NEWLEGACY.FR

THE CHANGELOG

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- CLAW -

Claw on SRK Wiki (ST)

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GOAL OF THE CHANGES

To nerf his abusive stuff is the main goal. His main problem is the Wall dive abuse, so that will be nerfed. But not by removing the knockdown (like in HDR), because that simply made the move dumb. Another good idea that I have is that, when his claw is dropped, make it bounce in front of him, so the opposing character will have a chance of zoning Claw out when he tries to retrieve his weapon back. It's known that some Claw moves get considerably worse when he is not wielding his weapon, so this will be an opportunity for the opposing character to maximize this opportunity. It's now also slightly easier to make his weapon drop. Some other moves will also receive some nerfs for when he's not wielding his claw only. Like for example, his Jumping Fierce will have way worse priority, and his Dive will not knock down. Anyway, Claw will still be very good on the ground, he won't be too nerfed on his ground game. This way he will be basically balanced against most of the cast (I hope).

New colors
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Original colors
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Old

To select O.Claw, choose any color and then press :

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MISC

Crouching animation:

- Priority nerf/Behavior tweak: body hurtbox expanded 5px upwards.

REASON: So now Fei's Rekka Ken 1st hit will connect properly on Claw after a Close Standing Fierce.
IMPACTS: The following moves now can hit Claw around his body hurtbox as well (before they could only hit around his head), which allows them to hit claw also from 5px farther: Honda HHS 1st hit, Green Hand 1st hit, Cammy Standing Fierce/Rh, Hawk Standing Jab (!), Standing Forward and Crouching Strong and Dictator Standing Forward (!).

Claw dropping:

-- Behavior nerf: the claw weapon now bounces at front of you when dropped.

REASON: So it's harder to get it back. The opponent can now zone it out from you.

-- Behavior nerf: minimum amount of hits taken/blocked before the random chance of getting the claw dropped reduced from 8 to 4.

REASON: this will make claw's weapon drop be considerably faster. The claw dropping mechanic works as follows: theres a counter that is added by one each hit Claw takes/blocks. Once that counter is equal to 8 (now changed to 4 for N.Claw), each hit taken/blocked has a small chance of having the claw be dropped. With this change, that small chance is actually intact, but the minimum amount of hits taken/blocked required for Claw to be on the "random phase" is reduced.

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ST NL

GROUND NORMALS

Close/Far Standing Jab:

+ Damage buff: from 4|4 to 14|12 (claw|clawless, respectively).

REASON: No ground light normal that is not chain cancelable should do so little damage, unless there's a reason for it, and I don't think it's the case here.

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4|4 ➔ 14|12
with claw|without claw
Crouching Jab:

+ Damage buff: from 4|4 to 14|12 (claw|clawless, respectively).

REASON: No ground light normal that is not chain cancelable should do so little damage. Crouching Strong was the one that was used mainly anyway.

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4|4 ➔ 14|12
with claw|without claw
Close Standing Strong:

+ Startup buff: 1f faster.

REASON: so it can be special canceled. That's just an idea to maybe make this move a little more usable. I know, Claw is the least character that needs buffs, but if you compare Claw's normal set from this hack with ST's, you'll notice that, overall, ST's still better.

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ST
5/4/9
NL
4/4/9
Crouching Strong:

- Startup nerf: 1f slower.

REASON: just nerfing one of the most important Claw normals. Now the opponent will be able to do a reversal in between Strongs a little easier. Crouching Jab is unchanged though so that can be used instead if that's considered a problem. I wish I could nerf it a little more, but this is the maximum nerf that still allows the move to be special cancelable. If you need a move with this kinda range and speed to cancel to dive, use Jab, which is unchanged on these aspects.

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ST
3/4/10
NL
4/4/10
Close Standing Fierce:

+ Startup buff: 2f faster.

REASON: so it can be special canceled. That's just an idea to maybe make this move a little more usable. I know, Claw is the least character that needs buffs, but if you compare Claw's normal set from this hack with ST's, you'll notice that, overall, ST's still better. In case this proves to be too good, I can always revert it, I doubt it will be the case though.

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ST
6/6/10
NL
4/6/10
Crouching Fierce:

- Damage nerf: from 26 to 22 (when wielding the claw only).

REASON: so trades with an aerial Fierces/Rhs are disadvantageous. The loss in damage is now evident against N.T.Hawk's Jumping Fierce, and is by a very little amount against Zangief's Forward Double Knees.

- Priority nerf: arm hurtbox during active expanded 2px upwards (when wielding the claw).

REASON: so it can get beaten by Zangief's 3K Lariat. This won't came up that often into play vs N.Zangief, but will vs O.Zangief's HF styled 3K lariat. It does also makes it a little less effective as an anti air, but it's still pretty good at it anyway so it's OK.
IMPACTS: DJ's Jacknife Maximum can beat it now from farther on the 1st active frame.

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26|20 ➔ 22|20
with claw|without claw
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Close/Far Standing Short:

+ Damage buff: from 4 to 12.

REASON: No ground light normal that is not chain cancelable should do so little damage, unless there's a reason for it, and I don't think it's the case here.

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4 ➔ 12
Close/Far Standing Forward/Roundhouse:

+ Damage fix: not reduced anymore when the claw is dropped.

REASON: for some reason these kick moves got worse when not wielding the claw, which doesn't make sense. I know this is a buff and buffing claw is not a good idea, but this makes no sense.

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close-_-' close-_-'
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20|18 ➔ 20|20 24|22 ➔ 24|24
with claw|without claw with claw|without claw
far-_-' far-_-'
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20|18 ➔ 20|20 24|18 ➔ 24|24
with claw|without claw with claw|without claw
Far Standing Forward:

- Priority nerf: body hurtbox during the last startup part moved 22px forward.

REASON: So it behaves somewhat like Zangief's Standing Forward, i.e. has a projected hurtbox during startup so it's vulnerable to Red Hadoukens or to Jab DPs on footsies.

- Priority nerf: leg hurtbox during the active part expanded 4px downwards and 8px forward.

REASON: The downwards priority nerf is for it to be in reach of Shoto's Crouching Strong (as well as of Sagat's Crouching Punches), so they are able to counter it from a crouching position (Claw's answer for this is his slide). The horizontal nerf is for it to be beaten from a little farther. The move will still be a good poke, but won't be as "abusive" anymore vs Shotos.
IMPACTS: Regarding the vertical priority nerf: Honda's Cr.Jab/Fierce (beats), Chun's Cr.Strong/Fierce (trades), Sim's Far St.Strong/Fierce (beats), Cammy's Forward/Rh Drill's (trades), Sagat's Cr.Punches (beats !), Dictator Cr.Strong/Fierce (can beat, but range is too specific).

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ST NL
Crouching Roundhouse:

- Recovery nerf: 4f slower.

REASON: so the safe range is considerably smaller. This is by far his biggest nerf on his footsies tools.

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ST
7/17/14
NL
7/17/18

AERIAL NORMALS

Neutral Jumping Jab:

- Priority nerf: hitbox reduced 2px vertically, 6px forward and 14px backwards (when his claw is dropped only).

REASON: Unlike the ground moves, the aerial moves didn't get affected (priority wise) on ST when not wielding the claw, and I think they should.

+ Damage buff: from 4|4 to 14|12 (claw|clawless, respectively).

REASON: No air move should do so little damage, unless there's a reason for it, and I don't think it's the case here.

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4|4 ➔ 14|12
with claw|without claw
Diagonal Jumping Jab:

- Priority nerf: hitbox reduced 1px vertically 3px horizontally (when his claw is dropped only).

REASON: Unlike the ground moves, the aerial moves didn't get affected (priority wise) on ST when not wielding the claw, and I think they should.

+ Framedata buff: stays active for double the time it used to be.

REASON: As it is in ST there is no reason to use it because Strong outclasses it on all aspects.

+ Damage buff: from 4|4 to 14|12 (claw|clawless, respectively).

REASON: No air move should do so little damage, unless there's a reason for it, and I don't think it's the case here.

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4|4 ➔ 14|12
with claw|without claw
Neutral Jumping Strong:

- Priority nerf: hitbox reduced 2px vertically, 6px forward and 14px backwards (when his claw is dropped only).

REASON: Unlike the ground moves, the aerial moves didn't get affected (priority wise) on ST when not wielding the claw, and I think they should.

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ST NL
Diagonal Jumping Strong:

- Priority nerf: hitbox reduced 1px vertically 3px horizontally (when his claw is dropped only).

REASON: Unlike the ground moves, the aerial moves didn't get affected (priority wise) on ST when not wielding the claw, and I think they should.

- Damage nerf: from 20 to 18 (when the claw is dropped).

REASON: Some aerial punches didn't get affected (damage wise) on ST when not wielding the claw, and I think they should.

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20|20 ➔ 20|18
with claw|without claw
Neutral Jumping Fierce:

- Priority nerf: hitbox reduced 2px vertically and moved 10px backwards (when his claw is dropped only).

REASON: Unlike the ground moves, the aerial moves didn't get affected (priority wise) on ST when not wielding the claw, and I think they should.

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ST NL
Diagonal Jumping Fierce:

- Priority nerf: hitbox reduced 4px forward and 4px downwards (when his claw is dropped only).

REASON: Unlike the ground moves, the aerial moves didn't get affected (priority wise) on ST when not wielding the claw, and I think they should.

- Damage nerf: from 26 to 24 (when his claw is dropped only).

REASON: Some aerial punches didn't get affected (damage wise) on ST when not wielding the claw, and I think they should.

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26|26 ➔ 26|24
with claw|without claw

SUPER / SPECIAL MOVES

All Specials/Super (minus Back Flips):

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.

Short Back Slash:

-- Behavior nerf: super meter given decreased from 5 to 2 points.

REASON: was too easy and safe to fill the super meter.

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5 ➔ 2
Flying Barcelona Attack (kick dive):

- Recovery/Behavior nerf: Claw can't block on the 1st grounded recovery frame after the little "hop".

REASON: so fast sweeps can be used as punisher when a dive is blocked. Before, claw had "trip guard" on it, so no matter how many frames I added to the grounded recovery, all that did was to force him to not move during that time, but he always could block as soon as the little "hop" ended. Now this problem is solved and claw can be punished properly.

- Recovery/Behavior nerf: Claw is now considered on the ground during the grounded frames of the little "hop" animation.

REASON: so he can be knocked down from sweeps and be thrown on these frames. This allows Zangief to counter Claw's dive with a sweep if Claw's spaces it so it can beat Zangief's Standing Rh with Dive's claw attack superior vertical priority, creating a mix-up situation. This of course has impact in other match-up's as well. This requires the low move to have considerable horizontal range though. This can be used by Dhalsim to punish claw with his Crouching Punches, but is obviously risky since his limbs can be hit by claw's attack if Claw decides to delay it.

- Behavior nerf: the little "hop" right before the grounded recovery moves claw farther away half from the opponent half as much as in ST.

REASON: so it's closer to the opponent, so it can be not as safe if blocked. I think the best way to balance Wall Dive loop is by making it unsafer on block if not timed/spaced well enough.

-- Behavior nerf: Less BLOCK stun and push-back (behaves like a Medium move instead of a Heavy, when blocked).

REASON: I think the best way to balance Wall Dive loop is by making it unsafer on block if a ambiguous cross-up attempt fails. This also removes the Blocked Dive -> Crouching Strong xx Dive block string, which was too good.
IMPACTS: this change in conjunction with the the others above makes this move punishable on block, depending on the spacing/positioning. It's still possible for Claw to make it safe on block, he just has to 1)hit the opponent with the tip of the claw; and 2)must not hit the opponent from too high in the air. Do these 2 things and it will still be 100% safe. On most match-ups only one of the 2 are needed though. IMO this is fair, and it's not like the opponent can just default to block it every time, remember that Claw also has the Izuna Drop! Anyway, here are the main counters (after it's blocked from an unsafe range):

Shotos: sweep seems to work most of the time, but not always;
Ken: Reversal super may work too;
Honda: If Claw crossed up then sometimes he can be in Oicho range, otherwise the best Honda can do is hit with some normal or a Jab HHS hit. But sometimes even that is out of range so the best Honda can do is a Strong HHS, which Claw is pretty much forced to BLOCK;
Chun: if in range a Crouching Forward can work, but most of the time Chun won't really have a good punisher for it. But that's OK since the match-up was already balanced in ST;
Blanka: not much he can do since his normals are too slow. But that's OK, Blanka didn't really had a problem with dives to begin with;
Zangief: SPD seems to work most of the time. And when Claw is barely outside the SPD range, a Reversal Fierce Green Hand can KD claw out of his (now longer) hop animation. This is probably the character that benefits the most from these Wall Dive nerfs;
Guile: Crouching Forward seems to have enough reach on most situations, but it's not fast enough so Claw can usually block. Still useful to keep Claw away, though. And by the way Guile already could deal with Claw's dives so this is OK;
Dhalsim: if close enough he can use his Close Crouching Fierce/Rh, if not then I guess the best option would be the Far Standing Short... not a great option I know. Standing Forward can be used too but it's a little harder to time because its startup was nerfed. Maybe Dhalsim deserved a better counter, but at least he can punish with something, so it's a huge improvement already over ST;
Hawk: Typhoon is an option sometimes, but it's also possible for Claw to space it so it's not, and in that case there isn't much Hawk can do. This is not excellent but Hawk's biggest problem on this match-up was getting in, not the wall dives, so that's not too bad actually;
Cammy: if in range a Crouching Forward can work, but most of the time Cammy won't really have a good punisher for it. But that's OK since the match-up wasn't that bad in ST and Cammy received a good number of buffs already;
Fei: Standing Jab xx Rekkas seems to be the best counter, but Claw may land too far and it won't work. In that case then Fei has 2 options: Crouching Fierce for more granted damage, or to just do a Fierce Rekka in which Claw seems to be forced to block as he doesn't has enough frame advantage to get away, and on certain positionings Claw may not be able to block which will give Fei a KD;
DeeJay: his normals are either too slow or have small range so he rarely can punish with anything. But that's OK because DeeJay actually could deal with Wall dives just fine in ST;
Boxer: with "reversal" timing a sweep can work, but it's hard to do so. Claw can't be punished for the most part, but that's OK cuz the match-up was already OK in ST;
Claw (mirror): Crouching Strong counters it reliably;
Sagat: sweep is an excellent counter since it comes kinda fast and has good range. Even Tiger Knee seems to work well. Sagat, somewhat like Zangief, benefits a lot from these Wall Dive nerfs;
Dictator: doesn't seem to have any new counters. And that's good since Dictator already did fine vs Claw Wall dives;

- Priority nerf: active frame arm hurtbox expanded 4px forward.

REASON: this is the minimum nerf needed for it to to be beaten easily enough by Zangief when Claw is spacing it with the tip of the attack. Claw can still force a trade though. As for the downwards nerf, it's just nerfing the move in general, a lot of players complain about its priority. My change is very conservative, a 4px change is small. Now it's a little easier for opponents to beat/trade from a grounded position.

- Behavior nerf: won't knockdown grounded opponents (when his claw is dropped only).

REASON: Just to emphasize more his dependency on having the claw.

- Framedata nerf: the claw attack changed for each version: Jab kept as is (3/6/3 - Startup/Active/Recovery), Strong changed from 3/6/3 to 4/5/4, Fierce changed from 3/6/3 to 5/4/5.

REASON: Just so now there is a reason to do the Flying Barcelona Attack with any button other than Fierce. Now, each version have it's own frame data, giving the other versions a reason to be used (Jab: faster startup and more active frames but less damage; Fierce: slower startup and less active frames but more damage; Strong: in between Jab and Fierce).

- Damage nerf: from 28|30|32 to 24|26|28 (Jab|Strong|Fierce) (when wielding the claw only).

REASON: The wall dive was Claw's main source of damage on a lot of match-ups. Nerfing it is a good way of nerfing claw's potential damage, but note that I can't nerf it too much or Claw will just be a low-mid tier instead of top tier, and I don't want that, I want him (and everyone else) to be mid tier.

- Dizzy nerf: from 9~15 to 7~13 when wielding the claw, from 9~15 to 5~11 when not.

REASON: Just making it harder for claw to score dizzies out of Wall dives. The nerf while not wielding the claw is to emphasize his dependency on it.

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H ➔ M 28|30|32 ➔ 24|26|28 9~15|9~15 ➔ 7~13|5~11
L|M|H with claw|without claw
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ST
3/6/3
NL
3/6/3
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ST
3/6/3
NL
4/5/4
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ST
3/6/3
NL
5/4/5
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Izuna Drop:

- Damage nerf: from 34 to 32.

REASON: this deserves a small nerf. Now does the same damage as an unteched throw.

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34 ➔ 32
Sky High Claw:

-- Behavior nerf: Less BLOCK stun and push-back (behaves like a Medium move instead of a Heavy, when blocked).

REASON: this move is totally safe on block when Claw uses the button-press attack to make it have extended range against come characters, though Boxer, Blanka, Dictator and Honda can all punish it with their charge back, forward + Fierce moves, DeeJay and Sagat can punish with their projectiles, Fei can 3x Fierce Rekka it for 2 hits, Cammy can Rh Drill it. The move on its own is not exactly a problem, but the fact that this is a mix-up for his Wall Dive makes this move stronger. The way it is now, Ryu/Ken (Fierce Hadouken) and Dhalsim (Diagonal Jumping Forward) can punish it, which I think all can agree it's fair enough. Guile, Chun, Zangief, T.Hawk and Claw still can't punish it when it's well timed, and there isn't much to do about it. Against the grapplers I actualy think this is still OK because if they guess it right they can get a Knockdown and then get their close game going.

- Priority nerf: arm hurtbox during the button press attack nerfed 2px downwards.

REASON: So a well timed Standing Roundhouse from Zangief will always trade with it.

- Priority nerf: hitbox during the non-button press attack reduced 16px forward (when his claw is dropped only).

REASON: Just to emphasize more his dependency on having the claw.

- Priority nerf: hitbox during the button press attack reduced 14px forward (when his claw is dropped only).

REASON: Just to emphasize more his dependency on having the claw.

- Damage nerf: the non-button press attack reduced from 16 to 14 (when his claw is dropped only).

REASON: Just to enphasize more his dependency on having the claw.

- Damage nerf: the button press attack reduced from 28|30|32 to 24|26|28 (Jab|Strong|Fierce) (when his claw is dropped only).

REASON: Just to enphasize more his dependency on having the claw.

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H ➔ M 16|16 ➔ 16|14 28|30|32 ➔ 4|26|2
with claw|without claw L|M|H
without claw
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ST NL
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ST NL
Scarlet Terror:

-- Bug fix/behavior nerf: fix for the store bug.

REASON: all store bugs are being fixed.

- Framedata nerf: startup now is 1f slower, 1st active part frame data also decreased by 1f so it retains the same amount of invulnerable frames.

REASON: making this a little easier to be safe jumped. Claw should be VERY vulnerable on these situations. It's already questionable if he really deserved to get this move on ST to begin with.

- Priority nerf: hitbox on 1st active part reduced upwards by 20px.

REASON: won't hit as high so it won't beat N.Shoto Jab Shoryus anymore when they start near at the same time (this is more true for N.Ken than it is for N.Ryu tho). This also makes it a little harder to be used as an anti air (which is only fair): timing it too soon now will result in a trade (still favorable for Claw though, since he's not the one being knocked down).

o Priority fix: Forward version's 2nd active part when the claw is dropped is now exactly like when the claw is not dropped and is now a 1 hit move.

REASON: Just bug fixing. CAPCOM probably just forgot to fix the clawless version on the final adjustments of this move. Now they have the same hitbox (this difference was useless in ST) and are both a 1 hit move.

+ Damage buff: Forward version increased from 20 to 24 (when wielding the claw).

REASON: to be in between Short and Rh (with 3hit).

o Behavior fix/Damage tweak: Forward version 1st part damage increased from 20 to 24, 2nd part increased from 12 to 24 (when his claw is dropped).

REASON: for some odd reason, when the claw was dropped, the Forward version did the same damage as the Rh version, you could start the 3 hit juggle with it (this is removed on a change below).

- Damage nerf: Rh version on 1st part reduced from 20 to 12.

REASON: It does too much damage when landing twice for 3 hits. Now the first 2 hits do the same damage as 1 hit of the Short version. Then there will be the 3rd hit for additional damage.

- Damage fix/nerf: Rh version's 2nd active part reduced from 14 to 12 (when his claw is dropped).

REASON: Bug fixing... On ST this move actually does more damage than it normally would when the claw is dropped! Bizarre!

- Behavior nerf: Short and Forward versions can't juggle anymore.

REASON: this is not widely known, but the Rh version was only required on the first Scarlet Terror, for the last hit any version could be used. Since I am nerfing the damage on the Rh version to make that particular anti air combo less powerful, this change is needed to not allow players to do more damage than designed by doing the second Scarlet Terror with Short or Forward.

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ST
5/6/5/23
NL
5/6/5/23
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20|20+12 ➔ 24|24 20+12|20+14 ➔ 12+12|12+12
with claw|without claw with claw|without claw