0x0E Emily

Reasons for Replacement:

To free up a lot of tiles in the ROM for other character
sprites. After replacing E. Honda with Jadoo, I still didn't
have enough free tiles to insert Mai's Ryuu Enbu sprites. I'll
admit that Emily is the character choice that I am the least
happy with. Look at her eyes on her in-game sprites, for one!
Also, her animations are quite choppy. Then again, she had only
so many sprites to work with. I felt that she deserved better
than what she got in her respective game, though.

Goal of the Changes:

Emily will have some of Fei Long's changes from Super Turbo
and New Legacy, as well as new mobility options in the form
of dashes and a slide. The addition of air dashes and some
of her improved frame data will also add to her combo
potential. The damage on her combo moves will be toned down as
a compensation for her combo and mixup game.

-Fei Long is replaced with Emily.

-Emily can air dash. She might play like Zabel/Lord Raptor
 from Vampire Savior. Instant air dashes are much easier to do
 here than in Unholy Night.

-Walking animations use the same Hurtboxes as her Stance.

-Pre-jump is 1 frame shorter.

-All Medium normals except Neutral J.MK do less damage.

-Close S.HP does less damage.

-Close S.HK recovers slower.

-Close S.HK 2nd hit does less damage and dizzy.

-C.LP and C.LK can be rapid fired.

-C.MP recovers 4 frames faster.

-C.LK has a 1 frame faster startup and recovery each.

-C.MK's last recovery frame uses the same hitbox assignments as
 the previous recovery frame.

-C.MK and C.HK recover 2 frames faster.

-C.HK stays active for 4 frames longer.

-C.HK is now a slide. It can travel under Hadoukens.

-C.HK does less damage.

-Diagonal J.LP stays active for 10 frames less (same as
 Blanka's J.LP).

-Diagonal J.HP has a 2 frame faster startup, so it can be
 Special Cancelled, like Neutral J.HP can.

-Diagonal J.HP has only one active part, unlike SSF2/Old Fei
 Long, which was quite a nerf for New Fei Long.

-Diagonal J.HP does less damage.

-Diagonal J.MK can crossup (might be difficult against thinner
 characters) like in Super Turbo.

-Diagonal J.HK knocks down, so it can juggle like the Chicken
 Wing attack Fei Long gained in Super Turbo. It is also like
 Old Fei Long's Diagonal J.HK in New Legacy.

-Diagonal J.HK's damage is adjusted to be closer to Old Fei
 Long in New Legacy.

-Hop Kick's last startup part is 2 frames slower.

-Hop Kick is now an overhead, like in Super Turbo.

-Hop Kick now moves forward, like in Super Turbo. But here, it
 moves forward automatically.

-Hop Kick's descent speeds up throughout the attack.

-Hop Kick recovers 4 frames faster. Emily can combo from it.

-Double Kick plays the heavy activation sound.

-Double Kick's 1st animation frame is 3 frames longer, like in
 New Legacy.

-Double Kick's last startup part is 3 frames shorter.

-Double Kick's 1st hit does light stun.

-Double Kick's 2nd hit hits low against most of the cast except
 Jadoo and Dictator.

-Double Kick's 2nd Hit does less damage and dizzy.

-All LP Rekkas have at least a 1 frame faster startup.

-1st and 2nd Rekkas does less damage.

-1st and 2nd LP Rekkas now inflict high hitstun like the other
 1st 2 Rekka Punches, like in New Legacy. Before, it was
 impossible for 3 Jab Rekkas to fully combo due to the 1st 2
 Jab Rekkas not dealing enough hitstun.

 Before E. Honda was replaced with Jadoo, 3rd LP Rekka would
 still whiff on him unless the 2nd Rekka was the HP version.

-2nd Rekka does the same dizzy as the 1st and 3rd Rekkas.

-2nd Rekka recovers faster, so a Flame Kick can easily juggle
 from it like how Iori could juggle his 2nd LP Rekka into a DP
 in KOF95.

-LP 1st and 2nd Rekkas stay active for 2 frames less, and
 recover 3 frames faster.

-3rd Rekka plays the Art of Fighting bowling sound on hit.

-HP 3rd Rekka uses the same damage table as MP 3rd Rekka.

During testing, I noticed that the 3rd Rekka would usually
decrease the opponent's internal dizzy meter instead of adding
to it. Strange...

-Flame Kick is now an Elemental Kick. The elements themselves
 are inspired by Black Heart's Inferno attack in the Marvel vs.
 Capcom series (Marvel Super Heroes vs. Street Fighter, to be
 more specific).

-LK Flame Kick electrocutes the opponent.

-MK Flame Kick causes a Psycho Crusher knockdown.

-Elemental Kicks do less damage and dizzy.

Shien Kyaku/Flame Kick -> Back Turn Kick

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