Reasons for Replacement:
Dee Jay has the highest amount of sprite tiles in the ROM,
which makes him a good candidate for replacement.
Less importantly, I like how much Dee Jay improved from
Street Fighter IV to Street Fighter 6.
Goal of the Changes:
Give her one of Dee Jay's most important tools: A Diagonal J.MK
that can efficiently crossup. The combo options will also be
slightly improved, but the special moves' damage and dizzy
potential need to be toned down, especially with the reduced
execution due to charge times being disabled.
Madonna will be a mix of her Super Famicom and Playstation
counterparts. She'll also have an easier time around projectile
spam with her forward dash. To give her a weakness in her combo
game, she can't quite confirm from throws the way that other
characters like Sagat, T. Hawk and Emily can.
-Dee Jay is replaced with Madonna.
-Madonna's walk speeds are now the same as Cammy's.
-Pre-jump is 2 frames faster, like with Dee Jay in Super Turbo.
-Crouch and Crouch Blocking Body Hurtboxes are shifted forward.
-Throws play a swing sound.
-Madonna's wakeup animation is 5 frames shorter.
-Madonna can retract her forward dash, Power Instinct style.
-S.LP has a 1 frame faster startup.
-S.HP has a 2 frame faster startup, so it can be Special
Cancelled, like in New Legacy.
-S.LK's startup is 1 frame longer.
-S.LK shifts her body forward, like her Playstation
counterpart.
-S.MK knocks down.
-S.HK can knock down airborne opponents.
-S.HK's 1st hit does less dizzy.
-S.HK moves Madonna forward, like her PSX counterpart.
-C.HP's frame data is closer to SFC Makeruna! Makendou 2.
Overall, it's slower.
-Moved C.MK's animation data to where Dee Jay's Far S.HP was.
-C.MK stays active 2 frames longer.
-C.MK recovers 4 frames slower.
-C.HK has its 1st startup and 2nd startup Foot Hurtboxes moved
upwards, like in New Legacy.
-C.HK's 1st active part Body Hurtbox shifted upwards, like in
New Legacy and also shifted forward.
-C.HK Slide travels further and has less friction, so Madonna
can slide under Jadoo's Back Dash.
-Neutral J.MP starts up 1 frame slower.
-Diagonal J.HP and J.HK do less dizzy.
-Diagonal J.MK can crossup, like in Super Turbo.
-Diagonal J.MK does less dizzy, like in New Legacy.
-Kick Throw recycles Punch Throw's animation data.
-Normal activation sounds play instead of vocals when using
Rolling Sobat and Machine Gun Upper.
-Rolling Sobat/Magic Waltz's 1st kick comes out before landing
on the ground.
-LK Magic Waltz travels further.
-LK Magic Waltz changes the value of a different var to avoid
having her sprites glitch out.
-LK Magic Waltz and MK Magic Waltz's 1st Hit burn. MK version
forces standing opponents to crouch when hit, like the first
hit of Ken's HP Shoryuken.
-LK Magic Waltz has no Head and Body Hurtbox during its 1st
active part.
-LK Magic Waltz has less horizontal movement and gravity.
-LK Magic Waltz, and MK and HK Rolling Sobat's 1st Kick do
less dizzy.
-MK Magic Waltz's frame data needed to be adjusted in order for
it to still combo (excluding against Roll, of course).
-MK Magic Waltz does light block stun.
-MK and HK Magic Waltz's 1st Kick does less damage (same as
S.MP).
-MK/HK Magic Waltz's 2nd Kick moves in a different way for the
MK version to combo better.
-MK/HK Magic Waltz's 2nd Kick movement has less friction.
-Part of MK Magic Waltz's animation data after the in-between
part of the 2nd hit is move to an earlier part of the
animation data, for it to combo more consistently with the
burn hit stun.
-MK Magic Waltz recovers 4 frames faster.
-HK Magic Waltz is invincible until it becomes active.
{subject to change}
-HK Magic Waltz can hit up to 3 times, like the HK version of
Dee Jay's Jacknife Maximum (a.k.a. Upkicks) special move he
gained in Super Turbo.
-Machine Gun Upper/Swan Kick requires fewer punch inputs for
each cycle (5 inputs to 3 inputs).
-Swan Kick's 2nd and 3rd hits (the hitboxes that come
out independent of button strength and mashing) inflict less
dizzy.
-Swan Kick's 1st and 3rd hits do less damage.
-Swan Kick's final hit does less dizzy, like with Machine Gun
Upper in New Legacy.
-Swan Kick's final hit duration is tweaked: Active parts are
longer, but recovery parts are shorter.
-Swan Kick's final hit does light block stun.
-Swan Kick's final hit moves forward in case it fails to combo.
-Madonna moves forward during Air Slasher's startup.
-Air Slasher projectile is colored blue, matching its
explosion.
-Air Slasher's 2nd Startup Hurtbox is expanded forward.
-Air Slasher projectile's 3rd active part inflicts standard
medium hitstun, instead of special move hitstun.
After months of hesitation, I decided to keep the Air Slasher's
recovery as it was in regular SSF2, where it was 3 frames
slower than in Super Turbo.
Rolling Sobat -> Magic Waltz
Machine Gun Upper -> Swan Kick*
*Difficult to decide on a translation of this move's name.
Swan Kick? Kicking Swan?
Rev. 1.4:
-Low reel's later part uses a Foot Hurtbox that's more
projected forward.
-C.HP's 2nd startup part uses more projected Hurtboxes.
-C.HP's active part uses a new Head Hurtbox that covers most of
her head, and a different Body Hurtbox that covers part of her
arm.
-C.HP's 2nd active part uses the same parameter list as the 1st
active part.
-C.MK's active frame has a new Body Hurtbox that covers a good
part of her legs. It can now trade with Cammy's Far S.HK 2nd
active part.
-C.MK's Hitbox is reduced 6px downwards.
-Diagonal J.HP's startup is 3 frames slower. The idea is to use
it to mix up the timing of when her jumping normals hit.
-Madonna travels even further during Air Slasher's startup.
-Air Slasher's last recovery part uses a Head Hurtbox that fits
the sprite closer.
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