NEWLEGACY.FR

THE CHANGELOG

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- BOXER -

Boxer on SRK Wiki (ST)

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GOAL OF THE CHANGES

Tweak his most abusive stuff and tone down his damage a little. He'll still be played the same for the most part still, the only hard change I'll make is that his Super will now be unsafe on block.

Colors

New Legacy colors
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Original colors
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Old character : confirm the color choice with Start.

MISC

Wakeup animation:

o Cosmetic/Behavior fix: last frame now uses a proper "getting up" sprite.

REASON: His wake up animation is weird, because the last 8f of it he looks like he is already stood up but hes still knocked down and because of that the safe jump may be incorrectly timed. You can check it here in case you don't know what I'm talking about: https://doctorguile.github.io/ssf2st/safe-jump/

Standing block animation:

-- Priority nerf/Behavior tweak: body hurtbox moved 9px forward, leg hurtbox expanded 17px upwards.

REASON: the body hurtbox change impacts in 2 things: easier to cross-up Boxer and is more prone to block strings e.g Rekka Kens. The leg hurtbox nerf also gives Rekka Kens and other 'lower' level moves way more range.

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ST NL
Crouching animation:

-- Priority nerf: body hurtbox expanded 4px forward.

REASON: Now Fei can connect a Fierce Rekka from round start distance. This obviously also doubles as a general nerf that is welcome in most match-ups.

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ST NL
Throws:

+ Behavior tweak/Bug fix: remove the range restriction against everyone (for both Strong and Fierce).

REASON: It's definitely a bug since it share the range restriction with the Close Standing Strong/Fierce to activate the throw. This allowed Boxer to grab Blanka and Honda from very far, but Dhalsim and Zangief only from very very close. Another impact is that now Strong and Fierce throws are both the same. Now he will grab everyone from the same range, just like any other character. As for vs Dhalsim I guess this will end up being OK. And it's fair for him to grab Zangief from normal range. Maybe it's a loss on the Honda match-up, but it was definitely too good vs Blanka. So, all in all, this is a very good balance change.

- Behavior nerf: throw vulnerability box expanded horizontally by 1px and throw-box reduced 12px forward (same sizes as dictator).

REASON: Since his variable range bug is gone, he needs a nerf on his throw-box, otherwise he would be throwing some characters from too far.

o Behavior tweak: Strong throw can't be activated with up anymore.

REASON: I think this is a bug. Fierce Grab doesn't have this.

- Damage nerf: 1st hit reduced from 28 to 24.

REASON: nerfing his throw game. This was the only hold that did 28 pts of damage on the first hit, most did 26 and Honda's did 24. Now it does the same as Honda's Holds.

- Behavior nerf: set amount of hits decreased from 9 to 5.

REASON: nerfing his throw game. Most of the time this will be of no impact though since the opponent will mash (unless he wants to keep charge).

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ST NL
Passive grab animations:

++ Behavior buff: animation vs Chun tweaked so now it's always a built-in safe jump.

REASON: Boxer had below average grab follow up game specifically only against ChunLi, which was his worse match-up in ST, since the Crouching Forward, Crouching Strong xx Low Rush doesn't work against Chun when Boxer does a side switch after the grab. So, now that this sets up a built-in safe jump, Chun basically has to block it and then deal with a probable tick throw. Boxer only has 1px of throw range advantage, so realistically speaking Chun can always escape it by counter throwing, which of course is still a very bad situation for Chun but it's far from being inescapable. Chun can also escape it with a Super, but remember that Boxer can still walk under for the side switch.

GROUND NORMALS

Close Standing Strong/Far Standing Strong:

o Cosmetic fix: medium attack activation sound instead of heavy.

REASON: Just bug fixing.

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H ➔ M
Close Standing Strong:

- Framedata nerf: startup 1f longer, active part 4f longer, recovery 4f longer.

REASON: just making the move slower overall, so if the move whiffs due to a failed grab attempt due to Claw escaping it with a 3K Back Flip, Boxer won't be able walk up and grab Claw anyway, when he's recovery from the Back Flip. Now, why is this needed? Because Boxer's Crouching Forward tick into walk up throw is extremely dirty and effective vs Claw specifically: it's basically impossible for Claw to counter throw because even if the Claw player does a reversal throw attempt (presses the button on the very first moment in which he recovers from the tick), the throw will not connect because Boxer is still too far away. And then on that situation Claw is grabbed during the startup of the normal (which comes out due to the throw not connecting). Also on that scenario Boxer will be grabbing Claw out of his throw range too so it's not like Claw could just time his button press instead. Now, it's true that he can escape with Scarlet Terror, but the problem is that, unlike most charge character's reversal move, Scarlet Terror it's not a down charge move (in other words, it's side dependent), so after the grab ends, Claw has to gamble on which side to charge (down forward or down back?) since Boxer has the option of switching sides if he wants. But it can be even worse than that: expert Boxers can do a double side switch which will result in Claw not having enough charge for a Scarlet Terror after the next blocked Crouching Forward kick, regardless of the side he chose to charge. Claw also has a slow pre-jump speed, so he can't jump out of the tick like Dictator can. And the back flips are not an answer either because Boxer can grab Claw during their recovery. This all meant that Claw had only one way to escape: a Reversal Throw during Boxers Crouching Forward kick (before blocking Boxer's normal), which requires a 1f precision. Now, despite the dirtiness of the setup, in ST the match is considered fair (minor disadvantage for Claw), but in NL Claw lost most of his bullshit, so it's only fair for the bullshit against him to also be adjusted. Now, with this change on Boxer's Close Standing Strong, Claw can escape the tick with a 3K Back Flip, and Boxer will not be able to walk up and grab Claw after the initial grab attempt fails to connect, creating a mix-up situation: after the tick Boxer can either go for a grab normally (which claw can counter with a 3K back flip), or he can just keep walking forward, to be able to grab Claw in case he does the 3k Back Flip (in which Claw can just counter with pretty much anything else). On other match-ups I believe the impact is minimal since it will be very uncommon for Boxer to whiff a Standing Strong when going for a grab, most likely he will either grab the opponent, or he'll eat a reversal. Of course it will still happen if Boxer mistimes the button, but then it's his own fault. Finally, due to the startup nerf, on hit this move can't be cancelled into Super anymore.

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ST
5/4/7
NL
6/8/11
Far Standing Strong:

+ Priority buff: hurtbox reduced 12px downwards but hitbox reduced 10px downwards.

REASON: So now it can beat Zangief's Far Standing Jab. Being forced to trade with it wasn't totally unfair on ST but Zangief got some buffs and Boxer received so many small damage nerfs so I think Boxer deserves this to keep up with Zangief. The hitbox was also reduced as a compensation for this buff, but it wasn't nerfed by the same amount otherwise it would whiff vs a Standing Honda and Fei, and that could come into play sometimes like when a grab is mispaced.
IMPACTS: This move can now be whiffed on neutral instead of get beaten vs some moves, but this move wasn't used like that anyway so I think it's mostly OK. If this happens to be too good though, explain to me why and this may be reverted/adjusted.

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ST NL
Crouching Strong:

- Damage nerf: from 24 to 22.

REASON: Boxer does a little too much damage in general so I am nerfing the damage of the most used moves.

- Priority nerf: hitbox reduced 2px downwards.

REASON: So it doesn't beat Blanka's slide anymore.
IMPACTS: this may be hard to believe but this actually only impacts in 1 more thing and that it now whiffs vs Guile's Crouching Strong (but the priority on it is shit so it's not like Guile will be able to spam this move)! There isn't a single other low hitting move in the game that can't be hit anymore due to this change. Boxer still obviously has tools to deal with Blanka's Slide, but they all have very obvious counters, which is why this is so good for balance on that extremely favored match-up (for Boxer). From my testings, the best counters are either random timed Crouching Forward (not as safe as Crouching Strong spam) or to react with a Crouching Short (safer, if mistimed Boxer can always block the slide, and it also received a slightly damage buff) canceled into Jab Low Rush: that will combo most of the time, so Boxer still has pretty good counters to it, but it's not as spammable, unlike on ST that Boxer can just spam Crouching Strong. But that's still not really hard to do, since, from the 4 active frames of Crouching Short, only the last one isn't special cancelable, so that it will be possible to do that punish almost every time.
IMPACTS: will have slightly better range vs N.Fei's tweaked Crouching Fierce and N.Cammy's tweaked Crouching Forward. But they both received adjustments specially to deal with Boxer so I think it will be ok.

- Priority nerf: 1st recovery animation head hurtbox is like the active part but reduced 10px forward.

REASON: So it can be punished when whiffed by moves like N.T.Hawk's tweaked Far Fierce and Dictator's Standing Kicks. The arm hurtbox during active is placed farther backwards so this change wont make it that vulnerable if whiffed.

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24 ➔ 22
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ST NL
Close Standing Fierce/Far Standing Fierce:

o Cosmetic fix: heavy attack activation sound instead of medium.

REASON: Just bug fixing.

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M ➔ H
Close Standing Fierce:

+ Startup buff: 4f faster.

REASON: so this move has a realistic use. With this change, there's 2 impacts that I am seeking to achieve: 1) I want the Fierce throw to be as usable as Strong. With this change now Close Standing Fierce can also somewhat work to punish someone that jumps out of a tick throw, just like Strong can. It wont works as well though, since the activation range on Close Fierce is very low; and 2) This move can now be special (and super) canceled. But don't worry, the activation range on this is very small so the maximum Boxer can do is link it after a jumping move and then cancel it into a rush. Overall I don't think this is too strong because this move can't hit crouchers anyway. The only problem with it is that that simple 3-hit combo I described can often dizzy the opponent by itself. I fixed that on a change below. I know I know, Boxer don't really deserve buffs, but otherwise this move would remain totally useless. If this proves to be too good, then I will probably revert this change. Time will tell.

- Damage nerf: from 30 to 28.

REASON: At first I didn't changed the damage on this because this was a useless move to begin with, but now that it's usable it must receive the same treatment as the other good normals.

- Dizzy/dizzy timer nerf: from 10~16 to 3~9, timer reduced from 80 to 40.

REASON: a good portion of cancelable Close Fierce moves on this game have this property, to keep them in check (e.g. Shoto's, Fei). Some don't have it though (e.g. Cammy's, Chun's). Boxer is already receiving a buff that he doesn't really deserves so I'm doing this just to play it safe. Maybe this isn't really needed but I'm not sure.

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ST
8/6/15
NL
4/6/15
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30 ➔ 28 10~16(80) ➔ 3~9(40)
Far Standing Fierce:

- Damage nerf: from 30 to 28.

REASON: Boxer does a little too much damage in general so I am nerfing the damage of the most used moves.

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30 ➔ 28
Crouching Fierce:

- Damage nerf: from 30 to 28.

REASON: Boxer does a little too much damage in general so I am nerfing the damage of the most used moves.

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30 ➔ 28
Close/Far Standing Short:

+ Startup buff: 1f faster.

REASON: just so there's something unique to this move. Now this is the fastest startup normal Boxer has. It doesn't hit crouching characters and has like no reach so this shouldn't be too good.

+ Damage buff: from 4 to 12.

REASON: this move was useless the way it was. Now it's not totally outclassed by Standing Jab.

o Cosmetic fix: short attack sound on hit instead of jab.

REASON: Just bug fixing.

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4 ➔ 12 jab ➔ short
ST
3/4/5
NL
2/4/5
Crouching Short:

- Bug fix/Behavior tweak: can't be chain canceled into jabs anymore.

REASON: just to fix the bug that allowed Boxer to charge for Headbutts while spamming STANDING Jab.

+ Damage buff: from 4 to 12.

REASON: this move was useless the way it was. Now it's kinda important vs Blanka now that Crouching Strong can't hit Blanka's slide anymore.

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4 ➔ 12
Close Standing Forward:

o Cosmetic fix: forward attack sound on hit instead of strong.

REASON: Just bug fixing.

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strong ➔ forward
Far Standing Forward:

o Cosmetic fix: forward attack sound on hit instead of strong.

REASON: Just bug fixing.

+ Priority buff: active part head hurtbox decreased 6px forward.

REASON: Now matches the sprite. Complements the change below.

+ Priority buff: hitbox expanded 16px forward, but reduced 4px downwards and 2px upwards.

REASON: the hitbox on this move made no sense. Now this at least has a little more range. The vertical priority changes is for it to still beat Blanka's Amazon River Run (slide) but whiff against Blanka's Crouching Jab and Strong.

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ST NL
Crouching Forward:

- Recovery nerf: 2f slower.

REASON: just so it's a little worse as tick throw move. Not many people is aware, but doing a Crouching Forward into walk in grab is an extremely dirty setup, specially vs Claw, though it's also very good vs Dictator too (both are charge characters without invincible moves that only require a down charge). This is because if these 2 characters gets a throw on the first possible moment (i.e. a reversal throw) after Boxer's Crouching Forward, Boxer would still be too far away to be grabbed, and then Boxer would then grab them out of their Standing Strong/Fierce startup. The medium pushback and the fact that Boxer has to stand up after doing to move sets up this perfect spacing that makes it very hard to escape. In the case of Dictator, all he could do is try to jump back out of it, but Boxer can link a Crouching Roundhouse instead of going for a grab, which will hit Dictator before he can get out of the ground, which creates a mix-up situation (to jump or not to jump?). Add all that to the fact that Boxer's grab is loopable and that Crouching Forward hits low, and you got a very nasty setup. Now, with this change, Crouching Forward will not link very well into Crouching Roundhouse, allowing for Dictator to jump out of it more safely, if he decides to opt for that. Note that Boxer can use Crouching Strong instead, which will give similar frame advantage, he can use it to link into Crouching Roundhouse too, or to set a tick throw with that special timing/spacing, but at least it's not a move that hits low, which makes it not as cheap. As for Claw, he can't jump out of it still, but his problem is being addressed on the Boxer's Close Standing Strong framedata change.

- Damage nerf: from 26 to 24.

REASON: Boxer does a little too much damage in general so I am nerfing the damage of the most used moves.

- Priority nerf: hitbox decreased 2px upwards.

REASON: main reason is that it makes no sense for a low move to beat standing kicks. Now it misses N.Ken's Standing Roundhouse (requires the change on N.Ken - it's OK for balance IMO, Ken still loses this match-up unless he can abuse his knee bash setups successfully), ChunLi's Far Standing Short (not ideal to the match-up balance, but Boxer can just use Strong instead so this shouldn't be too significant), Dictator's Standing Kicks (good for balance IMO, it made no sense for trades to happen, Dic should be winning this exchange cleanly), Guile's Donkey Kick (not sure about this one, but Guile already favored Sobats for this anyway), T.Hawk's Far Standing Forward (doesn't really matter, since T.Hawk could use Far Standing Strong instead, which has the same range but also has the benefit of not losing to Boxer's Crouching Strong), DeeJay's Far Standing Roundhouse (not sure about that one too).

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ST
5/6/4
NL
5/6/6
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26 ➔ 24
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ST NL
Close Standing Roundhouse:

o Cosmetic fix: rh attack sound on hit instead of fierce.

REASON: Just bug fixing.

+ Recovery buff: 2f faster.

REASON: just making this a little more usable. Now it's a little better as a meaty to be used as a tick, for example. It's not fast enough to link anything after it, though.

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fierce ➔ roundhouse
ST
6/6/15
NL
6/6/13
Far Standing Roundhouse:

o Cosmetic fix: rh attack sound on hit instead of fierce.

REASON: Just bug fixing.

+ Recovery buff: 2f faster.

REASON: just making this a little more usable, specially against HF Zangief. I doubt this will make this move be used often though.

+ Priority buff: active part head hurtbox decreased 10px forward.

REASON: just so it can be used more safely against O.Zangief's Kick Lariat. This move had very few uses on ST (if any) so I doubt this buff will really make this move good enough to be used often. It may be used here and there as an anti air, but Boxer already could AA everything with his Crouching Fierce anyway, so it's not like this will change much.

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fierce ➔ roundhouse
ST
8/6/15
NL
8/6/13
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ST NL
Crouching Roundhouse:

- Damage nerf: from 32 to 28.

REASON: Boxer does a little too much damage in general so I am nerfing the damage of the most used moves.

+ Priority buff: 2nd startup part head hurtbox moved 14px downwards.

REASON: So it can never be beat by Lariat's arms. His Low rush is unchanged though. This will also allow it to be 100% safe against High Tigers, but I believe this is of less importance.

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32 ➔ 28
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ST NL

SUPER / SPECIAL MOVES

All Specials/Super (minus TAP):

o Behavior tweak: Input window is no longer random and is fixed at the minimum value.

REASON: The input window on all special moves is now fixed to the minimum value of 7f instead of being random at 7~14f. Having random input timers makes no sense.

Straight Rush:

+ Behavior buff: super meter given increased from 6 to 7 points.

REASON: This move isn't used much so this is also a form of Buff to it. The main idea is that Standing Rushes will give more super meter than the low versions so they have something more going on with them. Now that Boxer's Super is not as oppressive as it was in ST, this change makes sense.

+ Priority tweak: Strong version last recovery frame now uses a normal sized foot hurtbox.

REASON: For me this is a bug.

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6 ➔ 7
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ST NL
Upper Rush:

+ Behavior buff: super meter given increased from 5 to 7 points.

REASON: This move isn't used much so this is also a form of Buff to it. The main idea is that Standing Rushes will give more super meter than the low versions so they have something more going on with them. Now that Boxer's Super is not as oppressive as it was in ST, this change makes sense.

+ Damage buff: from 26|28|32 to 28|30|32 (Short|Forward|Roundhouse).

REASON: This move isn't used much so this is supposed to be an incentive to use it. The main idea is that the Standing Rushes do more damage while the low rushes then to be more useful on other aspects.

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5 ➔ 7 26|28|32 ➔ 28|30|32
Low Rush:

- Damage nerf: from 28|30|32 to 26|28|30 (Jab|Strong|Fierce).

REASON: Boxer does a little too much damage in general so I am nerfing the damage of the most used moves.

- Dizzy nerf: from 9~15 to 7~13 (like the Straight rush).

REASON: Nerfing this move in general.

-- Recovery nerf: Jab version 4f slower, Strong version 3f slower, Fierce version unchanged.

REASON: Mostly to limit the charge partition usage. That and Jab Rush being +10 on block was absurd. Now all versions are +6 on block, which is still pretty good.

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28|30|32 ➔ 26|28|30 9~15 ➔ 7~13
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ST
9~11/6/6
NL
9~11/6/10
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ST
10~20/7/6
NL
10~20/7/9
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ST
12~29/8/6
NL
12~29/8/6
Knockdown Rush:

+ Behavior buff: super meter given increased from 5 to 6 points.

REASON: Just so it gives the same meter as the punch version. Now that Boxer's Super is not as oppressive as it was in ST, this change makes sense.

- Priority nerf: while active it now uses the same head hurtbox used on Crouching Fierce.

REASON: It simply out prioritized the normal Kick rush too much. This move's main advantage should be the charge partitioning, not a better priority.

- Damage nerf: from 28|30|32 to 26|28|30 (Short|Forward|Rh).

REASON: Boxer does a little too much damage in general so I am nerfing the damage of the most used moves.

- Dizzy nerf: from 9~15 to 7~13 (like the Upper rush).

REASON: Nerfing this move in general.

-- Recovery nerf: Short/Forward versions 2f slower, Rh version unchanged.

REASON: Mostly to limit the charge partition usage.

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ST NL
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5 ➔ 6 28|30|32 ➔ 26|28|30 9~15 ➔ 7~13
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ST
6~8/6/7
NL
6~8/6/9
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ST
7~16/7/6
NL
7~16/7/8
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ST
8~24/8/6
NL
8~24/8/6
Buffalo Headbutt:

- Behavior nerf: Jab version 1st hitting part is active for 1f less, next active part stays active for 1f more.

REASON: So the range in which he can hit a crouching character with it is reduced slightly. This helps in making it less safe on block (have to be closer to the opponent to be able to hit him if he's crouching). If you want a safe on block Headbutt, you can use the Strong version, which is just as safe as it was in ST, but you of course give up the 100% invincibility that the Jab version has, though. I want to keep the Jab Headbutt for situations in which Boxer needs that extra invincibility only.

- Recovery nerf: Jab version grounded recovery is 2f slower.

REASON: At first I had nerfed this by 4f since the nerf by 2f on HDR clearly wasn't enough... But after thinking about it, 2f is enough if the change above is also applied. Also, having a 4f worse recovery just made it look weird in game.

+ Priority buff: Strong version now has no head hurtbox during the 2nd active part.

REASON: the main reason is for it to be a better counter to the new HF inspired Kick Lariat on O.Zangief. It may also be seen as a little better to be used on the few situations that it was usable on ST (as a poke from the appropriate range). Also remember that this is now overall the safest on block, since the Jab version was nerfed. I didn't really liked the HDR change that allowed it to be used to pass through fireballs. Boxer not only doesn't need help with specifically that, but he also too good at it and shouldn't get any buff on it. Plus, the way Strong was originally fits better on my idea for balance (Jab: invincibility, Strong: safest on block, Fierce: range).

o Cosmetic fix: Strong version last frame now uses the correct sprite.

REASON: This obviously doesn't affect the gameplay, it's just a bug fix for a CAPCOM's mistake.

- Priority nerf: Strong and Fierce versions body hurtbox during the 2nd active part expanded backwards by 8px, leg hurtbox expanded 2px backwards.

REASON: So it will always at least trade with Hawk's point blank Tomahawk Buster.

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ST
11/4/7/21
NL
11/3/8/23
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ST NL
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ST NL
TAP:

- Priority nerf: hitbox decreased 2px downwards.

REASON: just so it doesn't hit some low moves that were nerfed for Zangief's Standing Forward to hit then easier, so the TAPs work against these few moves just like it did in ST. The moves I'm talking about are Guile's Crouching Forward, Cammy's Crouching Forward and Fei's Crouching Fierce. Chun's Crouching Forward was also nerfed, but this Boxer nerf has no impact in that exchange, which means his TAPs are BETTER vs N.Chun's Crouching Forward. I think this is a fair unintended buff on that match-up, since N.Chun beats Boxer. Don't worry, other than the impacts mentioned here the move behaves pretty the same, so this nerf actually has no impact in a very good amount of match-ups.
IMPACTS: other moves affected by this change are: Blanka's Crouching Strong (which is OK, Blanka needs help vs Boxer, and his slide already beat it anyway), Guile's Crouching Strong (meaningless), Dhalsim's Far Crouching Punches (but nerf Dhalsim received on them so he's vulnerable to Sonic Booms is enough for TAP to still hit normally), Shoto crouching stance (will only hit his head hurtbox, but this results in only 3px of difference, so it's meaningless too) and Sagat's crouching stance (will only hit his head hurtbox, and this one has more significance vs Sagat than vs Shotos, Boxer needs to be 8px closer for it to hit, and that's OK since Boxer wins even against ST's O.Sagat).

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ST NL
Super:

+ Behavior buff: 2nd, 3rd and 4th straight hits tweaked slightly on the horizontal velocity, horizontal deceleration and minimum ground traveled per punch.

REASON: these changes SHOULD FIX THE RANDOM PAUSE that usually happened between the 2nd and the 3rd hits. I think it's fair to have this fixed now that the super is unsafe on block. The 1st hit is unchanged though, so the super isn't any better at passing through projectiles. The upper hits are also unchanged.

-- Recovery/Behavior/Priority nerf: slower by 3f (now it's -7f on block), horizontal movement on last punch's slightly decreased, leg hurtbox during recovery is now bigger so Shoryukens can reach.

REASON: It being safe on block was too good. I can't make it even more unsafe or a lot of characters will be able to punish with their supers, and I think this will be too much (though I think that's still ok on a few cases, like Ken and Sagat).
IMPACTS: Here's the list of the best options to punish Boxer's tweaked super when blocked.
Ryu: Shoryuken (must be reversal to work every time), Cr.Forward/Rh (3f window to punish, hard to time, but safe to try in case of Cr.Forward)
Ken: Shoryuken, Super (!, Boxer can punish Ken's super if whiffed/blocked too so it's fair IMO)
Honda: Jab HHS (1 hit)
Chun Li: Short Lightning Legs (1 hit)
Blanka: Horizontal Rolls (unsafe), better to do nothing unless that will end the round
Zangief: SPD
Guile: Flash Kick (Super wont work because it was adjusted (nerfed) specifically for that)
Sim: Fierce Throw (depends on positioning so it wont always work), Cl.Cr.Strong/Rh (3f window to punish, hard to time, but safe to try) (Super wont work because it was nerfed)
Hawk: Typhoon/Super (!, on rare cases it will be out of range though)
Cammy: Thrust Kick
Fei: Flame Kick (must be reversal, but due to the buffs on Forward/Rh Flame kicks any version works, so Fei can triple tap)
DeeJay: Rh/Forward Jacknife Maximum -> Juggle Super
Boxer: Knockdown Rush, Super (!)
Claw: Cr.Strong (3f window to punish, hard to time)
Sagat: Tiger Uppercut, Super(!, must be reversal, Boxer can punish Sagat's super if whiffed so it's fair IMO)
Dictator: Cr.Short xx Crusher/Scissors (3f window to punish, hard to time, but safe to try)

- Priority nerf: Punch super hitbox decreased 6px downwards.

REASON: so it still whiffs vs Blanka's Super. Dont worry, Boxer will still hit all crouchers with it. This change is also good for other reasons, e.g. it wont hit the extended hurtboxes (due to my changes) on Guile's Crouching Forward and Fei's Crouching Fierce anymore. This will have basically no impact most of the time though.

+ Priority fix: Kick version hitbox expanded 3px vertically.

REASON: so if the Boxer player defaults to the kick hits (for the not nerfed damage), the super will combo properly against Fei. With this fix, it combos properly against everyone but Blanka (it would require too much of a change for it to work on him, plus Boxer still has advantage vs him anyway - you'll have to default to the Punch version on this case).

- Damage nerf: straight hits reduced from 18 to 14 each, upper hits reduced from 18 to 16 each, last hit unchanged (from 18*5 to 14*4 + 18 (around 45% now), or 16*4 + 18 if the first 4 hits are uppers(around 50%)).

REASON: It was the best super in ST... this nerf was an obvious one. Also, giving more damage to the Upper hits also make it more interesting too. Now, if the Boxer player sees the super connected, he should hold K so the remaining hits are Uppers, for the better damage. Of course the Straight hits must still be used in case the opponent is blocking, since the Upper hits can't hit crouchers.

-_-'...-_-'-_-'-_-'-_-'/-_-'
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ST Punch NL
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ST Kick NL
last hit and recovery :
ST
12/13 (-4 on block)
NL
12/16 (-7 on block)
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18*5 ➔ 14x4+18|16*4+18