Showing posts with label update. Show all posts
Showing posts with label update. Show all posts

Friday, November 28, 2025

Rev. 2.9C Changelist

 System changes:

-The horizontal movement on most characters' back dash is
 slightly reduced.

-Cancelling normal moves into a back dash now reduces the back
 dash's horizontal movement, to make combos that use jump
 attacks out of back dashes easier to perform. The only
 exception is T. Hawk.

Other changes:

-Added another star to both the Capcom Logo and Expert Arcade's
 End Screen.

-Most of the sprite censors are undone in the version that's up
 on RHDN.


Note: This revision was submitted on November 28, 2025, and was approved on RHDN on December 2, 2025.

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.

Sunday, May 25, 2025

Rev. 2.9 Changelist

Avra:

 -Fixed a bug where if a human-controlled Avra gets hit out of
 her Standing or Jumping Fierce, and a tiny amount of damage is
 done to her, she instantly loses the round. It's also a 4-hit
 KO against human players now...

-C.HK's active Body Hurtbox is reduced 6px upwards.

-C.HK's active Foot Hurtbox is reduced 2px upwards.

Friday, April 25, 2025

Rev. 2.7 Changelist

 -The CPU has a random chance of being unable to block your
 attacks in Arcade Mode.

-It's now possible to do a jump attack out of a dash post-KO.

Arcade Ladder changes:

-Roll's arcade ladder where Cammy is fought first has Guile
 and Madonna's positions swapped with each other, to cut down
 on ladders where Mai and Madonna are right next to each other.

-Guile's ladder where Jadoo is fought first has Roll and
 Zangief swapped with each other. The ladder where Ken is
 fought first is also adjusted to have the opponents starting
 with Chun-Li fought earlier. In the ladder with Madonna first,
 T. Hawk is fought earlier while Ryu is fought later.

-Ken's arcade ladder where Roll is fought first has Ken and
 Madonna's positions swapped with each other, to cut down on
 ladders where Mai and Madonna are right next to each other.
 Swapped Roll and Guile's positions in the ladder with Emily
 fought first.

-2 of Chun-Li's ladders had T. Hawk as the last opponent before
 the bosses. The one where Jadoo is fought first now has Guile
 as the last opponent.

-Zangief had 2 ladders with Ryu fought right before Jadoo. The
 ladder with Chun-Li first is adjusted so Jadoo is fought last
 before the bosses. The ladder where Mai is fought first moved
 Madonna from the 2nd slot to the last one.

-2 of Mai's ladders had Jadoo fought right before Ryu. The
 ladder with Ken first has some of the slots swapped and has
 Ryu fought last before the bosses. The ladder with Guile first
 has T. Hawk and Emily fought later.

-In Dictator's ladder where Jadoo is fought first, Roll is
 preceded by Ken instead of Guile for variety. In the ladder
 Cammy first, Guile and Madonna's slots are swapped with each
 other.

-2 of Sagat's ladders had Chun-Li as the last opponent before
 the bosses. The ladder with Madonna first has Jadoo as the
 last opponent.

-2 of Avra/Belva's arcade ladders had Chun-Li, Ryu and Cammy as
 the last 3 opponents, respectively. Swapped the 1st 2 in one
 of the ladders. Jadoo is now the last opponent in the ladder
 where Zangief is fought first, and Ryu is fought earlier.
 Swapped Guile and Zangief's ladder positions in the one where
 Emily is fought first. T. Hawk is now a 1st opponent in one of
 the ladders.

-2 of Claw's ladders had Madonna as the last opponent before
 the bosses. The ladder with Zangief first now has Guile as the
 last opponent.

-2 of Cammy's ladders had Chun-Li as the last opponent before
 the bosses. The ladder with Ryu now has Emily as the last
 opponent.

-2 of Emily's ladders had Zangief as the last opponent before
 the bosses. The ladder with Cammy first now has Mai as the
 last opponent. Swapped around the last 3 slots in the ladder
 where is T. Hawk fought first.

Other changes:

-The Capcom Logo palette is tweaked with the green channels
 lowered, and new blues.

Shotos:

-Partially reverted the damage reductions on C.MK, C.HK, J.HP,
 Diagonal J.MK, Diagonal J.HK.

Ryu:

-CPU Ryu is given a Foot Hurtbox during Ground Tatsu's startup.

Jadoo:

-S.HP's Hitbox is expanded 3px horizontally.

-Diagonal J.LK's Hitbox is expanded 4px forward.

-Head Hurtbox used during LK Butt Slam's 1st hit is 2px
 smaller.

-LK Butt Slam's 1st hit uses the same Pushbox as the other
 versions.

-HK Butt Slam's Hitboxes are stretched 6px horizontally.

-Jadoo's Back Dash command resets if she lands from a jump, air
 reset or Back Dash while facing the same direction as her
 opponent. This will be make it easier to hit her with a sweep
 or slide after getting behind her.

Roll:

-S.MK and J.MP can knockdown airborne opponents.

-C.MK's Hitbox is expanded 2px forward.

Guile:

-Diagonal J.LK is reworked to be more usable as a crossup. It
 has less vertical range, though.

-Flash Kick's 1st active part has its horizontal range
 restored.

-Flash Kick's horizontal movement during the opponent's stun is
 increased.

Dictator:

-Reverted Psycho Crusher's Hitboxes to how they were before. I
 found out that it couldn't even hit a standing Jadoo. The idea
 for it was to pass through Mai's Ryuu Enbu, but that move
 can't hit Psycho Crusher no matter how much I stretched Psycho
 Crusher's active Body Hurtbox.

-Nightmare Dictator walks way faster.

Sagat:

-Foot Hurtbox given to Tiger Uppercut's 1st active part is
 expanded 4px horizontally, and 4px upwards.

-Tiger Uppercut's 2nd active Body Hurtbox is moved 4px forward
 and expanded 16px horizontally.

-Tiger Uppercut's 3rd active Body Hurtbox is stretched 8px
 horizontally.

-Tiger Uppercut's 1st recovery frame uses a Head Hurtbox that
 matches the sprite.

Avra:

-C.MP and HP's active and recovery parts are given the same
 Foot Hurtbox as C.LP's active part. Said Hurtbox is also
 expanded 2px horizontally.

-Body Hurtbox used on J.HP's startup is moved 7px upwards and
 reduced 4px vertically.

-J.HP's active Body Hurtbox is moved 3px backwards, 2px upwards
 and reduced 4px vertically.

T. Hawk:

-T. Hawk is given a new wakeup animation where he does a back
 flip like Emily does, also like his Tomahawk Buster's
 recovery.

Madonna:

-Changed S.MP's hit type to the one used by Rekkas.

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

Belva:

-C.LP's Head Hurtboxes are moved 4px downwards.

-C.LP's Hitbox is moved 10px upwards to make it usable as an
 anti-air. It can now hit Psycho Crushers.

-Neutral and Diagonal J.LP use her jumping Head and Body
 Hurtboxes.

-J.MP uses her jumping Body Hurtbox when active.

-Removed the Foot Hurtbox from Diagonal J.HP's 1st active part.

-Diagonal J.HP's 1st Hitbox is 2px larger.

-Diagonal J.HP's 2nd Hitbox is expanded 4px horizontally.

-Removed the Body Hurtbox from J.MK's active part.

-Home Run Rush and Smile Cream's Hitboxes are expanded 2px
 horizontally.

-Forced Diaper Reload resets the amount of HP to heal when she
 turns back. If she does a forced Diaper Reload (from using her
 gadgets too many times), holds all Kick buttons to moon the
 4th wall for as long as she can, and does a TAP Diaper Reload,
 the heal amount from the forced Diaper Reload didn't reset.
 Thus, she restores ridiculously high amounts of HP during her
 initial turning frames.

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, 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 30, 2025

Rev. 2.4 Changelist

An update made with Speedrunning in mind, now that this ROM
Hack has been added to Speedrun.com:

https://www.speedrun.com/BSSF2GQ


Misc. changes:

-Corrected a typo in "Titanium Frying Pan" on the move list.

System changes:

-Cancelling a normal into a Back Dash or Forward Dash without
 attacking out of it no longer cancels out the KO slow motion.
 A downside to this is that you can't attack afterwards to
 get more points. I know, this is useful for speedruns, but
 trying to ensure your normal not only hits, but also
 cancelling it into a dash to omit the KO slow motion can make
 optimizing speedruns of this ROM Hack pretty annoying. Not all
 characters could reliably utilize the KO slowdown cancel.
 I wish this never existed, or that I patched it early enough.

-The CPU receives more strike damage in Boss Rush.

-KO's in Boss Rush always cancel out the KO slow motion.

-You can now hold Start to cancel out the KO slow motion after
 losing any rounds in Arcade Mode.

-At the end of a Round in Arcade Mode on 4-star Speed, the KO
 slow motion is shorter to compensate for dashes canceling out
 the slow motion being patched out.

-All New Femme Fatales can now Back Dash out of their wakeup
 state, Roll included. There's an intentional exception for
 Jadoo receiving sweep knockdowns.

 The timing is rather tricky, unfortunately. The easiest way
 for it to work seems to be timing the first back input while
 the wakeup animation is playing.

AI changes:

-Sagat uses Tiger Knee instead of Tiger Uppercut in one
 instance of his AI script.

-Cammy tries to counter with Thrust Kick less frequently.

Other changes:

-Reverted a damage value that caused Guile's Close S.HP to do
 less damage.

-The next opponent screen is 30 frames shorter.

Jadoo:

-Stand to crouch transition uses a new Head Hurtbox and her
 crouching Body Hurtbox, so Jadoo can crouch under Psycho
 Crusher on wakeup, like Roll, Emily and Belva can.

Roll:

-Forward jump's horizontal movement is slightly increased.

Sagat:

-Tiger Uppercut's 1st active part is given a Foot Hurtbox.

Avra & Belva:

-Shifted a grab position on their hold against another
 Avra/Belva 2px forward, so it looks more like Avra's lips are
 touching Belva's head.

Cammy:

-Reverted the change where Thrust Kick did less dizzy. The
 reduction was more than I wanted it to be.

Madonna:

-Swan Kicks' last hit does more stun to be safer on block
 (excluding Guard Cancels, of course).

Belva:

-S.HK starts up 1 frame faster and stays active for 1 more
 frame.

-Diagonal J.HP does more damage (same as Neutral J.HP).

-Diaper Reload now restores more HP the longer her diaper stays
 down.

-Final TAP/Surprise Attack's screen shake effect no longer
 carries over to other attacks.

-Flight can now be activated from her landing state.

-Forced Diaper Reload resets her Gadget use count as soon as
 its animation begins.

-Forced Diaper Reload's last frames are now head vulnerable,
 like the vulnerable part of her "TAP" Diaper Reload, to help
 in rewarding knowledge checks.

-Forced Diaper Reload can delay part of its animation by
 holding any Kick button, like with G.LK. (Keep in mind that
 Belva can no longer charge a "TAP" Diaper Reload during
 Forced Diaper Reload).

Thursday, February 27, 2025

Rev. 2.3 Changelist

 System changes:

-"Alt Form"/EX characters can now rapid fire their Close
  Standing Light Normals by holding back.

Stage changes:

-Added 2 lines of pixels to a tile used by the right Mariko
 cheerleader's 2nd frame.

Roll:

-Tweaked a sprite map of her 1st stance sprite to use fewer
 tiles.

Guile:

-Close S.HP can now be used on command from a distance with
 "V-ISM" Normals activated. Guile is a strange case when it
 comes to his normals, as far as the code is concerned.

-Far S.HP's Hitbox is expanded 8px backwards, in case this
 comes out by accident from point blank distance, to be fair.

Emily:

-1st Rekka Ken's Hitbox is expanded 4px downwards, so it can
 hit a crouching Cammy.

Belva:

-Diagonal J.HP's 1st Hitbox is expanded 4px downwards, so it
 can hit a crouching Cammy.

-6 of the tiles on her last Diaper Reload sprite are now
 properly indexed, so it's consistent with her other model
 renders. The issue was especially noticeable on her Mode+Hold
 color.

-Belva can no longer cancel her forced Diaper Reload (from
 using her gadgets too many times) into another Diaper Reload
 (the one where the announcer voice denotes a level).

Thursday, February 20, 2025

Rev. 2.1B Changelist

 System changes:

-Reverted the change where you could throw your opponent after
 they get dizzy from throws, as not only was it not useful, but
 it created a problem where command throws often wouldn't work
 when you either use them in the air, or try to do tick throws.

Zangief:

-Fixed costume-colored pixels on Far S.HK's hitting sprite.

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.

Wednesday, February 5, 2025

Finest Update

Revision 2.0 of Bishoujo Super Street Fighter II: Glamor Queen and the New Femme Fatales is out now!

This might be the final update, in terms of trying to fix things all by myself. I've tried to implement the features I wanted to the best of my capabilities.

But there's still a lot of things that I don't know how to fix. Thinking of this as experimental hack is probably the best way to put this. I feel like I've reached my limits when it comes to being able to fix the issues with the edits I made.

I wasn't going to make another update to this ROM Hack at first, but later I found a way to apply randomly chosen palettes to the CPU character's portrait, at the vs screen in Arcade Mode.

This ROM Hack is no longer being updated without major fixes that are beyond my capabilities.

Rev. 2.0 Changelist

System changes:

-Light and Medium knockback is slightly reduced for most
 characters, except Avra.

-Opponents can now be grabbed out of their dizzy state if they
 get dizzy by a throw.

-Emily and Madonna aren't restricted from attacking until
 landing from a forward dash, when they do a late Guard Cancel
 into forward dash.

-All projectiles do 4pts less damage on hit.

Sub-patch changes:

-Redid the "No Pause" sub-patch, to disable pausing in
 Tournament Mode when both players are CPU controlled.

Other changes:

-The random color that the computer chooses when you start
 Arcade Mode, while holding the Mode button now properly
 reflects on their portrait at the VS Screen. Also added
 mention of the command in the readme.

-The end of a Group Battle and the Tournament Champion Screen
 set a player's number of rounds won to 2, in order to trigger
 Fightcade detectors for rank.

-In Challenge Mode, one player can now choose the other
 player's alternate color pack with the same controller.

-Breakable objects in Guile and Dictator's stages shake the
 screen instead of creating debris, to avoid slowdown when at
 least one CPU player is present.

-Normal Arcade Mode's End Screen now displays several button
 codes instead of credits, unlike Expert Arcade Mode. Belva
 is also added to this screen. She grabs one of Avra's legs.

-Boss Rush now prevents the game from going to Bonus Stages
 in Normal Arcade Mode.

-Versus Mode's header uses the same font that appears when a
 normal-form character wins, as well as at Challenge Mode's
 Match Over screen.

-The demos and special ending that plays on 4-star difficulty
 or higher after using at least 1 continue now use the speed
 setting that the game is set to.

-In the Scroll Test Menu, Jadoo, Roll and Madonna's names
 come 2 spaces after the stage number, like other characters'
 names aside from Dictator.

-"2024" in the text that appears after the intro is changed to
 "2025", to reflect the year this update was released.

-The intro jingle is given a reverb effect. I was going to
 include a shortened URL beneath the blog text for promotional
 purposes, but I felt that would be unethical and could lead to
 trouble.

-When Belva wins a match in Tournament Mode, her name is now
 displayed at the Match Over screen instead of Avra's.

-Moved a piece of the delayed wakeup code to a different
 location in the ROM.

-Arcade/Challenge Mode Vs Screen's duration is 36 frames
 shorter.

-The Vs Logo cycles each of its palettes 1 frame faster.

-The Vs Screen's fade transitions (outside of Tournament Mode)
 are a tiny bit faster.

-Avra or Belva restoring health after getting hit in a Bonus
 Stage no longer makes the lifebars appear... unless they get
 hit at the same time that they heal.

-The characters' color packs are now randomized on Expert
 Arcade Mode, in the Special Ending where the characters fade
 in and out.

A movelist is now included in the zip.

Arcade Ladder changes:

-Two of Ryu's Arcade Ladders had Emily as the 1st opponent.
 The 2nd aforementioned ladder now has Mai as the 1st opponent,
 with Emily and Jadoo coming right after her, respectively.

Stage changes:

-Disabled a background element in Ryu's stage to help reduce
 stage lag. I haven't noticed any visual differences here.

-Added a triangular hole in Ryu's stage.

-Disabled the raindrops in E. Honda's stage. I realized that
 if one pays close attention to them, they'll notice that
 they're affected by the height restriction imposed for
 players. It means that after the animation of the water
 beginning to drop fully plays, it would "teleport" lower to
 the ground when it starts to fall into either the bathtub or
 the ground. This probably won't do much to alleviate stage
 slowdown in this stage when playing on actual hardware.

-The T-Tetromino in Guile's stage is colored from blue to
 yellow.

-Disabled a background element in Ken's stage, which helps
 reduce the slowdown by a landslide when playing on higher
 speeds. Sadly, this also meant that the only breakable oil
 drum had to go away, and there's now an orange bar that's
 high up in the stage.

-A shirt that's hanging up in Chun-Li's stage is colored
 from gray to white.

-Disabled a sprite object in Zangief's stage, to help reduce
 stage lag.

-Replaced one of the background characters with Corque Lans.

-Moved 2 bottom clouds in Dhalsim's stage to the upper layer.
 Added a building behind the jumbotron.

-Disabled background objects in Sagat's stage. There wasn't
 much interference with performance in this stage to begin
 with, but I didn't see any harm in doing this anyways.

-Made the center stripe in Sagat's stage more solid.

-Disabled a background object in Boxer's stage, which helps
 alleviate the slowdown when playing on higher speeds, but
 creates a weird black bar that's high up in the stage. Ken
 and Boxer's stages had by far the most slowdown in this hack.

-Disabled the bikinis in Boxer's stage, to help reduce the
 slowdown by a lot. I'm so sorry, this will probably be the
 optimization change that I regret the most. But it had to be
 done to make the stage perform better with the extra code I
 inserted, and to make speedruns of this ROM Hack faster.

-Made pixel adjustments to a few background characters in
 Boxer's stage.

-Disabled background objects in Cammy and T. Hawk's stages to
 reduce stage lag, which also creates a weird bar that's high
 up in the stage.

-Disabled background objects in Fei Long's stage.

-Inserted a girl with a bun hairstyle in Fei Long's stage.
 She looks at a destroyed restaurant in sadness.

Shotos:

-Realigned their hit-ground-from-knockdown sprite 4px upwards.

-Close S.MP's Hitbox is reduced 2px upwards to prevent Ken's
 Target Combo from working against a standing Jadoo.

Jadoo:

-Slightly adjusted her air reset animation.

-Fixed S.MP's recovery having a stray Head Hurtbox.

-S.HK 2nd active part's gas cloud and Hitbox are shifted 4px
 forward.

-C.HP stays active 2 frames longer and recovers 2 frames
 faster.

-C.HP's Active Head Hurtbox is moved 4px down and reduced 4px
 vertically.

-C.HP no longer has exaggerated Hurtboxes on recovery.

-C.MK's Active Foot Hurtbox is moved 2px back and is 2px less
 wide.

-Diagonal J.LK's 2nd startup part and Diagonal J.MK's startup
 use a Body Hurtbox that's less projected downwards.

-Neutral J.MK while active uses a smaller Head Hurtbox.

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

-J.HK now does block damage, like other girls' butt attacks.

-Hundred Hand Slap sprites use fewer sprite maps. This might
 avoid the possibility of the bikers in Chun-Li's stage
 flickering.

-All Hundred Hand Slap sprites, Hitboxes and active Body
 Hurtboxes (excluding the finishing blow) are moved 8px
 forward. HHS can now hit the car in the 1st bonus stage after
 its lid is destroyed.

-Back Dash can be chained directly into another Back Dash only
 if Jadoo and her opponent are facing each other.

Roll:

-Realigned her stand turn sprite 5px forward and 4px downwards.

-Fixed pixel inconsistencies on one of her sprites.

-Air Reset uses only a Foot Hurtbox that covers her body.

-Extra impact freeze is 2 frames shorter.

-C.LP and C.MP's active Head Hurtbox is reduced 6px
 horizontally. Certain moves from other New Femme Fatales
 can still beat this move:

 ..Jadoo's S.HK
 ..Jadoo's Headbutt
 ..Mai's S.HK*
 ..Mai's Far C.MP
 ..Mai's Far C.HP
 ..Mai's Close C.LK
 ..Mai's Close C.HK
 ..Mai's Far C.LK
 ..Avra's S.HP*
 ..Avra's C.HK
 ..Avra's S.HK* (can trade, but gives Avra massive frame adv.)
 ..Avra's Mighty Heel
 ..Emily's S.LK
 ..Emily's Far S.HP
 ..Emily's C.MK*
 ..Emily's C.HK
 ..Madonna's S.LK
 ..Madonna's C.LP
 ..Madonna's C.MP
 ..Madonna's C.LK
 ..Madonna's HK Magic Waltz
 ..Madonna's Swan Kicks
 ..Belva's G.LK
 ..Belva's S.HK*
 ..Belva's C.MP (S.MP would trade, but Belva can reversal)
 ..Belva's C.HP (S.HP gets hit at Roll's C.LP range)
 *if this move is spaced correctly

-C.LP's 1st 2 recovery parts use C.MP's 1st recovery part to
 make it easier to whiff punish.

-C.MK and C.HK's hitting sprite and Hitboxes are shifted 4px
 forward.

-J.MP when active uses a different Head Hurtbox that isn't
 placed below her arm.

-Neutral J.HP's startup uses proper Hurtboxes that don't go
 way beyond its sprite, as well as a proper Pushbox.

-Neutral J.HP when active uses a different Head Hurtbox that
 doesn't cover the front of her arms and Buster all the way.

-J.HP and J.HK's active Foot Hurtbox is reduced 3px
 horizontally.

-J.LK's Hitbox is reduced 4px horizontally.

-J.HK when active uses a Head Hurtbox that covers her arm
 instead of her leg.

-"Rock Crush" Command Normal uses the same animation data as
  S.MP. It is faster.

-Puny Peach travels faster during the opponent's stun, so it
 can combo better.

-New Target Combo: C.LP > S.MP/HP

Guile:

-S.LK has a big Foot Hurtbox throughout the move.

-Close S.MK starts up 2 frames faster, and recovers 2 frames
 faster.

-Close S.MK can now knockdown airborne opponents.

-C.LK's Hitbox is moved 2px back.

-C.MK's active and recovery Foot Hurtboxes are expanded 4px
 forward.

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

-Diagonal J.MK's active Hurtbox is expanded 4px downwards.

Ken:

-New Target Combo: Close S.MP > S.HP

Chun-Li:

-Stance Body and Foot Hurtboxes are expanded 4px forward.

-Stand Hurt Low 1st Foot Hurtbox is expanded 5px
 horizontally.

-Stand Hurt Low 2nd Foot Hurtbox is moved 3px forward and
 expanded 5px horizontally.

-J.LP's Hitbox is 2px smaller.

-Diagonal J.LK and J.MK when active use a Body Hurtbox that's
 seemingly unused, and the Foot Hurtbox from Neck Breaker's 6th
 startup frame. Said Foot Hurtbox is expanded 10px wide and is
 4px taller, making the priority a mix between pre-ST and ST.
 Madonna can now anti-air these moves comfortably with her
 C.MK.

-Diagonal J.LK and J.MK's Hitboxes are reduced 2px downwards.

-Diagonal J.MK's Hitbox is expanded 5px backwards to make it
 into a crossup, like in Super Turbo. I think I should make
 this change to make up for what I did to its priority.

-All Lightning Legs Hitboxes are 4px more narrow.

-Lightning Legs' Head Hurtbox is expanded further 4px
 horizontally.

-Lightning Legs' 1st Hitbox is shorter by 3px.

-Lightning Legs' 2nd Hitbox is reduced 9px downwards.

-Lightning Legs' 3rd Hitbox is shorter by 3px.

-Lightning Legs' 4th Hitbox is raised way up and reduced by
 10px in height. Roll, Emily and Madonna can slide under it
 now.

Zangief:

-Recolored a(n) eye pixel(s) on the following sprites:
..Jump Apex 1/Piledriver Bounce
..Stand Hurt High 3 (also fixed costumed-colored pixels on
  this sprite)
..Lariat 2

-Lariats can now be properly used in the air, instead of ending
 instantly, like in Special Champion Edition. On the downside,
 this means that he can no longer "flutter" as a means of
 getting around projectiles.

-Running Bear Grab no longer instantly ends after startup when
 used in the air.

-Running Bear Grab travels even further. Now it can be used as
 an SPD follow up (in certain matchups, at least), as I had
 intended.

-Running Bear Grab's whiff timers are way shorter
 (16|18|20 frames -> 1|2|3 frames).

Mai:

-Raised the 3rd and 4th grab positions of her MP Hold against
 Mai higher.

-Adjusted the 3rd and 4th grab positions of her HP Throw
 against Emily. They looked weird in motion. 1st grab position
 has Emily in front of Mai like the other positions.

-Knockdown animation from non-launchers uses a wider Foot
 Hurtbox.

-Mai uses her standing Pushbox during her wakeup, instead of
 a wide Pushbox that made it hard for characters like Roll
 to setup combos on the ground against her.

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

-Kacho Sen 2nd Startup/Ryuu Enbu 3rd Startup frame's Head
 Hurtbox is moved 12px forward, 4px downwards, and is expanded
 3px horizontally.

-Kacho Sen 2nd Startup/Ryuu Enbu 3rd Startup frame's Body
 Hurtbox is moved 14px forward and is expanded 4px
 horizontally.

-Kacho Sen's 4th frame uses the same parameter set as the 5th
 frame. Said parameter set also uses Hurtboxes that match the
 sprite further.

-Kacho Sen's 6th frame (technically speaking) uses a Head
 Hurtbox that isn't out of place, and a different Body Hurtbox.

-Kacho Sen's last 2 animation frames use the same parameter set
 as the 6th frame.

-Kacho Sen's Hitbox is reduced 6px vertically, so Roll can
 crouch under it.

-Ryuu Enbu uses normal standing Hurtboxes on the recovery
 frame where the flame is still visible.

-Ryuu Enbu recovers faster on whiff. Its recovery is tied to
 the projectile.

-Chou Hissatsu Shinobi Bachi can now be used in the air. This
 lets her Guard Cancel Back Dash punish Roll's horizontal
 Blanka Balls and Puny Peach. She could already punish those
 moves on block with Far S.HP and S.MK, though.

Dictator:

-Jump Foot Hurtbox is expanded 2px downwards.

-Stand Burned uses a projected Body Hurtbox.

-C.MP uses his crouching Body Hurtbox while active.

-C.MK's Hitbox and active Foot Hurtbox are expanded 2px
 horizontally.

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

-Head Stomp has way less vertical reach, preventing it from
 hitting the 1st active part of Belva's Diagonal J.HP when
 she spaces it correctly.

Sagat:

-Tiger Shot projectiles' hitboxes are even smaller.

Avra:

-Avra has brand new sprites for her S.LP that replace her
 placeholder sprites. I don't know what I was thinking
 accepting her previous S.LP sprites.

-S.LP's priority is redone. Avra's legs are more vulnerable,
 but the Hitbox has way more horizontal range. It might be
 less suitable as anti-air, though.

-S.MP when active uses a Head Hurtbox that's less projected
 forward, and a smaller Head Hurtbox.

-C.LP startup's Head Hurtbox is moved 9px downwards and is 2px
 smaller.

-C.LP's recovery uses the same Head Hurtbox as the one used on
 startup.

-C.HP's 1st recovery frame uses her normal crouching Body
 Hurtbox.

-C.LK's active and recovery frames use the same Head Hurtbox
 from C.LP's startup.

-C.HK startup's 1st Head Hurtbox is moved 5px backwards, 13px
 downwards and is 2px smaller.

-C.HK's 2nd startup frame uses her normal crouching Body and
 Foot Hurtboxes.

-Neutral J.MP's 2nd startup frame uses a smaller Head Hurtbox.

-Neutral and Diagonal J.MP use a bigger Head Hurtbox when
 active.

-Lusters use a Head Hurtbox that's less projected.

-Low Lusters' startup and its LK version's active frames use
 her standing Pushbox, instead of her crouching Pushbox.

-MK Mighty Heel's 2nd active part has its Head Hurtbox removed.

Cammy:

-Close S.MP and Close S.HP can knockdown airborne opponents.

-Diagonal J.MK's 1st active part is 4 frames shorter, and its
 2nd active part si 2 frames longer.

-Diagonal J.MK now has another active part.

-Thrust Kick does less dizzy.

T. Hawk:

-Foot Hurtbox used when knocked down is expanded 16px
 horizontally.

-Far S.HP's Hitbox is moved 3px upwards.

-Condor Dive's Active Head Hurtbox is expanded 7px
 vertically. I think its faster movement justifies this. It is
 also an attempt to make CPU T. Hawk less obnoxious to deal
 with.

-(Sometimes,) CPU T. Hawk's jump attacks animate slower.

Emily:

-Wakeup animation is 4 frames shorter.

-S.LK uses a proper shadow sprite while active.

-S.MK's 2nd startup frame uses a different Head Hurtbox that's
 shorter in height.

-Swapped the sprites used in the last 2 animation frames of
 Close S.HK.

-C.HP 2nd startup frame's Head Hurtbox is moved 18px backwards,
 6px downwards and is reduced 2px vertically.

-C.HP's active Body Hurtbox is moved 3px back and is reduced
 3px horizontally.

-C.MK's active Foot Hurtbox is reduced 4px horizontally.

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

-Diagonal J.MK's startup uses her 1st throw sprite.

-Rekkas can now be properly used in the air, instead of ending
 instantly.

-Rekkas' active Head Hurtbox and 3rd Rekka's 1st recovery Head
 Hurtbox are moved 16px downwards each.

-New Target Combo: S.MP > S.HP

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

Madonna:

-Her Body and Foot Hurtboxes on her Stance and Stand Block are
 adjusted in a way that lets her stand block more moves, such
 as Claw's C.LP.

-Crouch Block uses the same shadow sprite as her Crouching
 state.

-Jump Attacks' Pushbox is 7px shorter.

-Jump Kicks' Body Hurtbox is moved 3px upwards.

-LK Magic Waltz starts up 1 frame faster.

-LK Magic Waltz's 1st active part uses a Foot Hurtbox that's
 shorter in height.

-Swan Kicks no longer instantly ends when used in the air,
 which let Madonna rapidly chain her light jumping normals one
 after another. This special move now can be used while
 airborne.

-Air Slasher does less dizzy.

-Air Slasher projectile's last Hitbox is much smaller.

-Air Slasher's last Hitbox does less damage to discourage it
 from being continuously spammed.

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

Belva:

-Belva now has a separate continue eye twinkle position from
 Avra. She now plays her own KO cry at the continue screen
 instead of Avra's.

-Tweaked the conditional code for one of the instances of her
 KO cry playback. It was possible for Belva to play her KO cry
 if she gets knocked down while finshing a round with a trade.

-Doing a jump attack out of a back dash when an attack button
 and the 2nd back dash input are pressed on the same frame sets
 Belva's proper back dash movement.

-The computer now has a chance of playing a "secret" win pose
 (Hold Up+KKK) where she pulls down her diaper and shows her
 butt.

-Standing Head Hurtbox is moved 2px downwards.

-Standing Pushbox is 2px more narrow.

-Head Hurtbox used on crouch reels and S.HK's active part is
 reduced 4px horizontally.

-Body Hurtbox used by G.LK and G.MK is 4px smaller.

-Back Dash Pushbox is much more narrow. At first, I meant for
 this Pushbox to be a keepaway measure when going for Diaper
 Reload loops, but I think it's better if it's more narrow
 when Belva wants to Guard Cancel Back Dash into Diagonal J.HP.

-Changed the parameter list that S.HP's recovery uses.

-Shifted S.MP's hitting sprite 3px forward.

-S.MP now has 4px more range than S.LP. In fact, their
 Hitbox dimensions were identical to each other.

-S.HP and C.HP 1st active part's Hitboxes are expanded 26px
 forward! Can hit twice from round start distance now.

-S.HP's Hitbox is reduced 2px downwards, so Zangief's Lariats
 can pass through it.

-S.HP and C.HP's recovery use taller Head Hurtboxes to make
 them easier to punish with Guard Cancels, in case players
 decide to continuously spam Belva's cannon shots.

-Belva Cannon Shots now destroy projectiles. This can be seen
 as a response to playthroughs of this ROM Hack where players
 spam projectiles over and over again.

-G.LK's 1st recovery animation frame is now a 2nd active
 animation frame, improving Belva's moon setplay.

-G.LK now has armor on startup.

-Fixed Belva being able to stay in G.LK forever as long as the
 button is held, if she finishes the round with it. The
 prevention now works as intended.

-G.LK's last recovery frames can be special cancelled.

-S.HK stays active for 2 frames longer, and recovers 2 frames
 faster.

-S.HK's active Body Hurtbox is moved 6px backwards and is 2px
 smaller.

-S.HK's active Foot Hurtbox is moved 6px backwards.

-S.HK's active and 1st recovery parts use her Crouching
 Pushbox.

-S.HK's 1st recovery part uses a different Head Hurtbox, and
 the same Body Hurtbox as the active part.

-S.HK's last recovery part uses her Standing Hurtboxes.

-Shifted C.MP's hitting sprite 4px forward.

-C.MP uses the same Head Hurtbox as her crouching state while
 active, to avoid getting hit by Roll's C.LP when spaced out.

-C.MP's Hitbox is moved 4px forward and expanded 3px
 horizontally.

-C.HP recovers 2 frames faster.

-C.HK's 2nd startup part uses a different Head Hurtbox that
 covers only the bottom of her head, so it doesn't get beat by
 Mai's S.LK as easily. The New Legacy change on Boxer's C.HK
 was used as a reference.

-Diagonal J.HP and J.MK's startup use a smaller Body Hurtbox.

-Diagonal J.HP's 1st active part uses a smaller Head Hurtbox,
 and a different Body Hurtbox that has been adjusted to improve
 its priority as an air-to-air.

-J.HK's active Body Hurtbox is reduced 4px horizontally.

-Rushes deal heavy block stun.

-Slew Foot Rush's 2nd startup Head Hurtbox is moved 4px back.

-Slew Foot Rush's 2nd startup/active Body Hurtbox is moved 4px
 back, 6px down, and is 4px smaller.

-Final TAP's 3rd startup part is now invincible, like most of
 its startup.

-Removed a stray Foot Hurtbox from Final TAP's 7th startup
 part.

-Final TAP can now actually hit. I corrected a mistake I made
 where the attacking frame used the wrong parameter set.

-Final TAP now moves.

-Final TAP is often an instant dizzy.

-Flight no longer triggers proximity guard. For reference, MvC2
 Sentinel's flight doesn't condition the opponent to block it.
 Activating flight through Negative Edge didn't make the
 opponent try to block, either.

-Belva can now Guard Cancel directly into Flight (QCB+KK/HK).

-Fully entering the Flight command resets the commands to her
 rushes, to prevent them from coming out when unwanted.

-In Bonus Stages, Belva can now use her gadgets an infinite
 number of times without needing to reload her diaper.

AI changes:

-Edited a few instances of Avra & Belva's AI. They anti-air
 with one of their special moves more often.

-T. Hawk's AI counters with Tomahawk Buster less frequently,
 and uses Condor Dive more often to try and incentivize
 practicing Guard Cancels into Back Dashes (as well as Forward
 Dashes for Emily and Madonna).

Character Colors:

Jadoo HP: Recolored her shirt from orange to green, and her
skirt from purple to orange with the tones copied from her
previous shirt tones.


 
Jadoo Mode+LP: Changed this palette yet again. This time, the
shirt colors are changed from a type of yellow to a type of
blue. I think the the darkest shirt tone being green sort of
goes with the "monster" theme of GeGeGe no Kitaro.




Jadoo Mode+MK: Recolored her shirt from dark blue to dusty red.
It goes with Roll's Mode+HK color.




Jadoo Mode+HK: Recolored her hair ties/bobbles and skirt from
dark gray to purple. It seems to compliment her pink clothes
better.



Ken Hold: Darkened the last few attire tones.



Zangief MK: Adjusted some of his tones so they don't look as
garish.



Zangief Hold: Adjusted some of his skin tones and brightened
the darkest attire tone.


Zangief Mode+Start: Completely redid his skin. Honestly, not
only did his skin on this color heavily clash with the
"Bishoujo" theme of this ROM Hack, as do some of my other
edits, but it looked downright hideous to me. It was an easy
way to spot pixels on his sprites with the wrong color, though.




Dictator LK: +1 on the pads' red channel, darkest color is now
the darkest blue color.


Dictator Start: Fixed one of his attire tones to go with the
rest of his palette.




Dictator Mode+LP: Fixed the 1st attire tone having an identical
color to the 2nd one.


Avra & Belva Mode+HP: Tweaked the yellow colors, and made the
darker tones more reddish. This is easily one of my least
favorite colors for them that I made. The yellow colors looked
too saturated for their attire. Maybe it reflects on Avra's
portrait closer now.



Avra & Belva Mode+MK: Adjusted the skin color to look less
pink.




Claw MK: Fixed the 3rd skin tone.


Claw HK: Adjusted his skin, recolored his attire from milky
white to yellow, and recolored his sash from blue to gray, to
avoid copying as many colors from Super Turbo: New Legacy. I
made too many of the tones blend with each other on both the
sprite palette and portrait palette, previously.



Claw Mode+HP: Recolored his sash from pink to white.




Claw Mode+LK: Recolored his sash from pink to light purple.


Claw Mode+Start: Recolored his sash from pink to black, and
adjusted the white tone.



Cammy MK: Recolored her leotard to a form of red, to looking
more like violet red, and made her skin more red. It lessens its
resemblance to her 12th color from Super Turbo: New Legacy.
Portrait's eyes are colored from magenta to green.



Cammy HK: Brightened the 1st tone on the sprite palette. Made
her hair match her portrait. Darkened the darkest leotard tone.
Adjusted the skin on her portrait.



Cammy Start: Darkened the 2nd leotard tone, and brightened her
skin to make this palette stand out further from her other pink
leotard palettes.




Emily LK: Darkened the darkest dress tone, as it looked too
much like the color of her ribbon in this palette.


Nightmare Dictator HK: Darkened the 1st 2 attire tones, as they
were too bright and didn't stand out from his brighter tones
enough.



Nightmare Dictator Mode+LK: Changed his attire color from an
aqua blue to a white color. The tones didn't really mesh well
with each other, and they looked too much like his skin.



Nightmare Dictator Mode+HK
: Recolored his attire from some sort
of blue-to-purple I felt was extremely messy, to a teal green
color.


Nightmare Dictator Mode+Hold: Recolored his attire from dark
blue to maroon red. I gave his Nightmare Form too many blue
colors, without actually comparing his palettes to each other.