decided to take another try at
a sub-character feature.

For those who want Boxer's Rushes, Belva fits that bill.
Though, Belva's Rushes travel way less distance than Boxer's.
Being a personal assistant of Avra, Belva will have a good
number of disadvantages such as worse mobility (Belva robots
can't move too fast). But Belva will also have a few things
over Avra, like better invincibility on her anti-air special.
A week after this ROM Hack's first release, I found out that
Belva also has better Guard Cancel options in her Diagonal J.HP
and 2+8 Punch/Kick.

You could argue that there's actually 7 New Femme Fatales
instead of 6, if you count Avra and Belva separately from each
other, even though they occupy the same character slot.

On an unrelated note, remember that one female character from
A Goofy Movie, who took her underwear off and starting running
around while her butt under her skirt was showing?

Differences between Avra and Belva:

-Belva walks slower than Avra.
-Belva jumps much lower than Avra.
-Avra's jumps can be steered and descend faster by holding
 down.
-Belva's back dash jumps lower and covers less distance than
 Avra's.
-Belva can crouch and Low Rush under most projectiles.
-Belva sustains more hit stun than Avra.
-Belva falls down faster from attacks that launch opponents
 from the ground, but don't burn or electrocute them.
-Avra lies on the ground from non-sweep knockdowns longer than
 Belva. Belva's delayed wakeup from non-sweep knockdowns lies
 on the ground even longer, and resets how many times she used
 her gadgets.
-Avra's dizzy timer counts down faster than Belva's.
-Avra can cancel block stun into Kick TAP.
-Most of Avra's normal moves do block damage.
-Avra can special cancel S.HP and C.HP, while Belva can special
 cancel S.HK and J.MK.
-Belva's S.LK is a move where she pulls her underwear down. She
 can hold LK to keep her underwear down for up to half an
 in-game second. Belva is completely invincible while her
 underwear is down.
-Avra can destroy projectiles by slapping her butt, but Belva
 can't.
-Belva's Ground Medium Kick can't hurt opponents (it is
 strictly for taunting and/or healing).
-Belva can rapid fire C.LK.
-Belva can steer her Neutral J.HP, like New Boxer in Super
 Turbo.
-Avra can grab from crouch.
-Avra's hold regenerates health.
-Avra's 4+6 Punch special is a "semi-projectile", while Belva's
 move is a Rush that travels less distance than Boxer's Rushes.
-Avra's Turn Around Peach is unblockable while the opponent
 isn't in block stun.
-Instead of Turn Around Punch being an attack for Belva, it is
 a stationary move where Belva's underwear falls down based on
 how long the move was charged, and her underwear later goes
 back up. Belva is invincible while her underwear is going
 down. Belva's Final TAP Level however, is still an attack.
-Belva's Diaper Reload restores health, but only if she's
 either on the ground or she does it out of a back dash.
-Belva's anti-air has slower startup, but more invincibility
 allowing it to pass through projectiles.
-Belva's anti-air falls down much faster than Avra's anti-air.
-Belva can fly with QCB+LK+MK or QCB+HK. There's a limit to how
 long she can fly (5 in-game seconds).

-CPU Avra emphasizes healing during her opponent's knockdown.

Belva's S.HP, C.HP, C.HK, Diagonal J.HP and both of her Rushes
use weapons that increase a gadget counter. After every 5 times
Belva uses a gadget attack, she must reload her diaper.

Whenever Belva needs to reload her diaper, she can't use any
jump attacks or activate flight.


Rev. 1.4:

-Belva falls down even faster from standard knockdowns.

-Foot Hurtbox used on tripped and launcher knockdown's last
 animation frame is reduced 5px horizontally and 4px
 vertically.

-Last animation frame of launcher knockdown no longer has an
 out of place Body Hurtbox.

-S.LK's vulnerable parts are now vulnerable only around her
 butt area. They use the Body Hurtbox from G.MK. Can't be hit
 by Shoryukens anymore.

-S.HP and C.HP's Hitboxes are expanded 8px horizontally.

-J.HK has no Foot Hurtbox while it's active.

-Home Run Rush's startup uses the same Body Hurtbox as her
 stance.

-Home Run Rush's active Body Hurtbox is reduced 10px
 horizontally.

-Home Run Rush's active Head Hurtbox is 2px smaller.

-Slew Foot Rush's active Head Hurtbox is moved 6px back and
 4px down.


Rev. 1.7:

-S.HP and C.HP 1st active part's Hitboxes are expanded 8px
 forward. Can now hit the following characters from round
 start distance:
..Chun-Li
..Avra
..Claw
..Cammy
..Emily
..Madonna

-S.LK starts up 2 frames faster and stays active for 2 more
 frames.

-S.LK now reduces the number of times that she used her
 gadgets after its vulnerable startup part ends.

-S.LK does more damage. It also does block damage now.

-S.LK must be blocked low.

-S.LK can be cancelled into flight only during the opponent's
 stun, so Belva can't just mash her way into emptying her
 gadget usage.

-S.LK now has jiggle physics, with a newly inserted sprite.

-S.HK now moves her forward, to aid in her Flight Cancel
 combos outside the corner.

-C.LK uses the same animation as S.LK. This might make it
 harder to safely begin charging TAP with the Kick buttons. I
 want to increase this move's utility even further.


Rev. 2.0:

-Belva now has a separate continue eye twinkle position from
 Avra. She now plays her own KO cry at the continue screen
 instead of Avra's.

-Tweaked the conditional code for one of the instances of her
 KO cry playback. It was possible for Belva to play her KO cry
 if she gets knocked down while finshing a round with a trade.

-Doing a jump attack out of a back dash when an attack button
 and the 2nd back dash input are pressed on the same frame sets
 Belva's proper back dash movement.

-The computer now has a chance of playing a "secret" win pose
 (Hold Up+KKK) where she pulls down her diaper and shows her
 butt.

-Standing Head Hurtbox is moved 2px downwards.

-Standing Pushbox is 2px more narrow.

-Head Hurtbox used on crouch reels and S.HK's active part is
 reduced 4px horizontally.

-Body Hurtbox used by G.LK and G.MK is 4px smaller.

-Back Dash Pushbox is much more narrow. At first, I meant for
 this Pushbox to be a keepaway measure when going for Diaper
 Reload loops, but I think it's better if it's more narrow
 when Belva wants to Guard Cancel Back Dash into Diagonal J.HP.

-Changed the parameter list that S.HP's recovery uses.

-Shifted S.MP's hitting sprite 3px forward.

-S.MP now has 4px more range than S.LP. In fact, their
 Hitbox dimensions were identical to each other.

-S.HP and C.HP 1st active part's Hitboxes are expanded 26px
 forward! Can hit twice from round start distance now.

-S.HP's Hitbox is reduced 2px downwards, so Zangief's Lariats
 can pass through it. It can no longer hit a sliding Roll.

-S.HP and C.HP's recovery use taller Head Hurtboxes to make
 them easier to punish with Guard Cancels, in case players
 decide to continuously spam Belva's cannon shots.

-Belva Cannon Shots now destroy projectiles. This can be seen
 as a response to playthroughs of this ROM Hack where players
 spam projectiles over and over again.

-C.HP's Hitbox is reduced 6px downwards, so Zangief's Lariats
 can pass through it. It can still hit a sliding Roll.

-C.HK's 2nd startup part uses a different Head Hurtbox that
 covers only the bottom of her head, so it doesn't get beat by
 Mai's S.LK as easily. The New Legacy change on Boxer's C.HK
 was used as a reference.

-G.LK's 1st recovery animation frame is now a 2nd active
 animation frame, improving Belva's moon setplay.

-G.LK now has armor on startup.

-Fixed Belva being able to stay in G.LK forever as long as the
 button is held, if she finishes the round with it. The
 prevention now works as intended.

-G.LK's last recovery frames can be special cancelled.

-S.HK stays active for 2 frames longer, and recovers 2 frames
 faster.

-S.HK's active Body Hurtbox is moved 6px backwards and is 2px
 smaller.

-S.HK's active and 1st recovery parts use her Crouching
 Pushbox.

-S.HK's active Foot Hurtbox is moved 6px backwards.

-S.HK's 1st recovery part uses a different Head Hurtbox, and
 the same Body Hurtbox as the active part.

-S.HK's last recovery part uses her Standing Hurtboxes.

-Shifted C.MP's hitting sprite 4px forward.

-C.MP uses the same Head Hurtbox as her crouching state while
 active, to avoid getting hit by Roll's C.LP when spaced out.

-C.MP's Hitbox is moved 4px forward and expanded 3px
 horizontally.

-C.HP recovers 2 frames faster.

-Diagonal J.HP and J.MK's startup use a smaller Body Hurtbox.

-Diagonal J.HP's 1st active part uses a smaller Head Hurtbox,
 and a different Body Hurtbox that has been adjusted to improve
 its priority as an air-to-air.

-J.HK's active Body Hurtbox is reduced 4px horizontally.

-Rushes deal heavy block stun.

-Slew Foot Rush's 2nd startup Head Hurtbox is moved 4px back.

-Slew Foot Rush's 2nd startup/active Body Hurtbox is moved 4px
 back, 6px down, and is 4px smaller.

-Final TAP's 3rd startup part is now invincible, like most of
 its startup.

-Removed a stray Foot Hurtbox from Final TAP's 7th startup
 part.

-Final TAP can now actually hit. I corrected a mistake I made
 where the attacking frame used the wrong parameter set.

-Final TAP now moves.

-Final TAP is often an instant dizzy.

-Flight no longer triggers proximity guard. For reference, MvC2
 Sentinel's flight doesn't condition the opponent to block it.
 Activating flight through Negative Edge didn't make the
 opponent try to block, either.

-Belva can now Guard Cancel directly into Flight (QCB+KK/HK).

-Fully entering the Flight command resets the commands to her
 rushes, to prevent them from coming out when unwanted.

-In Bonus Stages, Belva can now use her gadgets an infinite
 number of times without needing to reload her diaper.

Rev. 2.1:

-S.HK uses a more retracted Head Hurtbox while active. Said
 Head Hurtbox is also moved 4px down.

-Belva can now flight cancel G.LK at the end of a round.

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