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, November 21, 2025
Rev. 2.9B Changelist
Wednesday, May 21, 2025
Rev. 2.8 Changelist
System changes:
-The game no longer waits until Jadoo has finished playing her
liedown animation, before her opponent plays their win pose,
if her opponent returns to their neutral state before she hits
the ground from her knockdown bounce. One could see it as
wanting the audience to pay attention to this animation while
it's playing.
-Increased the CPU's minimum dizzy timer by double the length,
allowing a little bit of time before an extremely mash-happy
CPU recovers from dizzy.
Other changes:
-The Capcom logo is appended with a star from Streets of Rage
2 and 3. The "A" in the logo is also made taller.
-Belva now has her own icon used at the Character Select,
Tournament Brackets and Tournament Results screens, if both
Player sides are using their alt forms. Belva's grayed out
icon also appears on the Next Opponent screen if she is
defeated in Arcade Mode.
-Switching between Avra and Belva now properly updates the
lifebar name at the start of a round.
-Dictator's Nightmare form is given his own lifebar name
plate.
-Updated Ryu's lifebar name with a little extra shading.
-Reverted the damage decrease on Shotos and Sagat's throws.
Yes, they share the same throw damage value as each other.
-Optimized the sprite maps in the opening, so the tiles used
for the hands are among the only tiles that are used. This
frees up tiles in the 1st 4MB of the ROM and allows me to use
them for more sprites.
-You can now change a CPU player's form by holding the Mode
button at the start of a round, without needing to hold one of
two button combinations on the other controller, outside of
Group Battle Mode. Dictator is an exception to this. You can
use this code and switch forms yourself in the same round.
-Avra and Belva's Charge Back Forward moves gain throw
invincibility against the CPU. From my testings, Zangief would
simply sweep you instead of doing an SPD.
Also included subpatches.txt file in the zip. It describes
the subpatches that are in the zip.
Shotos:
-Partially reverted the damage reduction on Close S.HP.
-Close S.MP does less dizzy.
Jadoo:
-Jadoo walks forward faster, now surpassing Chun-Li's forward
walk speed. Backwards walk speed is also increased by 1/4.
-C.HP's Hitbox is expanded 4px upwards, now extending beyond
her ahoge. This helps with her bread 'n butter death combos.
-MP Throw recovers 4 frames faster.
-Reverted the damage of HP Headbutt's 2nd active part back to
its original value.
-MP Headbutt's 1st active part has its Body and Foot Hurtboxes
removed.
-MP Headbutt's 1st Hitbox is expanded 2px downwards, so it can
hit Roll's slides.
-HP Headbutt's 2nd Hitbox's damage is adjusted to have
less randomness.
-Headbutt recoils slightly closer to the opponent.
-Headbutt and Butt Slam's recovery gain throw invincibility
against the CPU.
Roll:
-C.HK's startup travels further.
-Roll is considered on the ground when she goes into a
crouching position after a Horizontal Ball.
-Made a fix to her Target Combo.
Guile:
-Burn Knockdown is given a Foot Hurtbox.
-Fixed Guile being able to steer Far S.HP forward.
-Flash Kick's 1st active part is given a Foot Hurtbox.
-CPU Guile is given a Body Hurtbox during Flash Kick's startup.
Chun-Li:
-Stand Hurt Low 2nd Foot Hurtbox is expanded 4px forward, so
Jadoo's Crossup > C.MK x2 > HP Headbutt Combo can work on
her.
-Burn Knockdown is given a Foot Hurtbox to make it easier for
Mai's Ryuu Enbu to juggle her.
Zangief:
-MK Knee Drop can now be used. On both SNES & MD, the LK Knee
Drop would come out even if MK is pressed, due to an oversight
in the code. The animation and Hitbox data for the MK version
exists, but was unused, at least for human players. I added
extra code for MK Knee Drop to be usable.
I needed to add a measure for the CPU to prevent the game from
soft locking when CPU Zangief wants to use Knee Drop, though.
-Zangief falls down faster from Coconut Thunder.
Mai:
-Neutral Jump now recycles Forward Jump's animation data.
-One of her jump Pushboxes is 2px smaller.
-The startup on most of her Standing Punches use a different
Body Hurtbox that is less projected forward.
-Close C.HP's Hitbox is raised 8px upwards, so it can hit
Jadoo's Headbutts.
-Close C.HP can knockdown airborne opponents.
-HP Throw recovers 4 frames faster.
-2 of Chou Hissatsu Shinobibachi's later frames use a smaller
Pushbox.
-New Move: Yusura Ume (Jump Down+MK)
Dictator:
-Burn Knockdown is given a Foot Hurtbox.
-Numerous nerfs to the CPU verison's collision boxes.
-Nightmare Dictator's jump attack animations are now sped up
when the CPU uses them.
Sagat:
-Increased the pitch of his throw voice clip to sound closer
to the Arcade.
-Close and Far S.LP recover 2 frames faster.
-C.LK starts up 1 frame faster.
-C.LK's Hitbox is expanded 4px forward.
-C.LK does more damage.
-Neutral J.LK can now be steered.
-CPU Sagat is given a Foot Hurtbox during Tiger Uppercut's
startup.
Avra:
-Avra walks forward slightly slower, so Belva's forward walk
doesn't push Shotos while they're walking forward.
-S.HP and J.HP do more consistent damage to reduce the
dependence on luck for speedruns. They do 5pts less damage to
Human players than CPU players.
-Body Hurtbox used on Jump Attacks' startup is expanded 4px
horizontally.
Cammy:
-Close S.LP's startup and recovery use the same sprite used
on Far S.LP, Close and Far S.MP. This looked strange due to me
replacing one of her 1st Win Pose's sprites with a missing
stance sprite.
-Close S.HP and Far S.HP's 1st Hitbox are expanded 4px
horizontally.
-S.MK's Hitbox is expanded 3px forward.
-Spinning Backfist's Head Hurtboxes are reinstated, in case
players spam this move or the CPU responds with this move.
-CPU Cammy is given a Foot Hurtbox during Thrust Kick's
startup.
T. Hawk:
-Moved the art of his electrocuted sprite to a later location
in the ROM.
-Burn Knockdown is given a Foot Hurtbox.
-Reverted the recovery nerf on Close S.MP.
-Reverted 2 edits to his AI.
-CPU T. Hawk is given a Foot Hurtbox during Tomahawk Buster's
startup.
Emily:
-Moved the art of her 4th stance sprite to a different location
in the ROM.
-Emily walks forward faster, now surpassing Chun-Li's forward
walk speed. Backwards walk speed is also increased by 1/4.
-Standing Pushbox is reduced 2px vertically, so Emily can walk
under Jadoo's back dash just like Chun-Li, Avra and Cammy can.
-C.LP's active Body Hurtbox is moved 4px backwards and reduced
6px upwards.
-C.LP's active Foot Hurtbox is moved 6px backwards.
Madonna:
-Madonna walks forward faster, now surpassing Chun-Li's forward
walk speed. Backwards walk speed is also increased by 1/4.
-Crouching Body Hurtbox is moved 5px backwards.
-MK Magic Waltz 2nd Kick's startup uses a different parameter
set.
-HK Magic Waltz's 1st Hit has its Head Hurtbox removed, and its
Foot Hurtbox is reduced 6px in height and moved 6px downwards,
so it can beat Avra's S.HP cleanly.
-HK Magic Waltz's part between the 1st and 2nd Kicks use
Hurtboxes that match the sprite further.
-HK Magic Waltz 3rd Kick's Hitbox is expanded 6px downwards.
Less likely to whiff on Cammy in a juggle combo.
-Reverted Swan Kicks' 1st Hit back to its original damage
value.
-Dashes' horizontal movement is 1/4 faster.
Belva:
-Stance Pushbox is moved 4px downwards.
-Jump/Flight Pushbox is reduced 8px vertically, so Belva can
easily get around Jadoo's back dash. Before, Belva was
extremely inconsistent at it.
-S.HP does as much damage as C.HP.
-J.LK starts up 1 frame faster.
-J.LK uses Smile Cream's sprites.
-J.LK is only head vulnerable, and has no Pushbox while active.
-J.LK does block damage.
-J.LK can knockdown airborne opponents, at the expense of its
overhead properties.
-Home Run Rush stays active for 4 frames longer and recovers 6
frames faster.
-Belva can now pull her opponent closer to her during G.LK by
holding back.
-Fixed Belva being able to move forward while waking up after
using Neutral J.HP.
Wednesday, April 9, 2025
Rev. 2.5 Changelist
System changes:
-Added more conditional code for the New Femme Fatales back
dashing out of wakeup. Jadoo couldn't chain her back dashes
consistently, which has now been fixed.
-Boss Rush cancels the KO slow motion only on 4+ star speed.
-In Arcade Mode, the computer now grants you one second of
throw invincibility when they wake up. This way, Zangief can't
SPD you on the exact frame after he wakes up, for example.
-The CPU takes much longer to mash out of dizzy. There's
extreme cases like Zangief and Dictator for example, who
sometimes could recover from their dizzy state in only 3
frames. In fact, the CPU's internal dizzy timer can be as
short as only 1 second, so I added an extra measure to ensure
they can't snap out of their dizziness so quickly.
-Back dashes and landing from jumps now give you 12 frames
of throw invincibility against the computer in Arcade Mode.
-Projectile impact slow motion is 8 frames shorter.
Jadoo:
-Tweaked her wakeup animation from sweep knockdowns, as well as
her air reset and Headbutt animations.
-Crouching Foot Hurtbox is moved 2px backwards.
-S.MP's Hitbox is expanded 2px upwards, so it can hit the car
in the 1st Bonus Stage before any of its parts are destroyed.
-C.LK and C.MK's Hitboxes are expanded 2px forward.
-C.HK's 1st Hitbox is expanded 4px forward.
-Hundred Hand Slap Finisher's Hitbox is expanded 16px
downwards.
-Fixed HP Hundred Hand Slap's Finisher not having a Hitbox. It
couldn't hit at all.
Roll:
-The 2nd part of her crouch reel is no longer considered
internally as standing.
-C.HK makes the CPU respond in a different way, which seems to
make it easier to setup her C.HK → C.HP → Puny Peach combo
against the CPU.
-Super Roll's J.LP can knockdown airborne opponents at the
expense of its overhead properties.
-Super Roll's Puny Peach active Foot Hurtbox is reduced 2px
downwards.
Ken:
-S.HK travels further. It can reach Zangief starting from full
screen in 5 S.HK's, down from 8.
Mai:
-Ryuu Enbu is given mid-body invulnerability, which partially
mirrors how its HP version was in Fatal Fury Special.
-Ryuu Enbu's Hitbox is reduced 6px upwards, so it doesn't beat
Roll's Puny Peach as easily if Roll spaces her move so that
she's over Mai's elbow. It does little to affect her juggle
game, though.
Emily:
-Fixed Emily facing away from the Director. I found out that
the last frame of Fei Long's ending animation uses the same
parameter set as the 1st frame of his Punch Throw, bizarrely
enough. I had edited the parameters of the 1st throw frame to
have Emily facing the other direction.
-Rekkas travel 1/8 faster.
Dictator:
-Reverted the nerfs to Head Stomp's Hitboxes for human players.
-Under CPU control, Dictator now has larger Hurtboxes to make
him easier to swat out of the air, and to offset his
evasiveness. His Hitboxes are also much smaller, and most of
his attacks do less damage.
As an example, his slide can't beat the vulnerable part of
Belva's G.LK now.
Madonna:
-S.MP's Hitbox is expanded 4px horizontally.
-Swan Kicks' last hit recovers 4 frames faster.
Belva:
-Fixed her intro animation so her stance loops correctly. It
was noticeable during Bonus Stages.
-C.HK's 1st startup frame uses her Crouching Head Hurtbox.
-Flight now gives Belva 1 second of throw invincibility against
the computer.
Sunday, March 23, 2025
BSSF2GQ on Speedrun.com
Try to set the best records you can!
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.
Sunday, December 22, 2024
Closing, and Possible Future
Over the course of 20 months (22 months if counting updates), I was experimenting with editing the Mega Drive version of Super Street Fighter II. I was showing these edits on Twitter, and some people started taking notice of them, which encouraged me to do even more experimentation on the matter. However, as time went by, I grew more and more ambitious for the ROM Hack.
I first released the ROM Hack in a pretty rocky state, where the command to Sagat's Tiger Uppercut would always get mangled, preventing players from being able to use the move. There's a couple of other bugs that I don't know how to fix, such as the one where if Avra or Belva get hit at the same time that they recover all their health, their lifebar might freeze.
But the worst of all the issues is the slowdown that I introduced by mistake. I first started noticing the slowdown around the time that I was in the process of changing Fei Long into Emily. Ken and Boxer's stages have among the most severe lag in the hack. I've tried so many different solutions to fix the slowdown while still running the massive amounts of code that I newly inserted. The problem might be more on the code itself than the constant ROM location jumps, even though the slowdown doesn't potentially culminate in the game crashing. It is advised to play in stages with the least amount of lag, such as Blanka (Roll), Dhalsim (Mai) or Fei Long (Emily)'s stages.
Over the 2 months that I spent updating this hack, I made a few system changes as well as several character tweaks, including changes made in response to videos of the hack where external cheats are used. Some combos from certain characters were also patched out. However, there's still a lot of problematic matchups such as Chun-Li vs. Madonna, where Chun-Li can win simply by spamming jump-ins, as Madonna doesn't have good anti-airs against her. I think the updates should be more about major fixes than balance changes.
As it stands right now, I think it's too late to update this ROM Hack any further without major fixes such as alleviating the slowdown, unless someone can submit those fixes to me, which is extremely unlikely.
Making this ROM Hack completely changed my tweeting habits, and I certainly could use a break from all that manual tile work I did. When people continue to make videos about this hack, it makes it hard for me to move on from it. So it feels like I'm stuck in some sort of limbo situation when it comes to content creation across several different platforms.
So what do I do after this? As much as I would like for this ROM Hack to get added to Fightcade, the updates to the client itself have been extremely sporadic, ever since the year of 2022 ended. Unfortunately, I do not see a bright future ahead of the production of this hack, at least not for me. I kept going about promoting my Discord server for this ROM Hack in the worst way possible. After dealing with some spam that can't create any actual conversations on the server, I decided to increase its verification level to keep users in check.
At this rate, I'm not exactly inclined to make another one of these and I can't bring myself to do so, especially when it comes to the process I use for inserting sprites. If I do ever get around to making another SF2 ROM Hack, I hope I don't create tons of slowdown with excessive amounts of ROM location jumps like I did here. Just to make myself clear, I am only an amateur at these things, like with my other hobbies such as creating games in Game Maker.
Saturday, December 7, 2024
Rev. 1.8 Changelist
System changes:
-Special moves now have a fixed input window of 7 frames,
instead of a random number between 7-14 frames. This might
reduce the likelihood of charge moves coming out by accident
with charge times disabled.
Other changes:
-The computer in Arcade Mode now treats the Mode+LP color as an
alternate color, meaning it won't use the MP color if the
Mode+LP color is chosen. This change also extends to
"Marionette Mode" where you hold Up+A+B+C to force a Mirror
Match against the computer.
-Moved the character selection, tripped physics and Avra's
hitstun code to different locations in the ROM. Added a
character form check for Avra's name announcement upon
selection.
-Players can now use different color packs whose color index
matches each other in mirror matches. For example, Ryu can now
use his LP color against another Ryu who has the Mode+LP color
selected. In the case of Hold colors, the other player is
forced to use the color pack that's different from the color
pack that the other player chose.
-If you hold the Mode Button when selecting Arcade Mode, the
computer will choose random colors. This is a very
experimental addition.
-Tweaked some code to allow for Dictator to show his Nightmare
palette swaps on round start when human-controlled, and
outside of Arcade Mode.
-The game now lets you play as Dictator in his Nightmare form,
with the same button codes that activate Belva at the start of
a round. Hold Back+X+Y+Z+B or Back+Y+Z+B+C. At first, you
weren't meant to be able to play as Nightmare Dictator unless
you circumvented the way the character forms work, as he is
simply the same character but with his attack animations sped
up, which allows him to special cancel more of his normals.
If you think about it, sped up attack animations does have a
few downsides, such as making it harder to time jump-ins, and
Diagonal J.MP juggles don't work as well.
The opponent needs to win only 1 round against Dictator to
win the match if he's in his Nightmare form.
Stage changes:
-The blue tones in Chun-Li's 1st stage palette now match most
of the other stages.
-A few corner pixels on the bottom tile of the trees at the top
corners in Dee Jay's stage use the "canvas" color. It looks
better this way.
Shotos:
-Massively nerfed frame data and damage across the board.
Guile:
-Foot Hurtbox used when knocked down is expanded 6px forward,
for juggle combos to work against him more consistently.
Chun-Li:
-Foot Hurtbox used when knocked down is expanded 10px
horizontally, for juggle combos to work against her more
consistently.
-The part of her dizzy animation where she's leaning back has
its Head and Body Hurtboxes each expanded 4px forward.
-Spinning Bird Kick's Handspring Hitbox is expanded 4px
horizontally, to make it easier to hit a dizzy Chun-Li from
the front while she's leaning back.
-Reverted the nerf where Kikouken's later active part causes
an air reset instead of knocking down airborne opponents. This
way, it can be used in corner combos followed by a Spinning
Bird Kick.
Zangief:
-Launcher knockdown animation's 1st 2 parts now have a Foot
Hurtbox.
-Knockdown animations' last frame each use a different Head
and Foot Hurtbox, and a previously unused Body Hurtbox that
used to have its dimensions duplicated from Knee Drop's Body
Hurtbox. Said Body Hurtbox also covers most of his torso.
-Fixed Zangief's Burn Knockdown animation not having a drop
shadow. It was like this on unmodified MD SSF2.
-C.LK has the same range that C.MK used to have, like in New
Legacy.
-C.MK's Hitbox is expanded 4px horizontally.
-J.LK's startup uses a different Head Hurtbox that's closer to
his head, and the Foot Hurtbox is removed.
-J.LK's Hitbox is reduced 4px downwards. It was too good
against Dictator and Madonna. All the other characters (Roll
included) had good answers against it. This also means Jadoo
can now crouch under it.
-Diagonal J.LK's startup uses the same Hurtboxes as the neutral
version.
Dictator:
-Knockdown's descent Foot Hurtbox is expanded backwards.
Sagat:
-Head Hurtbox used during knockdowns is moved 11px forward and
expanded 3px horizontally and 5px vertically.
-Body Hurtbox used during knockdowns is expanded horizontally,
but reduced vertically.
-Tiger Shot recoveries are 1 frame slower.
Avra:
-J.HP is now a butt attack like S.HP.
-Diagonal J.HP reuses Neutral J.HP's animation data.
Cammy:
-Knockdown animations' last frame use the same parameter list
as each other.
-Knockdown animations' last frame has no Head or Body
Hurtboxes, and uses the Foot Hurtbox that was used for Far
S.MP's startup, which now covers her body.
-Far S.MP's 1st startup part and recovery use the same Foot
Hurtbox as Close S.MP's startup.
-LK Cannon Drill active parts' sprites are placed lower to
the ground.
-LK Cannon Drill's 1st active part has no Head Hurtbox, uses
a different Body Hurtbox that goes up to the middle of her
torso, and uses her crouching Pushbox.
-LK Cannon Drill's 1st active Hitbox reaches lower.
-All collision boxes on LK Cannon Drill's 2nd active part are
placed lower. With all these changes, LK Cannon Drill can
now travel under projectiles, like in Capcom vs. SNK 2 (at
least against Sonic Booms, for example).
Emily:
-Knockdown animations' last frame use a Body Hurtbox that's
more projected forward.
Character Colors:
Ryu Mode+MP: Adjusted the skin color on his in-game palette.
Now it's darker overall, matching the portrait further. The 2nd
skin tone stood out too much from the other skin tones.
Ryu Mode+LK: 4th skin tone is -1 Red. The skin seems to work
better this way.
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Jadoo Mode+LP: Hair is colored purple to resemble Nekomusume
from GeGeGe no Kitarou.
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→
Jadoo Mode+Hold: Hair is now colored green, 1st shirt tone is
now -2 darker, suspender skirt is now colored brown.
The attire's color scheme somewhat resembles one of my OC's,
Debby who appeared in the Outbound comics and Candra and the
Spite Crew.
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Roll Mode+LP: Dress has a slight tint of orange, and outlines
are now pitch black, so her lifebar name doesn't appear
identical to her default color.
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Roll Mode+LK: The eyes on her portrait are now colored antique
bronze.
→
Roll Mode+HK: New skin color, adjusted her hair color to better
accommodate her white tones, portrait's eyes are colored red.
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→
Guile Mode+HP: 1st skin tone is -1 Green. It reflects on his
portrait better.
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Chun-Li Mode+Start: Brightened her skin and attire in the hopes
of making it more distinguishable from her Start color, in the
case of Mirror Matches, now that both players have more freedom
in what colors they can use in Mirror Matches.
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Zangief HK: Adjusted the skin tone on his portrait to further
match the in-game palette. (This was not easy for me...)
→
Zangief Mode+LK: Adjusted the skin tone on his portrait to
further match the in-game palette.
→
Mai Start: Last (dark) palette index is now 1,0,0, to further
differentiate it from her Mode+Start color.
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Mai Mode+LK: Darker skin color, colored her "stripes" green,
portrait matches her in-game palette much closer.
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Mai Mode+Start: Brightened her attire further on both her
portrait and in-game sprites, and re-colored her "stripes" blue
in the hopes of making it more distinguishable from her Start
color, in the case of Mirror Matches, now that both players
have more freedom in what colors they can use in Mirror
Matches. The palette now sort of reminds me of Kim Wu from
Killer Instinct 2/Killer Instinct Gold.
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Sagat HP: Made an actual attempt at making his skin on his
in-game palette resemble his Super Turbo Jab color. I don't
know what I was thinking leaving this skin color as it was.
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Sagat Start: Re-colored his shorts stripe from blue to green.
After looking at Sagat's palettes, I realized that none of them
have a green shorts stripe.
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Sagat Hold: Shorts are a more subdued yellow in the hopes of
making his lifebar name more distinguishable from his Mode+MP
color, and the dark shorts stripe tone is a basic dark red.
Bongo-colored Sagat!
Note that hit sparks are color coded by player port (Blue when Player 1 hits Player 2, Yellow when Player 2 hits Player 1).
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Sagat Mode+Hold: Gloves and socks are colored from purple to a
soft blue... it probably looks more bland this way. I had no
idea what I was thinking when I made this color. It felt like
an embodiment of the jankiness of this ROM Hack, but I might
regret changing this color later down the line.
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Avra & Belva Mode+LP: Avra's jacket/Belva's dress is now
colored teal green, as they were lacking in colors where that
piece of attire is green.
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→
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Claw Hold: Has a brand new skin color that isn't overly reddish
in tone.
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Cammy Mode+MP: Her eyes on her portrait are now colored green,
and the color of her leotard is adjusted, further matching my
OC that this color is based on, Pink Mountain from Diaper
Enforcers Deluxe. It's also an attempt to make it easier to
tell her lifebar name apart from her Start color.
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Cammy Mode+MK: Adjusted her 4th skin tone, as it stood out too
much.
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Cammy Mode+Start: Brightened her leotard and made her beret
more reddish orange on her portrait to match her in-game
palette further.
→
Emily Mode+LP: Dress is now a green color, and her bows are
colored bright pink for variety. Her previous color was
appropriate due to the Mirror Match color restriction, but now
that it has been lifted, it lost its purpose.
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→
Madonna Mode+LK: Adjusted the skin on her portrait to match
her in-game palette further.
→
Madonna Mode+HK: Dress is now colored orange to distinguish
the lifebar name from HK.
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→
Madonna Mode+Hold: Slightly brightened her dress on her in-game
palette.
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Nightmare Dictator HP: Brightened the lightest attire tone.
Nightmare Dictator is given brand new palettes that are used
when he's using the 2nd color pack.
Here are some counters to Dictator's Psycho Crusher:
Shotos: Far S.LP (tends to trade), Far S.MK, Shoryuken
Ryu: Far S.HK
Jadoo: C.HP (time it as Dictator is near Jadoo) LP Headbutt, MK Butt Slam
Roll: C.LP, C.MP (most consistent), C.HP (can trade if done too close), Super Roll Back Dash J.LP
Guile: Far S.LP, S.LK, Far S.MK, C.HP, Flash Kick
Chun-Li: Far S.LP, Close S.HP, Far S.HP, Far S.LK, Far S.MK, C.HP
Zangief: S.HP, Close S.MK, Close S.HK, C.LP, C.MP, C.HP (more consistent), Knee Drop, Lariat
Mai: Far S.MP, S.LK, S.MK, S.HK, Close C.LP, Close C.MP, Close C.HP, Far C.LK, Far C.MK
Dictator: S.LP, Far S.HP, C.LP, C.HP, J.MK
Sagat: Close S.HP, Far S.HP, J.LK, Back Dash J.MK, Back Dash J.HK, Tiger Uppercut
Avra: S.LP, S.HP, Butt Slap, S.HK (strict timing), Jump steered backwards followed by J.HK, Mighty Heel
Claw: Close S.MP, Close S.HP, Far S.MK, C.HP (must be early) J.HP, Flip Kicks
Cammy: Far S.LP, Close S.MP, Far S.HP, S.MK, C.HP, Diagonal J.MP, MK & HK Cannon Drill, Thrust Kick
T. Hawk: Far S.MP, Close S.HP, Far S.HP, Far S.LK, Far S.MK, Close S.HK, C.LP, C.MP, C.HP 1st Active Part, Diagonal J.HP, Tomahawk Buster
Emily: S.LP, Far S.HP, S.LK, S.MK, Far S.HK, C.MP, Elemental Kicks
Madonna: S.LP, S.HP (must be early), S.MK, C.MK, LK & HK Magic Waltz, Swan
Kicks (even later cycles with less invincibility will work)
Belva: S.HP, S.HK (hard timing), C.HP (up close), Diagonal J.HP, J.LK, J.MK (seems to work better during neutral jumps), Home Run Rush, Smile Cream
Belva can cleanly low profile Psycho Crusher.

