0x0B Claw

Goal of the Changes:

To make his Wall Dive easier to counter, and make his Punch
Back Flip into a Flip Kick. Some of his things will be fixed
here and there.

-Electrocution palette is updated with the lifebar name plates
 in mind, now that they are player-colored.

-Claw's position on the 3rd part of Zangief's HK hold is lowered
 by 5px.

-The "Yodel" voice clip is taken from the Arcade version, and
 slightly sped up to fit the duration of the previous voice
 clip.

-The weapon drop sound is changed, yet it still doesn't quite
 sound Arcade accurate due to the low PCM sampling rate.

-Minimum number of hits taken/blocked before the random chance
 of dropping his weapon is reduced from 8 to 7, like in New
 Legacy.

-Claw has his faster walk speeds from Special Champion
 Edition's Champion Edition Mode.

 Of note, for some reason, on both SNES and Genesis, Claw walks
 forward slower than Chun-Li when his forward walk speed is
 meant to be on par with her.

-Stance Body Hurtbox is expanded.

-Jumps and Jump Attack Startups use a different Foot Hurtbox.

-Wall jump uses a different Foot Hurtbox that covers more of
 his body.

-Stand Hurt High 1st part uses a Head Hurtbox that fits the
 sprite closer, instead of the Crouching Head Hurtbox.

-Body Hurtbox used on 2nd Stand Burned animation is also
 expanded.

-Dizzy animation no longer uses his stance sprite.

-S.LP and C.LP do more damage with his weapon (but since C.LP
 can link into itself, it does less damage than S.LP).

-Close S.HP has a 3 frame faster startup so it can be Special
 Cancelled, like in New Legacy.

-Far S.HP 2nd startup part now has a Pushbox, like in New
 Legacy.

-Far S.HP 2nd Active Part's Hitbox is raised 4px up, so Emily
 can crouch under it.

-Close and Far S.LK do more damage, like in New Legacy.

-Far S.LK's active part uses a shadow sprite that's closer to
 the Arcade version, and displays the sprite 6px lower to the
 ground.

-Close and Far S.MK and HK's damage values when he loses his
 weapon now match the damage values with him having his weapon,
 like in New Legacy.

-Far S.MK startup's Body Hurtbox is moved forward and widened,
 like in New Legacy.

-Far S.MK active part's Body Hurtbox is enlarged, like in New
 Legacy.

-Far S.HK knocks down.

-C.LP's animation now uses his Air Throw Sprites.

-C.LP recovers 1 frame faster.

-C.LP has its Hitbox moved downwards, so Roll, Guile and Sagat
 must crouch block it.

-C.HP knocks down, but only while he has his weapon.

Note that for whatever reason, C.HP can be chain cancelled into
S.HP in both the SNES and Genesis ports of SSF2.

-Jump Punches have smaller Hitboxes when the weapon is dropped,
 like in New Legacy. Unlike the ground punches since Hyper
 Fighting, the jump punches' priority wasn't affected when the
 weapon is dropped.

-Diagonal J.LP uses the same Hitbox slot as Neutral J.LP, but
 with Diagonal J.LP's Hitbox dimensions.

-Diagonal J.LP stays active for twice as long, like in New
 Legacy.

-J.LP's damage (with the claw) now surpasses J.LK's damage.
 Before, it did too little damage.

-Diagonal J.MP uses the same hitbox as Neutral J.MP.

-Diagonal J.HP and Diagonal J.HK do less dizzy.

As a miscellaneous note, I noticed that his weapon is missing
from his Jump Kick sprites, regardless of whether or not
he has his weapon in 16-bit console versions of SF2 (including
the PC Engine version of CE). In the rejected CE port, his
weapon can be seen on his Jump Kick sprites.

-Diagonal J.LK has a 1 frame faster startup.

-Diagonal J.LK uses the same sprites as Far S.LK.

-Diagonal J.LK's Hurtbox choices are adjusted.

-Diagonal J.LK reaches much further.

-Fixed a slightly misplaced tile map on part of his hand on his
 J.HK active sprite.

-Diagonal J.HK can crossup, like in Street Fighter Alpha 3
 (except here, there's only one active Hitbox instead of two)
 It follows the theme of Super Turbo giving characters new
 crossups.

-Rolling Crystal Flash's charge time is shortened from 70f
 to 60f, like in Champion Edition.

-Rolling Crystal Flash's last hit does less dizzy.

-Punch Back Flip starts 5 frames faster.

-Punch Back Flip now moves forward and hits like Scarlet
 Terror, a move he gained in Super Turbo (it's questionable if
 he even deserved to gain that move in the first place).

-The Hitboxes used by Punch Back Flip have their dizzy
 adjusted.

-The Foot Hurtbox used by Punch Back Flip's 1st active part is
 shifted backwards.

-The landing sounds can be heard alongside Claw's voice during
 Punch Back Flip.

-Back Flips properly set an "airborne" flag, so if Claw is hit
 out of it by an attack that doesn't knockdown, it will cause
 an air reset instead of Claw quickly dropping to the ground.

-Kick Back Flip can move both backwards and forward. If facing
 left, jump forward to move forward and jump backwards to move
 backwards. If facing right, jump backwards to move forward and
 jump forward to move backwards.

-Kick Back Flip has a Head Hurtbox throughout the move.

-Wall Dive's Head Hurtbox is slightly raised up.

-Wall Dive Hitbox is reduced by a decent margin. While
 weaponless, it can be crouched under by some characters.

-Wall Dive (with the weapon) does less damage.

-Wall Dive (with the weapon) inflicts medium block stun.

-Wall Dive causes a standard knockdown, and if weaponless,
 doesn't knockdown grounded opponents, like in New Legacy.

-Wall Dive does less dizzy.

-Claw can't block on the 1st grounded recovery frame after
 the little "hop", a balance change faithfully replicated
 from New Legacy. Low attacks can now punish the "hop" after it
 lands. Previously, the "hop" had "trip guard".

-Wall Dive's landing sound can be heard alongside his voice.

-Izuna Drop plays a knockdown sound from the first 2
 Darkstalkers games upon hitting the ground.

-Sky High Claw's Body and Foot Hurtboxes are enlarged.

-Sky High Claw Button Press Attack's Head Hurtbox is also
 much taller.

No comments:

Post a Comment