0x0D T. Hawk

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.

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