Goal of the Changes:
At first, I wanted to make him the best of two worlds: Super
Turbo's Old T. Hawk and New Legacy's T. Hawk, but I ended up
disliking it. His Dive will be slightly usable in combos. I am
also trying to take a few creative liberties with his moveset.
From my testings throughout the making of this ROM Hack, T.
Hawk has probably my least favorite changes I've made due to
him dominating CPU Tournaments so much, and being a difficult
CPU opponent compared to other characters. T. Hawk was perhaps
the most difficult character to come up with interesting
changes for, especially from an audience standpoint.
-T. Hawk's defense is as high as Shotos' defense, instead of
having Guile-tier defense.
-Fixed a knee tile map on his 1st Crouch Hurt sprite that was
off by 1px.
-Moved a knee tile map on his knockdown descent sprite
backwards 1px. It looked slightly bugged even on SNES.
-Changed the sprite T. Hawk uses when he hits the ground from
a knockdown. It's really just a personal preference of mine.
-Knockdown bounce animation uses a different sprite.
-T. Hawk now uses the big guy burned sprites, like the Arcade
version.
-Lying down sprite is lowered by 2 pixels, for its coverage of
his drop shadow to be closer to the Arcade.
-Corrected the height in which his sprite is displayed when
burned on the ground. Yes, I noticed that his sprite was
placed too high while stand burned or crouch burned.
-Adjusted the grab position of Mexican Typhoon's last frame
vs. Sagat to be like the Arcade version. Sagat now uses his
newly inserted sprite where he hits the ground from a
knockdown.
-Close S.MP's activation range is increased by 16px, like
in New Legacy. This helps to launch Claw out of the air.
-Close S.MP knocks down.
-Close S.MP does Close S.LK's damage.
-Close S.MP does less dizzy.
-Close S.MP recovers 2 frames slower.
-Far S.HP has a 2 frame faster startup, like in New Legacy.
-Close S.HP has a 2 frame faster startup, so it can be Special
Cancelled, like in New Legacy.
-Far S.HK has a 1 frame faster startup, like in New Legacy.
-C.HP has a 2 frame faster startup, like in New Legacy.
-C.LK does more damage (but not as much as Close S.LK).
-C.MK has a 1 frame faster startup. It can now be Special
Cancelled and link into itself.
-C.MK uses a different dizzy table.
-C.HK's startup uses a different shadow sprite that's closer to
the width of his body.
-Diagonal J.LP's Hitbox dimensions are copied over to Neutral
J.LP's Hitbox.
-Diagonal J.LP uses Neutral J.LP's Hitbox slot.
-Diagonal J.LK & MK use Neutral J.LK & MK's animation data,
respectively.
-J.LK uses 2 of C.HK's sprites. It now looks he's hitting with
either his knee, or the back of his leg.
-J.LK is now a huge crossup that hits lower, so it can hit a
crouching Cammy like in New Legacy.
-J.LK does less damage.
-J.MK startup uses its recovery part's hitbox assignments.
-J.MK uses Close S.HK's 2nd sprite when active.
-J.MK reaches higher and further forward, but it's
reduced downwards. Maybe it can be used against Wall Dives?
-MK Knee Drop is now a Command Normal that can be used during
diagonal jumps (Down+MK), similar to what happened with
Zangief's Knee Drop that was his Diagonal J.LK in WW.
-Neutral J.HK's 1st startup part uses the same parameters as
Diagonal J.MK's 1st startup part.
-Diagonal J.HK's startup Hurtboxes are larger.
-Diagonal J.HK reaches further and hits higher.
-Elbow Drop's Hitbox is enlarged vertically, like in New
Legacy.
-Elbow Drop now has a Foot Hurtbox that covers most of his
legs.
-Elbow Drop's Active Body Hurtbox is reduced downwards and
shifted forward, like in New Legacy.
-Body Slam does less damage. It's more comparable to Zangief's
Body Splash now.
-Body Slam does less dizzy.
-HP and HK Holds play the Medium Kick hit sound, instead of the
Heavy Punch hit sound like in the Arcade version.
-Tomahawk Buster's 1st Active Part's Hitbox is raised 4px
higher and reduced 2px downwards.
-Tomahawk Buster's 1st and 2nd hits do less damage and dizzy.
-MP & HP Tomahawk Busters' 1st vulnerable part now has a Body
Hurtbox and Foot Hurtbox, like in Super Turbo.
-Knockdown hits of Tomahawk Buster now electrocute the
opponent, true to his initial.
-Tomahawk Buster's 1st recovery sprite, and a recovery sprite
used on both Tomahawk Buster and Condor Dive are newly
inserted.
-Fixed a bugged tile on Condor Dive's 1st sprite. The art tile
that makes up his forehead was accidentally duplicated from
an art tile that consists of part of his hair.
Imported an art tile from the SNES version.
-Condor Dive can now be performed during the descent of a jump,
like with Old T. Hawk in v0.8 of New Legacy.
-Condor Dive sets an "airborne" flag. Without it, T. Hawk would
just drop down when hit out of the move instead of going into
an air reset state.
-Condor Dive moves faster, so it can juggle from an MP throw.
It's also more of an ideal follow up after a Typhoon.
-Condor Dive bounces back closer to the opponent, making it
safer on block, like in HD Remix.
-Condor Dive doesn't knockdown grounded opponents, like in HD
Remix and with Old T. Hawk New Legacy (starting in v0.8).
-Condor Dive does less dizzy. With the way it was before I
adjusted it, it was scoring dizzies too easily.
-Condor Dive while active uses a different Head Hurtbox that's
more vulnerable horizontally.
-Condor Dive ends upon reaching the ground after the round is
over. This is mostly a measure I took to prevent the game from
soft locking on rare occasions.
-Condor Dive now correctly plays the slide sound when it lands
on whiff, like in the Arcade and SNES versions, instead of the
normal activation sound.
-Corrected the sprite that Condor Dive's next-to-last frame on
his landing animation uses, from his C.MK startup sprite to
his C.LK startup sprite.
-Mexican Typhoon's spin sound can be heard alongside T. Hawk's
voice.
-Mexican Typhoon plays a knockdown sound from the first 2
Darkstalkers games upon hitting the ground.
-The victim bounces higher from Mexican Typhoon (as well as
several characters' suplex-type throws), almost as high as
Zangief's SPD. The intent was to make the bounce similar
to that move, but the change also ended up making the bounce
a bit more Arcade accurate as far as the Typhoon is concerned,
by having the opponent bounce slightly further away from T.
Hawk.
Rev. 1.7:
-Tweaked a piece of code I inserted that's meant to prevent
Condor Dive from soft locking the game in case the time limit
runs out.
Rev. 2.0:
-Foot Hurtbox used when knocked down is expanded 16px
horizontally.
-Far S.HP's Hitbox is moved 3px upwards.
-Condor Dive's Active Head Hurtbox is expanded 7px
vertically. I think its faster movement justifies this. It is
also an attempt to make CPU T. Hawk less obnoxious to deal
with.
-(Sometimes,) CPU T. Hawk's jump attacks animate slower.
Rev. 2.7:
-T. Hawk is given a new wakeup animation where he does a back
flip like Emily does, also like his Tomahawk Buster's
recovery.
Rev. 2.8:
-Moved the art of his electrocuted sprite to a later location
in the ROM.
-Burn Knockdown is given a Foot Hurtbox.
-Reverted the recovery nerf on Close S.MP.
-Reverted 2 edits to his AI.
-CPU T. Hawk is given a Foot Hurtbox during Tomahawk Buster's
startup.
Rev. 2.9B:
-J.LP knocks down airborne opponents, at the expense of its
overhead properties. I don't see why it's okay for Guile's
J.LP to do this, but not T. Hawk's.
Rev. 3.0:
-T. Hawk is now replaced with Suwako Moriya, my favorite Touhou
character.
-Suwako has less defense than T. Hawk did in this hack prior
to his replacement.
-Suwako's walk speeds are on par with Emily's.
-Suwako can Forward Dash.
-Suwako is given a whiff animation. My least favorite change to
T. Hawk in HD Remix, I still wanted to see if I could
implement it. The success of the grab takes priority over the
whiff. The animation data was previously dummied out in
this ROM Hack.
Like Zass said in an interview that can be read on a website
called Super Turbo Revival, giving T. Hawk a whiff animation
defeats the purpose of a character who has a hard time
closing in on his opponent, but can secure the round if he
manages to get in once. The whiff also messed with his ability
to option select between Mexican Typhoon and Tomahawk Buster.
-Suwako can double jump like Jadoo.
-Stand Hurt Low reuses Stand Hurt High's animation data to make
room for other animations.
-Suwako's Back Dash is invincible, like with Jadoo, Mai, Avra,
Madonna and Belva's Back Dashes. Try buffering a 360 during a
Back Dash in certain matchups!
-Suwako's Back Dash rises lower from the ground than T. Hawk's
Back Dash from previous revisions.
-Suwako sustains extra hitstun like Shotos, Roll, Sagat and
Belva do, but only while standing.
-Knee Drop stays active as long as Zangief's MK Knee Drop,
which is 5 more frames than before.
-Suwako's EX-form lifebar name is appended with a heart to
symbolize my love for this character, and also to make it easy
to distinguish players in mirror matches.
-Fixed Body Slam command normal playing the Medium activation
sound instead of the Heavy one. The code is shared between
both Elbow Drop and Body Slam.
-Suwako's Win Poses play the MP Throw/HP Hold voice clip.
-Suwako can Air Dash like Emily. I kind of feel bad for giving
another character the ability to Air Dash, actually, partially
because of the problematic implementation of its inputs. You
can easily get accidental Air Dashes when you just want to do
a diagonal jump.
-Suwako can mash out of hitstun while standing by pressing left
and right.
-S.MP is a launcher.
-C.LK can be rapid fired.
-C.LK recovers 2 frames faster.
-J.LP and J.MP startup 2 frames faster.
-J.LP stays active for only 4 frames, down from 40 frames.
-J.LP does less damage.
-J.LP can knockdown airborne opponents.
-J.LP can be mashed. Suwako can also steer her jumps and
flutter by doing this.
-J.LK starts up 3 frames faster.
-Suwako can jump cancel her ground normals that can be special
cancelled.
-Changed the hit sound played during holds back to the HP hit
sound for variety's sake.
-HK Hold is now performed with HP in addition to HK, so both
buttons can be used to get the hold that doesn't play an
animation where she releases her opponent. This avoids the
need to create more sprites for separate grab moves, and the
HK Hold is also the preferred normal grab for T. Hawk players
since it sets the opponent closer to them.
-Fixed MP Throw recovering way too fast. Both the SNES and
Genesis versions had this discrespancy in the gameplay.
-Suwako can restore a small amount of HP by performing a
delayed wakeup.
-Diagonal Jump Down+MP/HP Command Normals properly set the
airborne flag, so when Suwako is hit out of these moves by an
attack that doesn't knockdown, it causes an air reset instead
of having Suwako drop straight down.
-Body Dive stays active for only 14 frames, down from 40 frames
like with New T. Hawk in New Legacy.
-Suwako's equivalent to Tomahawk Buster, Fabric Slicer is
performed with kick buttons instead of punch buttons.
-Fabric Slicer starts up 1 frame faster.
-Fabric Slicer's horizontal movement is reduced by 12.5%.
-Medium and Heavy versions of Fabric Slicer no longer have a
Foot Hurtbox on the 1st vulnerable part.
-Fabric Slicer's 1st recovery animation frame is now an
additional active part.
-Taguchi Flash knocks down, unlike Condor Dive in earlier
revisions.
-Taugchi Flash's landing recovery is 16 frames slower than
Condor Dive.
-Taguchi Flash's 1st 2 landing frames are internally crouching,
like the 3rd frame.
-Suwako has a separate wakeup animation that plays when she is
knocked down by sweeps.
-Storm Hammer rises lower from the ground than Mexican Typhoon.
-Suwako bounces lower and closer from a 360.
-Suwako's landing recovery after a 360 is 3 frames shorter.
-Suwako can chain Fabric Slicer into Taguchi Flash by holding
LP+MP or LP+MP+HP.
-New Target Combo: S/C.LP/LK > S.MP
-New Target Combo: S/C.LP/LK > S.HK
-New Move: Summon (QCB+Kick)
Suwako summons a monster. LK summons a Spirit that
electrocutes the opponent, MK summons a Mad Dog that advances
forward, and HK summons a Lady Statue that blows wind.
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