Goal of the Changes:
Improve her Cannon Drill and Thrust Kick recoveries so
they can benefit from juggles, and give her more of an
emphasis of her butt showing. I agree with Born2SPD about
toning down the damage on her heavy normals, to make them
closer to Chun-Li.
-Cammy's sprites and palettes have been edited so that her
beret uses 2 palette entries, like in New Legacy.
-Cammy now has 4 newly inserted stance sprites, and her 2nd
stance and 4th sprite were tweaked.
-Fixed a slightly misplaced foot tile on her 1st tripped
sprite.
-Changed the sprite the 2nd frame uses in her 2nd knockdown
animation.
-Knockdown bounce and lying down animation use different
sprites.
-Wakeup animation is much slower. Its duration is closer to
that of Saber from Ring of Destruction: Slam Masters II.
-2 new win pose sprites where she does a thumbs up, like her
Shadaloo sprites.
-All heavy normals do less damage, like in New Legacy. Diagonal
jumping heavy normals do less damage than their Neutral
counterparts.
-Close S.MP recovers 1 frame faster, like with Old Cammy in
New Legacy.
-Far S.LK does more damage, like in New Legacy. This move would
almost never combo into itself without the reduced push back on
light stun (except on Roll). Now, it can do so, but the
spacing required is so precise.
-Close S.MK animates like Far S.MK.
-Far S.MK recovers 1 frame faster.
-Far S.MK's Head Hurtbox is slightly reduced upwards, like in
New Legacy. It is also shifted slightly backwards.
-Far S.MK active part's Foot Hurtbox is moved slightly forward.
-Far S.MK's Hitbox is slightly expanded vertically.
-Close S.HK's 2nd startup part uses the 3rd startup part's Head
and Body Hurtboxes, and Pushbox.
-Close S.HK 4th startup part uses a different Head Hurtbox that
matches the sprite further.
-Close S.HK 2nd active part's Head Hurtbox is reduced, like in
New Legacy.
-Close S.HK knocks down.
-C.LP's 3 erroneous tile map placements, of part of her body and
her hitting arm are fixed.
-C.LP and C.MP have their hitboxes raised high enough to let
Zangief block them while standing. They still can't hit
Jadoo's Headbutts... (Far S.HP, Far S.LK, Far S.MK or C.HP can
be used instead)
-C.MP reaches further, like in New Legacy.
-C.HP starts up 1 frame faster and stays active for 1 more
frame. It can now be Special Cancelled.
-C.HP's hitbox is expanded 2px downwards, so it can hit a
crouching T. Hawk (her arm is clearly touching his head!).
-C.HP does less damage.
-C.HP knocks down.
-C.MK's 2nd Startup, Active and 1st Recovery Parts each use a
different drop shadow that matches her sprites further.
-C.MK's Active Body Hurtbox is expanded, like in New Legacy.
-C.MK's Hitbox is slightly expanded.
-C.MK recovers 1 frame faster.
-C.HK recovers 2 frames faster, like in New Legacy.
-C.HK while active uses the same Pushbox as her crouching state
and the rest of the move, like in New Legacy.
-J.LP uses different sprites.
-J.LP is invulnerable in most of its body while it's active.
-Diagonal J.LP uses the same hitbox as Neutral J.LP.
-Fixed incorrect frame data on Neutral J.MP (it had 1f slower
startup).
-Neutral J.MP now uses her Punch Air Throw sprites for variety.
These sprites are rarely seen and are hard to notice, and it
seems to fit as a jumping normal, like Fei Long's Neutral J.LP
and Neutral J.MP.
-Neutral J.MP's Hitbox is adjusted for the new sprite.
-Fixed incorrect frame data on Diagonal J.MP (it had 1 frame
slower startup and stayed active for 12 frames longer than it
should, for a total of 32f, up from 20). The SNES version is
like this too.
-Diagonal J.MP does less damage (same as Close S.MP).
-Tweaked the frame data on Diagonal J.HP: 1st startup frame is
1 frame longer, 2nd startup frame is 1 frame shorter. Due to
the 1st startup frame being internally only 1 frame long in
both the SNES and Genesis versions, the first startup sprite
wouldn't be displayed during this animation (not a problem on
Neutral J.HP).
-Diagonal J.LK can crossup, like in Super Turbo. Here it's more
efficient as a crossup.
-Diagonal J.MK now uses her Kick Throw sprites, so it looks
like she's doing a Flip Kick a la Claw's Scarlet Terror move
that he gained in Super Turbo.
-Diagonal J.MK's Active Part uses a different Head Hurtbox and
Foot Hurtbox.
-Diagonal J.MK's 2nd Recovery Part uses a different Foot Hurtbox.
-Diagonal J.MK's Hitbox is much smaller. I don't want it to be
able to crossup.
-Diagonal J.MK does less damage and dizzy.
-Diagonal J.MK causes a reverse knockdown.
-Diagonal J.HK now uses her sprites from her wakeup animation.
Think of it like Fei Long's old Diagonal J.HK, whose sprites
got re-purposed into a Special Move he gained in Super Turbo.
-Diagonal J.HK has a 1 frame faster startup.
-Diagonal J.HK has less horizontal reach, but more vertical
reach.
-Diagonal J.HK's 1st active part uses a new pushbox.
-Diagonal J.HK has an additional active part that knocks down.
Note: Neutral J.HK is kept as it is (think: SSF2/Old Fei Long).
-Kick Throw recovers 8 frames faster.
-Kick Throws' bounce back have reduced horizontal movement. In
addition to the change above, Cammy can follow her Kick Throws
with juggle combos against Roll.
-Air Throws can be activated with Medium-strength buttons in
addition to Heavy buttons, like in Super Turbo.
-Kick Air Throw recovers 10 frames faster.
-LK and HK Cannon Drill have their active Body Hurtboxes
swapped with each other.
-LK and MK Cannon Drills' 1st active part do less dizzy.
-Fixed black line pixels on her beret, on Cannon Drill's 2nd
active sprite.
-Cannon Drill's 1st hit reaches further.
-LK Cannon Drill has a 2 frame faster startup, like with Old
Cammy in New Legacy.
-Cannon Drill recovers faster.
-LK Cannon Drill's startup uses C.MK's recovery and 2nd
startup sprites. The order of the active sprites are
rearranged. I want this version to be visually more
distinguishable.
-LK Cannon Drill's 1st Active Part is 2 frames longer.
-LK Cannon Drill trips (now must be crouch blocked). Since it
trips, it now air resets airborne opponents. It compensates
the faster recovery.
-LK Cannon Drill does less damage.
-MK Cannon Drill's 2nd Active Part has the same Hitbox as HK
Cannon Drill's 2nd Hit.
-Cannon Drill's 2nd Hit does less dizzy.
-Corrected a tile placement on a startup sprite used for Thrust
Kick and Spinning Backfist. Her legs now connect with the rest
of her body like the SNES version.
-Thrust Kick does medium block stun (can't be too safe on
block).
-Thrust Kick's bounce back state has less horizontal movement,
rises up lower and falls faster.
-Spinning Backfist is performed with QCB+Punch, like in
HD Remix and New Legacy.
-Spinning Backfist jumps higher and covers more distance.
-Spinning Backfist is invincible during the airborne part,
like with Old Cammy in New Legacy.
-Spinning Backfist has mid and low body invulnerability during
the first 2 landing parts of the move, like with Old Cammy
in New Legacy.
-Spinning Backfist 2nd Hit does less dizzy (same amount as 1st
Hit). Both hits would cover over half of the internal dizzy
meter, meaning a 3rd special move hit would often lead to a
dizzy.
Rev. 1.4:
-Close S.MK uses Far S.MK's animation data.
Rev. 1.8:
-Knockdown animations' last frame use the same parameter list
as each other.
-Knockdown animations' last frame has no Head or Body
Hurtboxes, and uses the Foot Hurtbox that was used for Far
S.MP's startup, which now covers her body.
-Far S.MP's 1st startup part and recovery use the same Foot
Hurtbox as Close S.MP's startup.
-LK Cannon Drill active parts' sprites are placed lower to
the ground.
-LK Cannon Drill's 1st active part has no Head Hurtbox, uses
a different Body Hurtbox that goes up to the middle of her
torso, and uses her crouching Pushbox.
-LK Cannon Drill's 1st active Hitbox reaches lower.
-All collision boxes on LK Cannon Drill's 2nd active part are
placed lower. With all these changes, LK Cannon Drill can
now travel under projectiles, like in Capcom vs. SNK 2 (at
least against Sonic Booms, for example).
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