Showing posts with label fix. Show all posts
Showing posts with label fix. Show all posts

Friday, November 21, 2025

Rev. 2.9B Changelist

 Jadoo:

-Jump and Jump Attack Pushboxes are reduced 2px horizontally.

-C.HP's active Head Hurtbox is reduced 3px downwards.

-J.LP can knockdown airborne opponents, at the expense of its
 overhead properties.

-Removed Foot Hurtbox from Neutral J.LK's startup.

-LP Headbutt's startup is 2 frames shorter (in between Old and
 New Honda's LP Headbutt startup). This change was made with
 online play in mind.

Roll:

-Slide travels faster without needing to be powered up.

Guile:

-C.HP recovers 2 frames faster.

Chun-Li:

-C.LP's startup and active parts use a retracted Body Hurtbox.

-C.LK's startup and active parts use her standing Foot Hurtbox,
 which lets her beat Roll's slides easily with it.

-Partially reverted the movement nerf on Neck Breaker. The
 intent was to prevent it from crossing up certain characters
 on their wakeup, but the change was too drastic, to the degree
 where it was less than half of the original movement speed.
 Since New Femme Fatales can back dash out of their wakeup
 animation, this shouldn't pose too much of a threat to them.

Zangief:

-Far S.MK's Hitbox is expanded 4px forward, but reduced 2px
 upwards. It now covers the length of his leg, like in Super
 Turbo. A change that I was really reluctant on deciding to
 make. Close S.MK will still reach lower, though.

-Lariat's Foot Hurtbox is reduced 2px upwards.

-Fixed a soft lock introduced in Rev. 2.7 where cancelling his
 Coconut Thunder into any jump attack on KO would keep Zangief
 in the air forever. The attacker now checks for their gravity.
 This was one of the main reasons I issued this update.

Mai:

-Diagonal J.LK's Hitbox is expanded 4px backwards, to make it
 easier to use as a crossup.

-Reverted the Hitbox nerf on Ryuu Enbu from Rev. 2.5, as I
 encountered problems with juggling certain characters with it,
 such as Shotos.

-Yusura Ume starts up 2 frames faster, to make it somewhat
 usable in air chains.

Dictator:

-Stance Foot Hurtbox is expanded 3px forward.

-Far S.LK recovers 6 frames slower, to patch out a corner
 infinite with Nightmare Dictator.

-Far S.LK does more damage and medium stun.

-C.HP uses the active Body Hurtbox that used to be used for
 C.MP (their dimensions are the same as each other). I need a
 free Body Hurtbox slot for C.LK's changes.

-C.LK uses a new Body Hurtbox, and his standing Foot Hurtbox
 while active. It can now be used as a counter to Roll's slides
 as long as she doesn't do them too close.

-CPU Nightmare Dictator now switches to his nerfed CPU
 collision boxes upon taking hits.

Avra:

-S.HK's active Foot Hurtbox is reduced 5px horizontally.

T. Hawk:

-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.

Madonna:

-Removed Foot Hurtbox from Diagonal J.LK's active part.

-Jump Kicks' Body Hurtbox is reduced 4px downwards, but
 expanded 8px horizontally.

-Neutral J.MP starts up 3 frames faster.

-Diagonal J.MP starts up 3 frames faster.

Belva:

-Standing Pushbox is reduced 4px upwards. It used to cover the
 height of her body, now it goes up to her forehead.

-S.LP and S.MP's Hitboxes are expanded 2px downwards, so they
 can hit Roll's slide while it's active.

-G.LK's Hitbox is expanded 2px horizontally, and 4px
 vertically.

-C.HP's 1st Hitbox is expanded 2px downwards. Can now hit Roll
 out of her slide while it's active.

-Removed the Foot Hurtbox from Diagonal J.MP startup's 2nd
 frame.

-Flight no longer has a Foot Hurtbox.

System changes:

-Any character besides Shotos and Roll can now hold straight
 down to descend faster when knocked down by Roll (excluding
 sweep knockdowns).

-Adjusted the timings of the round start sequence. Starting
 around Rev. 2.0 or later, when playing on 4-star speed,
 Avra/the announcer wouldn't say the round number. Hopefully
 this is fixed now.

-KO Slow Motion on 4-star speed is 15 frames shorter.

-You now have 128 frames of throw invincibility against the
 CPU at the start of a round.

-Air Chains are added to the game. Jump Punches can be chained
 into Kicks, and lower strength normals can be chained into
 higher strength normals.

Other changes:

-The Capcom Logo is appended with an additional star.

-Updated bssf2_movelist.txt. Added mention of the special
 cancel window.

-Added an extra star and clymax's name to Expert Arcade Mode's
 end screen.

-Fixed Dictator's Arcade Ladder where Jadoo is fought first. It
 had Ken listed twice. Now, Cammy is the 2nd opponent on this
 ladder.

-Removed AI code for Avra healing. It took me almost 2 hours of
 painstakingly repositioning my bookmarks in the Hex Editor I
 use. This piece of AI used to be excecuted properly earlier in
 the making, as evidenced by my early tournament streams from
 the time after I introduced Avra to the public. From my
 testings, the game generates different amounts of lag frames
 from the same save states.

-Removed code for additional movement speed on Roll's slide, to
 make room for the Air Chain code.

Friday, April 18, 2025

Rev. 2.6 Changelist

 System changes:

-The CPU recovers from dizzy faster than before, but still
 slower than before Rev. 2.5. I later realized that I overdid
 this CPU nerf, as you could easily timer scam most dizzy CPU
 opponents on lower difficulties. The intent was to reduce the
 amount of CPU cheating further, but it wasn't really fair for
 the CPU to stay dizzy for so long.

-When a character gets dizzy, only 2 dizzy symbols appear over
 the character, down from 3, which helps reduce slowdown.

-Projectiles do slightly more damage than before. The CPU
 blocking projectiles (especially a Level 8 Zangief) is less
 likely (if at all) to make their lifebars visibly empty. This
 also helps with bad matchups for "Shadow Mode"/"Baton Pass"
 playthroughs.

Jadoo:

-S.MK starts up 1 frame faster. It can now be special
 cancelled.

-C.MK does the same damage as C.MP.

-J.HK's Hitbox is expanded 2px horizontally, so it can hit a
 standing T. Hawk while he's cornered.

-HHS's looping hits have 3px more horizontal range.

-HP HHS Finisher uses the same animation data as the MP
 version.

-HHS Finisher is given an additional active part in case the
 1st one whiffs. I found out that the finisher seems to always
 whiff if any of HHS's hits during its looping cycles whiff.

Roll:

-Roll walks forward slightly faster, instead of matching E.
 Honda's forward walk speed.

-Puny Peach bounces back slightly closer to the opponent.

Guile:

-Close and Far S.HK can knockdown airborne opponents.

-Close S.MK has less knockback.

-C.HP recovers 4 frames faster.

Chun-Li:

-Stand Hurt Low 1st Body Hurtbox is expanded 2px horizontally,
 so Guile's C.LP can connect after crossing up with Diag J.LK.

Mai:

-New Target Combo: S.LK > S.MK

Dictator:

-Far S.MK's Hitbox is 2px shorter in height, so it doesn't
 easily stuff Avra's C.LP.

-Diagonal J.MP starts up 1 frame faster. It can now be
 special cancelled.

-Psycho Crusher's Hitboxes are 3px shorter in height, so it
 doesn't hit Mai's Ryuu Enbu when both moves are used on the
 ground.

Avra:

-S.LP, S.MP and C.LP recover 1 frame faster.

-S.MP, C.LP and C.MP can knockdown airborne opponents.

-S.HP recovers 2 frames faster.

-S.HP's active Head Hurtbox is reduced 3px forward.

-S.HP's Hitbox is expanded 4px forward.

-All Crouching Punch Hitboxes are expanded 2px horizontally.

-C.LP's active Head Hurtbox is moved 5px back, 4px downwards,
 and is 7px smaller.

-C.LP uses a more projected Foot Hurtbox while active.

-C.MP recovers 3 frames faster.

-Mighty Heel falls down faster, making it easier to juggle from
 it. This also applies to Belva's Smile Cream.

Belva:

-S.LP's Hitbox is expanded 2px forward.

-G.LK's Hitbox is expanded 2px horizontally.

Character Colors:






Jadoo Start: Recolored her hair from Pink to Light Brown, gave
it normal skin colors, and brightened her skirt. At first, I
wanted this color to bear some resemblance to Sailor Chibi
Moon, since I based Jadoo's back dash on hers. The color didn't
really work, though. Her hair blended too much with her attire,
so I decided to change it.



Jadoo Mode+HP: Gave her a new skin color. Her attire is now a
weird assortment of colors, like Roll's Hold color.

Wednesday, February 12, 2025

Rev. 2.1 Changelist

 Other changes:

-Adjusted some code used by CPU players to reduce the slowdown,
 at the expense of some of the CPU AI, which might make this
 ROM Hack even more speedrun friendly. I tested this hack on a
 Mega Everdrive X7 through a Model 1 Sega Genesis yet again,
 to find that there is much less slowdown from CPU players
 getting dizzy now. It's not entirely eradicated, though, but
 it did help with the game's performance.

-The timer after both players choose their characters in
 Versus Mode is 15 frames shorter.

-The timer after a character plays their win pose is 12 frames
 shorter, making the time it takes to go to the next round
 closer to the Arcade.

Mai:

-Made a technical tweak to her stance animation.

-Stance Body Hurtbox is moved 2px back but expanded 7px
 horizontally, to match the sprite further.

-Stance Foot Hurtbox is moved 3px back but expanded 7px
 horizontally, to match the sprite further.

-S.LK's 2nd startup part uses a smaller Body Hurtbox, and
 the Foot Hurtbox from her Stance.

-S.LK stays active for only 3 frames, down from 6 frames.

-S.LK and S.MK each have 2 additional recovery animation
 frames.

-S.LK's active Body Hurtbox is expanded 12px forward.

-S.LK's active Foot Hurtbox is expanded 4px forward.

-S.LK's Hitbox is reduced 3px downwards, so it doesn't stuff
 Belva's low rush as easily.

-S.MK's 2nd startup part uses a smaller Body Hurtbox.

-S.MK stays active for only 4 frames, down from 8 frames.

-S.MK's active part uses the same shadow sprite as its
 recovery.

-S.MK's recovery is closer to Dhalsim's Far S.MK. It is
 much slower.

-All Far Crouching Punches recover 2 frames slower.

-Close Crouching Kicks' active Foot Hurtbox is moved 2px back,
 but is expanded 8px horizontally and 5px vertically.

-Far C.LK's active Foot Hurtbox is expanded 8px forward.

-Far C.LK's Hitbox is reduced 4px downwards.

-Diagonal J.HK's startup uses a more retracted Body Hurtbox.

-Diagonal J.HK's Foot Hurtbox is expanded 4px vertically.

-Back Dash uses one of her jumping Pushboxes, instead of a
 wide Pushbox.

-Kachosen starts up 1 frame faster.

-Chou Hissatsu Shinobi Bachi's horizontal movement is 1/8
 slower, making it easier to Guard Cancel punish. These changes
 were made in response to videos where they spam this move over
 and over again.

-Chou Hissatsu Shinobi Bachi's Head Hurtbox on its last active
 part is expanded 4px downwards.

-Chou Hissatsu Shinobi Bachi's last active part now has a
 Pushbox, allowing it to be Guard Cancel punished easily.

-Chou Hissatsu Shinobi Bachi's last active part does light
 stun, from medium stun.

-Chou Hissatsu Shinobi Bachi now has its own landing animation,
 so Mai can't attack immediately after landing from it. She can
 still juggle into S.HK afterwards, but it's harder to do now.

Emily:

-Moved the art of her 3rd stance sprite to a different location
 in the ROM.

Madonna:

-S.MP can now knockdown airborne opponents.

-J.LP can knockdown airborne opponents, at the expense of its
 overhead properties.

Belva:

-S.HK uses a more retracted Head Hurtbox while active. Said
 Head Hurtbox is also moved 4px down.

-Belva can now flight cancel G.LK at the end of a round.