NEWLEGACY.FR

THE CHANGELOG

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- KEN -

Ken on SRK Wiki (ST)

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GOAL OF THE CHANGES

Takes some inspirations HDR Ken, which was probably the best character rebalance Sirlin did. These are still not enough IMO so I'll be giving some small buffs here and there. By the way, it would be pretty easy to make Ken good enough by just giving him O.Ken's Hadoukens... But that would be very uninteresting. Since N.Ken is all about footsies, I decided to experiment in that area a bit, so I gave him some little buffs on the footsies area, like better Crouching Forward and Crouching Rh (but not as good as O.Ken) and buffed his new Standing Rh a little as well.

New colors
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Old

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

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MISC

Throw:

o Behavior tweak: aerial throws can't be activated with down anymore(diagonals still work).

REASON: I think this is a bug.

+ Behavior buff: aerial throws minimal activation height on the upwards part of the jump reduced from 56 to 48.

REASON: Just making it a little more usable.

Passive grab animations:

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

REASON: this will make N.Ken's close game way more threatening vs Guile, since this was a bad match-up for N.Ken, even with the Tatsu buff he received. Note that if Ken recovers during that specific frame (only happens if the Ken player mashes for more hits?) he will still cross-up, but with the difference that it now hits Guile. Since you don't know beforehand if it will cross-up or not, it's advisable to always jump with his Diagonal Jumping Forward, to make sure it will hit either way. This will be annoying for Guile but very far from being inescapable since they have pretty much the same throw range (Ken has 1px more, so realistically speaking Guile will always be inside his throw range too). The built-in safe jump will fail on the corner though so theres also that.

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

REASON: this will make N.Ken's close game way more threatening vs Chun, since this was a bad match-up for N.Ken, even with all buffs he received. Chun has a considerable bigger throw range than Ken so this is still not that bad. Also, her super is safe on block so she can always escape a loop with it. The built-in safe jump will fail on the corner though so theres also that.

GROUND NORMALS

Close Standing Strong:

+ Priority tweak: hitbox moved 4px downwards.

REASON: so it can hit a crouching Cammy. Cammy is not an "unfinished" character anymore so this is fair. This is done mainly thinking of N.Ken, but N.Ryu and Akuma will receive it too even though they still got CPS1 Close Standing Forward which could be used for this purpose. Yeah, this does makes the move a worse anti air, but who uses it like that? Maybe as an "option select" with his throw, but still Fierce is better for that.

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Close Standing Fierce:

+ Priority buff: 2nd active part hitbox now somewhat in between ST's N.Ryu and ST's N.Ken.

REASON: Just so it has the same hitbox as the other New Shotos.

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ST's Ken NL ST's Ryu
Far Standing Short:

+ Startup buff: faster by 2f.

REASON: Just buffing Ken's footsies tools. It also Super cancelable now. Maybe now this move will be somewhat usable?

+ Recovery buff: faster by 1f.

REASON: so it recovers as fast as Akuma's version of this move.

+ Priority buff: the last_startup/active/1st_recovery frames now have better leg hurtboxes that matches the sprites.

REASON: Just buffing Ken's footsies tools. This will now make this move usable: it's a decent counter to Guile's Crouching Forward, can be used against Chun's Crouching Forward or other sweeps too.

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5/2/8
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Far Standing Forward:

o Cosmetic fix: 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.

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Crouching Forward:

++ Priority buff: last_startup/1st_recovery frames's foot hurtbox like from O.Shotos.

REASON: I believe N.Ken need some buffs on the footsies department. The active part still has the same priority, this will only make it to trade in situations it would otherwise lose. This actually is relatively good vs Chun, since now you can trade properly with her Crouching Forward now, while doing slightly more damage than her on that exchange.

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Standing Roundhouse:

+ Priority buff: last startup frame leg hurtbox now matches the sprite (14px better horizontal priority).

REASON: Just buffing Ken a little on footsies. With this it may now trade more against low normals. It actually makes it somewhat viable against Chun's Crouching Forward.

+ Priority buff: hitbox expanded 4px forward and 6px upwards.

REASON: The horizontal buff is just making Ken a little better on footsies. He is very focused on footsies, and having this buffed makes sense. Now it has a little more range and priority. As for the vertical buff, that's for it to beat Dhalsim's Standing Kicks. I know this won't be revolutionary on that particular bad match-up, but I do think this can be of use. And this only causes impact vs a few moves so it's OK. These moves are: Chun's Far Rh last startup frame, Cammy's Far Standing Fierce 2nd active part, Claw's Crouching Fierce and Far Standing Forward, and N.Sagat's Far Forward 2nd hit (will trade instead of losing).

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Crouching Roundhouse:

++ Priority buff: foot hurtbox during the 1st recovery frame like from O.Shotos.

REASON: Looking at the hurtbox itself it definitely looks weird... it's totally out of place.. Plus N.Ken deserves a little buff on footsies anyway, since his zoning potential is way worse due to the ST's N.Ken changes, which I didn't changed (he is more interesting as a footsies character, not as a pure zoning character IMO).

+ Priority buff: head hurtbox during the recovery frames moved 8px backwards.

REASON: So it's a little safer from Zangief's Standing Forward when whiffed vs a Lariat. The move is still pretty much vulnerable though because of the long recovery, but at least Zangief can't default to Standing Forward, which often happens.

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AERIAL NORMALS

Diagonal Jumping Strong:

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

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

+ Framedata buff: active for 20f instead of only 8f.

REASON: now it stays as much as O.Ryu's, before it was too little, it stayed active the same as Fierce, and that doen't make much sense.

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H ➔ M
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Neutral Jumping Fierce:

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

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

+ Priority buff: no leg hurtbox until the recovery frames, like on the diagonal version.

REASON: so this is at least as good as N/O.Ryu's and Akuma's. On ST it stays active for a long time but it has shitty priority downwards that it ends up having no use. Now it may bee used when evading projectiles on thee Dhalsim match-up.

- Framedata nerf: active for 8f only instead of 20f.

REASON: now it stays active as much as N/O.Ryu and Akuma. Before it stayed quite too long for a Fierce move. This also can be seen as a compensation for the buff above.

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Diagonal Jumping Short:

+ Priority buff: hitbox moved 2px downwards.

REASON: so it hits low enough to beat Dhalsim's slide (O.Sim(unchanged): only around his head; N.Sim(nerfed): around his head and body, but not around his legs). This helps considerably on this match-up (which is a bad one) and has no obvious benefits on all the other match-ups (still the same vs Guile Crouching Fierce and Chun's Close Standing Forward), so this is a change with obvious benefits, balance-wise. Ken could anti air it with his Diagonal Forward, but now he can't anymore (see he change below) so this is only fair.

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Diagonal Jumping Forward:

+ Move rework: now it has only 1 active part that is both a cross-up and a forward hitting move. The forward priority is similar to the priority of the 2nd part (1px more). As a trade off it now doesn't hit as low as it used to hit with the 1st part (hits 9px higher now).

REASON: it made no sense to be able to only time it as a cross-up on the first active frames or to only have it's forward hitting priority on the later frames. Now Ken players don't have to care about all that anymore, which is how it should be IMO. The nerf on the vertical priority is indeed a loss since it could beat stuff that no other Ken Jumping normal could, but Ken's Diagonal Jumping Short received a small buff so now it hit just as low as his Jumping Forward used to hit, so it's ok. I didn't kept the same vertical height of the hitbox because it would be not only strange, but too good: it could rival even his Aerial Roundhouse, and that wouldn't make sense.

++ Behavior buff: smaller pushbox downwards until the recovery frames.

REASON: so it's now easy to space it against other Shotos. I know it's uncommon for different air normals to have different pushboxes, but there are a few examples of this happening on unmodified ST: Hawk's Fierce splash and Chun's Neutral Jumping Rh. So even though this may be a little odd, it's not like I'm doing something that CAPCOM themselves couldn't have done.

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SUPER / SPECIAL MOVES

All Specials/Super:

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.

o Behavior tweak: 1st input's timer now stays at the maximum value while the 1st input is being hold.

REASON: I am doing this to all non charge special moves. This fixes a problem that affected even the best players on the world regarding walk in DPs: depending on the timing you go for downward (2nd required input for a DP), a walk-in DP would always fail. Lemme explain: on the 1st frame that you input towards (1st required input for a DP), the input COUNTER will be updated and the input TIMER will receive a value that will be decremented on each frame (this is the input timer, this was semi-random on unmodified ST, but is now a fixed value on my hack), meaning you have up to 6 frames to input downwards (2nd required input for a DP). If you input downwards before that timer reaches 0, the counter will be updated again, the timer will also receive a new value again and will then wait for the 3rd input direction required (down-forward). But there's a problem: if you spent all these 6 frames walking forward and then input downward on the 7th frame, the input window will not be increased because at that moment the DP input counter would be back to 0 and is now expecting the 1st input direction again. If you do it on 8th frame it will work though. And that's only considering a frame perfect scenario, a human player will spend more than 1 frame to go from forward to down so there are more than enough chances of missing. So that means that walk in DPs will fail around 10%~20% of the time, not even the Grand Masters can avoid this fact.
With my change, this problem is solved: it's now possible to be 100% consistent with walk-in DPs. I also applied this same change to all non charge special moves as well, since there isn't really a reason to not do it. Normal anti-air (stationary) DPs are not any easier though.

Hadouken:

- Bug fix: recovery amount is now set properly (value was being set based on the strength of the last normal used, instead of the button used for the special move).

REASON: Bug fixing.

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Shoryuken:

+ Priority buff: Strong version 1st active part hitbox expanded 4px downwards.

REASON: can now reach Claw's legs during his slide. So now you actually have a good response on the ground in case Claw is too obvious with his slide patterns.
IMPACTS: will be able to hit Cammy's legs during her Crouching Forward. Maybe it could be argued that Ken shouldn't have this vs Cammy, but she received so many improvements that I really think this is OK. Only the Strong Shoryuken will receive this anyway, so it's a high risk low reward option still, and IMO is not really usable vs Cammy since she would have to be closer than she really will when poking with her kick for it to even hit her.

+ Priority buff: Strong version now invulnerable during the rising part, like O.Ken.

REASON: Makes sense. Worked well on HDR.

+ Behavior tweak: Strong version 1st hit always knocks down (now it's a 1-hit move).

REASON: Makes sense. Worked well in HDR.

+ Behavior buff: Fierce version 2nd part push-back ON HIT negated.

REASON: so now it can combo better: if the 2nd hit connects, the 3rd will too, assuming Ken is actually close to the opponent. For instance, the Jumping Forward (cross-up), Standing Fierce xx Fierce Shoryuken now works even vs Chun! I think this is a way better solution to fix the combo miss problem than just making it cover more horizontal ground and to make it juggle (like in HDR), since these just adds more problems that are harder to fix.
I didn't changed the push-back for the 1st hit because it would be too good vs Zangief for example (it would counter completely Zangief's safe ticks patterns on Ken's wakeup).

- Dizzy nerf: Fierce version 2nd hit changed to 1~7 and dizzy timer reduced from 100 to 70.

REASON: to compensate the fact that it combos properly now. Without it a simple 5 hit combo from a cross-up could frequently dizzy the opponent by itself, and that was too good.

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9~15(100) ➔ 1~7(70)
Tatsumaki:

+ Behavior buff: all versions spin 1 time less.

REASON: better/safer overall. Will help to pass over Sonic Booms, Yoga Fires and Low Tiger Shots more safely (Guile and Sim are hard match-ups, N.Sagat was fair on ST but he's now improved considerably). At first I had buffed only the Short version, and it did helped considerably, but ST's Short Tatsu was useful on round start vs Guile (beats his Sonic Booms and lands before Guile recovers) and Ken players would end up missing this, so it would make sense to reduce the number of spins on the Forward version too so he can still do that on the Guile match-up. The Forward version didn't really have that many uses anyway, other than some really specific position based setups. The Rh was changed now too, and I think it was a considerable buff. On ST it was mainly used as a combo ender, and it still performs the same with 1 less rotation because on ST the last rotation wouldn't even hit anyway, when canceled from a a move done right after a cross-up (e.g. cross-up Forward, Crouching Strong xx Rh Tatsu).

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Crazy Kicks:

o Behavior tweak: removed the "rekka Ken" leftover effect on the Crazy Kicks.

REASON: It was useless. But the real intent for this change is to remove the bug on end of rounds.

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Inside Crescent:

+ Behavior tweak: Simplified inputs from HDR (QCF + Forward).

REASON: getting a crazy kick instead of a walk up sweep was annoying. If you don't want to affect your ST game, just default to doing this crazy kick with the Forward Kick in ST, this way you'll always get the same special move in both versions of the game (ST and New Legacy).

+ Damage buff: Overhead part changed from 24 to 26.

REASON: Now that the Short Crazy kick has faster startup but does the same damage, there was no reason to do the overhead with Forward kick, so I am buffing the damage only a little to compensate for it, so there will still be a reason to do it Forward kick.

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Outside Crescent:

++ Behavior tweak: Simplified inputs from HDR (QCF + Short).

REASON: getting a crazy kick instead of a walk up sweep was annoying. This crazy kick was never used so I guess you shouldn't care that its input changed.

+ Priority buff: 2nd hit now uses better leg hurtboxes.

REASON: This move was useless, maybe this makes it more interesting... Now it's safer to be used from far away.

+ Behavior tweak: 1st hitting part now does Short hit-stun.

REASON: so it now always combos vs Shotos/Zangief.

++ Startup buff: faster by 6f.

REASON: So it's the best crazy kick to use as an overhead. This crazy kick is still the worse if not used as an overhead though. Anyway, theres something else to this change: as it's known, the Forward Crazy kick (the QCB one in ST) can be used to set up a built in safe jump when canceled from a sweep, on some match-ups. This frame data change was also made with that in mind, so now N.Ken can also use it the Short Crazy kick (the one that gets on the way when going for walk up sweeps on ST) have built in safe jumps in some other match-ups as well (vs Chun's Up Kicks as well as Sim's new reversal super). If you didn't knew about these setups, read the N.Ken section on the ST wiki, more specifically on the Crazy Kicks text descriptions.

+ Startup buff: Overhead 'startup' also 6f faster.

REASON: On ST, the overhead with Inside Crescent (now Forward Crazy Kick) has by far the fastest startup of all of them, with Roundhouse being the far second. Now, with my changes, the speeds will be gradual by kick strength (with Short crazy kick being the fastest). Even with the 6f faster startup (as seen above) this is still much slower than the unchanged Forward Crazy Kick. Now with the additional buff on the overhead 'startup', it is 3f faster than Forward Crazy Kick as an overhead, and still 7f slower than Ryu's Overhead.

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Normal :
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16/3/3/13
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10/3/3/13
Overhead :
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16/2/18/3/3/7
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10/2/12/3/3/7
Roundhouse:

+ Behavior tweak: Simplified inputs from HDR (QCF + Rh).

REASON: getting a crazy kick instead of a walk up sweep was annoying. If you don't want to affect your ST game, just default to doing this crazy kick with a HCF + Roundhouse Kick in ST, this way you'll always get the same special move in both versions of the game (ST and New Legacy).

+ Priority buff: head hurtboxes rework during the last startup and 1st active part so the 2nd active part has more chances to work as a trade anti air.

REASON: Just so this move can be a little more usable. As it was on ST the move was really hard to be put in use.

+ Behavior tweak: 1st active part also does the long KD.

REASON: so it's easier to get the long KD effect, making this move a little more reliable.

+ Priority buff: 2nd hitbox expanded 1px vertically.

REASON: So it hits as low as the 1st hit, allowing it to hit Boxer's Crouching head hurtbox, now it may be used as a counter poke to hit his crouching pokes. This is also done so it can hit a crouching Zangief. It will hit a crouching Sagat (not a balance problem, Sagat's head hurtbox isn't projected at his front so Ken have to get really close to him for it to hit) as well as a Crouching Hawk (may actually be decent vs him, but sincerely it's not worth the risk for Ken).

+ Startup buff: Overhead 'startup' now faster by 2f.

REASON: On ST, the overhead with Inside Crescent (now Forward Crazy Kick) has by far the fastest startup of all of them, with Roundhouse being the far second. Now, with my changes, the speeds will be gradual by kick strength (with Short crazy kick being the fastest). The Rh Crazy Kick will still be as slow, but I'm giving it a little buff so it's not as useless.

+ Damage buff: Overhead part damage changed from 24 to 30.

REASON: Since Rh Crazy Kick is the slowest of all of them, there was no reason to use it. I am buffing the damage on it so now it has at least a reason to be used.

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Overhead (hold HK) :
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12/2/20/6/7
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12/2/18/6/7
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24 ➔ 30
overhead part (second hit)
Super:

+ Bug fix/behavior buff: usable as Reversal.

REASON: Ken deserves it.

+ Behavior buff: 1st, 3rd and 4th hits now do Light BLOCK stun/push-back, 2nd hit now do Medium Block stun/push-back.

REASON: easier to get all 5 hits as chip damage now. It was unfair that every super on the game could be used for this purpose normally but Ken's couldn't. By the way, this has 0 impact when the super hits, it still does light hit-stun/push-back on hit as it always did.

o Framedata tweak: first active part is now 1f longer.

REASON: needed so the opponent doesn't get a reversal frame right before the 3rd hit. This didn't happened on ST, but since I lowered the stun on the 2nd hit (see above) this would be a problem.

+ Damage tweak/buff: from 18*5 to 14+22+12+14+22.

REASON: now the "upper" hits do more damage than the rest, meaning if used as anti air the super will do more damage. Also, with the last hit doing more damage, that means if Ken uses it from not too close the super will do more damage of the single hit it will do. The total damage is nerfed slightly though, but that's OK, the damage from a Cr.Short, Cr.Short xx Super is still pretty good.

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18x5 ➔ 14+22+12+14+22

KEN'S BAD MATCHUPS THAT NEEDED FIXING (and how I did it):

Dhalsim:

Since Dhalsim now has bigger hurtboxes during his standing kicks (startup and recovery), it's harder for Sim to trade with Hadoukens, to the point that it's not worth trying anymore. Ken can now beat them with his Standing Rh too.. Dhalsim can still do crouching punches to trade with Hadoukens, but they are less practical and do less damage. Dhalsim's Close Crouching Jab is now a little vulnerable to Ken's sweeps. Ken can now beat anti air slides with Diagonal Jumping Short, but won't be able to do it with Diagonal Jumping Forward anymore(because of the priority rework it received). Also, Short Tatsu now does 1 rotation less, this helps to evade Yoga Fires better. I think the balance is pretty decent now, still in Sims advantage I think but it's very close to being fair I believe.

Chun Li:

Her super is a lot less useful against him now and the footsies game is less disadvantageous for Ken now because of the improved Far Standing Short, Crouching Forward and Crouching Rh N.Ken received as well as for her slightly nerfed Crouching Forward. Most importantly, a Knee Bash now sets up a built-in safe-jump vs Chun so Ken can go for loops. This may sound like too much but considering Chun still has advantage over the neutral game and that she still has a bigger throw range than Ken (meaning she can always escape it) then I think this is appropriate. Now N.Ken has a clear goal: get in so he can abuse Knee Bash mix ups. The built-in safe jump will fail on the corner though so theres also that. I hope these changes evens out the match-up.

Guile:

New Short Tatsu allows Ken to be able to pass through Sonic Booms more safely. But realistically speaking this won't make as much difference as it will do vs Sagat and Dhalsim. Guile's Crouching Forward can now be beaten by whiffing the new Standing Short or on reaction with Standing Rh. Finally, a Knee Bash now sets up a built-in safe-jump vs Guile so Ken can go for loops. Guile can still escape it by counter-throwing (since they both have almsot the same throw range) but will definitely be a very bad situation for Guile. The built-in safe jump will fail on the corner though so theres also that. Dunno if these are enough but this mu is definitely more manageable now.

O.Sagat:

He received so many nerfs that he is very different from what he used to be. Plus, new Short Tatsu can be used to avoid low Tigers better. It's not too unfair now.