(changes made to both Ryu & Ken)
Goal of the Changes:
Make a few cosmetic changes, slightly boost their combo
potential and increase the combo compatibility against them.
Actually, scratch all that... I'll try to somewhat bring them
down to World Warrior tier or Dan, or 3rd Strike Sean, sort of.
Shotos will be forced to make proper use of fundamentals in
situations where a Shoryuken previously would work. Also, I am
trying to give more reason to use a few of their underused
normals such as Far S.MK.
-Shotos have a higher dizzy rate.
-The stance sprites are taken from a rejected port of Champion
Edition that was outsourced. Shotos now have a 4th stance
sprite. In other words, you could say that the shotos' stance
animation is "enhanced".
-Shotos now have the sprite of them hitting the ground from a
knockdown.
-Many Hurtbox dimensions are increased by at least 2px.
-Stance Body Hurtbox is greatly expanded.
-Stance Foot Hurtbox is expanded horizontally, for Jadoo's
HHS finisher to connect more often.
-Crouch Head Hurtbox is slightly lowered and greatly expanded
horizontally.
-Crouch Body Hurtbox is greatly enlarged.
-Crouch Foot Hurtbox is expanded horizontally.
-Jump Pushbox is slightly wider. Previously, I stretched it
even further, but it made it too difficult for Shotos to
crossup Roll.
-One of Neutral Jump's Head Hurtboxes is overhauled.
-Stand Hurt Low 2nd and 3rd Parts' Foot Hurtboxes are expanded
horizontally, for Jadoo's C.MK x2 to work against them.
-Stand Hurt Low 3rd Part's Head Hurtbox is expanded for Ryu's
Tatsu to still combo.
-Shotos now have a Foot Hurtbox during their Neutral Jump
animations, and later parts of their Diagonal Jump animations,
so they can be air thrown. Apparently, it seems that the Foot
Hurtbox is used for throw vulnerability while airborne. Shotos
were pretty much immune to air throws during their jumps in
the Genesis version. In fact, this wasn't an issue in Special
Champion Edition, nor the SNES SF2 games at all.
-Close S.LP can now be rapid fired, like the CPS-1 Shotos.
-Far S.LP's arm is no longer completely invincible.
-Close S.MP recovers 7 frames faster. Now it's the same as
Third Strike Shotos and SFV Ryu. I thought the recovery on
this was too hideous for a medium normal.
-Close S.HP 1st Active Part does less damage.
-Far S.HP has a 1 frame slower startup, so it can't be special
cancelled with the expanded cancel window.
-Far S.MK knocks down.
-Far S.MK recovers 3 frames faster, to give more room to follow
up if it manages to hit.
-Crouching Medium Normals do less damage.
-C.MP Hitbox is smaller.
-C.HP does less damage.
-C.HP knocks down.
-C.HP's 1st Hitbox is removed.
-C.HP's 2nd Hitbox is reduced vertically.
-C.HP recovers 3 frames slower.
-All crouch kicks have projected Hurtboxes on startup and
recovery.
-C.LK is active for 1 less frame.
-C.LK recovers 1 frame faster. Can link into more normals such
as Close S.HP or C.HP, like Zangief and Dee Jay's C.LP. A
CPU-exclusive Ryu combo is now possible, except you can't
chain into C.HK.
-C.HK's Active Foot Hurtbox is expanded.
-C.HK's range is greatly reduced.
-C.HK stays active for 3 frames less.
-C.HK recovers 9 frames slower.
-C.HK can't be special cancelled, like in later mainline Street
Fighter installments.
-C.HK does less damage.
-Diagonal J.MP plays the MP sound on hit instead of the HP
sound.
-Neutral J.HP plays the HP sound on hit instead of the MP
sound.
-Neutral J.HP does less dizzy.
-J.HP's startup and active parts are given a Foot Hurtbox.
-Diagonal J.HP uses Neutral J.HP's animation data.
-Diagonal J.LK's Hitbox is expanded like in New Legacy. At
first, it was so that it could hit Roll's C.HK, but they can
still punish its recovery.
-Diagonal J.MK and HK's startup now have a pre-projected
Hurtbox.
-Diagonal J.HK has a 1 frame slower startup.
-The Foot Hurtbox used during Diagonal J.HK's active part now
fully covers the legs.
-Punch Throw recovers 8 frames faster, so they can combo from
it in the corner. It can be compared to the New Legacy v0.8
buff on Akuma's throws that make him able to safe jump
afterwards against some characters.
-Hadouken's 1st 2 startup parts use the Crouch Foot Hurtbox
that is widened.
-Hadouken's 2nd startup part uses a larger Body Hurtbox.
-Hadouken last startup Body and Foot Hurtboxes are shifted
forward and greatly widened.
-Hadouken active Head Hurtbox is much bigger.
-Hadouken active Body Hurtbox is shifted forward, raised
slightly upwards, and is greatly widened.
-Hadouken active Foot Hurtbox is expanded horizontally.
-All Hadoukens do less dizzy.
-All Hadoukens do medium stun.
-Ground Tatsus rise slightly higher. They can now whiff on
all female characters while they're on the ground.
-Ground Tatsumaki falls slower.
-Tatsumaki Pushbox is a bit smaller, in case Shotos wouldn't
cross around their opponent.
-The spin sound that's intended to play during Tatsumakis can
now be heard while they're vocalizing. By comparison, Cammy's
Cannon Drill doesn't have such an issue with the slide sound
not playing.
-Foot Hurtbox used on Tatsu Spinning Part now covers the leg.
The Hurtbox was later adjusted so that Shotos can still Tatsu
over Sonic Booms.
-All Tatsumaki Hitboxes are at least 8px smaller.
-Shoryuken's 1st startup part uses the knockdown descent's
Pushbox, which might make it easier to safe jump.
-Shoryuken has more friction.
-Shoryuken gravity is lower. Shoryukens can basically land
within larger throw ranges now.
-Shoryukens' ground Hitboxes are reduced and raised higher, so
that Jadoo can crouch under them.
-Shoryuken's 2nd Hit (except for Ken's HP Shoryuken) has its
damage value adjusted. The damage between the 1st and 2nd
Shoryuken hits together is more comparable to a HP Tiger
Uppercut now.
-Shoryuken hits do less dizzy. 2 Shoryuken hits followed by 2
Tatsu hits would always dizzy any character.
-LP Shoryuken does light stun instead of heavy stun. Now
punishable on contact.
-LP Shoryuken doesn't knock down grounded opponents, like in
the World Warrior. Be cautious with your strength selection!
-Shoryuken's landing sound can be heard alongside the voice.
-All Shoryuken hitboxes (except Ken's HP Shoryuken 1st)
are at least 4px smaller.
-Air Tatsumaki no longer hits on the 1st frame, removing a
potential unblockable. Old Shotos' Air Tatsus can be
unblockable in regular SSF2 and Super Turbo. Here, they
now have at least 1 frame of proper startup.
Rev. 1.6:
-Ground Tatsu's Body Hurtbox now covers the whole leg.
-Air Tatsu Back Hit's Foot Hurtbox now covers the whole leg.
-Air Tatsu Front Hit's Foot Hurtbox is raised 4px up and
expanded slightly vertically.
-Shotos can now act after their Tatsu recovers in the air.
Rev. 1.7:
-C.LK's Hitbox is moved back 8px.
-Diagonal J.HK does less damage. I forgot to make this change
like I did with their C.HK.
Rev. 1.8:
-Massively nerfed frame data and damage across the board.
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