NEWLEGACY.FR

THE CHANGELOG

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- RYU -

Ryu on SRK Wiki (ST)

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GOAL OF THE CHANGES

Only very specific changes. He is fine, in general.

Colors

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

MISC

Jump Animation:

- Priority/Behavior nerf: pre-jump animation on back jump now uses the proper body hurtbox.

REASON: can't evade meaty Low Tigers on wake up by back jumping anymore. It wasn't broken or anything, but it looked silly. Such a thing has no place on NL. Ryu can still evade meaty Low Tigers with Tatsu and Shoryus, so he's fine.

Fast knockdown animation:

- Behavior nerf: proper (i.e. smaller) pushboxes.

REASON: now it fits the sprites better. The main effects of it are: Shotos can crossover with tatsus and O.Blanka with Horizontal Rolls (like they already could on full knockdowns). Also, if there's no change of sides, Dictator can now corner pass with a Scissor from a slide knockdown, like he already could from a full knockdown.

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ST NL

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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ST NL
Close Standing Fierce:

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

REASON: This can be seen as unnecessary but that hitbox had CPS1 style dimensions, it simply looked like it was too much. It doesn't really make sense for a new character to have that, so O.Ryu will still have it. Crouching Fierce covers like 90% of the cases this move was needed anyway. The only case it doesn't cover (that unchanged N.Ryu's would) is if Ryu is cornered and Dictator jumps with j.Forward. Ryu can still counter it with a Shoryuken though, but on the starting corner Ryu will have to do the Shoryuken backwards. Ryu beats Dictator so this unintended impact is actually OK.

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Ryu (ST) NL Ken (ST)
Close 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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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: startup/recovery frames extended leg hurtbox like from O.Shotos.

REASON: N.Ken had this change for awhile and it proved to be a good addition to him... and recently I decided to also give that to Akuma, since after all his NL nerfs he was in need of some buffs, but then it felt unfair for all new shotos to have that except Ryu... so here it is. It could be argued that N.Ryu doesn't really need this, or that Ryu should have the least amount of changes as possible, but in this case it will be an interesting addition at least. This is a decent buff but is still way behind O.Shoto's Crouching Forward, since the active part still has the nerfed priority from ST.

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ST NL
Close Standing Roundhouse:

+ Framedata buff: 1st active part is now 2f faster.

REASON: So it can combo better. It used to whiff vs Shotos, even when point blank. It still whiffs vs Blanka, but on this case the real problem is on Blanka's reel animation, not on Ryu's kick, so I won't do anything about it.

+ Damage buff: from 30+4 to 30+12.

REASON: I'm buffing all 2-hit normals that do very little damage on one of the hits. Most of these normals are trash, this is just a way to maybe make them more usable.

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ST
7/8/4/11
NL
7/6/4/11
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30+4 ➔ 30+12
Crouching Roundhouse:

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

REASON: N.Ken had this change for awhile and it proved to be a good addition to him... and recently I decided to also give that to Akuma, since after all his NL nerfs he was in need of some buffs, but then it felt unfair for all new shotos to have that except Ryu... so here it is. It could be argued that N.Ryu doesn't really need this, or that Ryu should have the least amount of changes as possible, but in this case it will be an interesting addition at least. This is a decent buff but is still way behind O.Shoto's Crouching Rh, since the active part still has the nerfed priority from ST.

+ 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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ST NL

AERIAL NORMALS

Diagonal Jumping Strong:

- Priority nerf: head hurtbox moved 13px forward, 6px downwards.

REASON: It was too good. It makes no sense for this move to beat moves like Blanka's Diagonal Jumping Jab cleanly. It still is a pretty good move though. Still beats Hawk's Diagonal Jumping Jab, for example. Now, it has the same priority at the front as the other Shotos' Diagonal Jumping Strong, but keeps the better reach. Up until v0.8, the 1st part was nerfed to have the same hitboxes as other Shotos, but that made it be too hard to use, specially considering the 1st part (the one that has good priority) had a smaller duration than on the other Shotos. Now it's as easy to use as it was in ST, but without being OP.

- Damage nerf: from 24+4 to 14+14.

REASON: So when juggling for the 3rd hit it won't do too much damage. Also, on some rare occasions it was also possible to hit 3 times with the first active part, which would definitely do too much damage. Now both hits do the same damage, like M.Bison's Jumping Strong, so hitting 3 times with the first part makes no difference, damage wise.

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ST NL
Neutral Jumping Fierce:

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

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

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M ➔ H
Diagonal Jumping Short:

+ Priority buff: hitbox expanded 3px downwards, decreased 1px upwards.

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 only a few obvious benefits other match-ups (see IMPACTS) so balance-wise this is a pretty good change. It was too dumb for Sim to just have a move that can anti air everything Shotos had. Sure, an Air Tatsu can be sed to change the jump trajectory, but IMO this wasn't enough.
IMPACTS: it can now trade with Chun's Close Standing Forward. This is good for balance in Ken's case, but probably not so much in Ryu's case, but at least it still trades so it's not terrible for Chun. This still performs basically the same against Guile's Crouching Fierce. Finally, this is also slightly harder for Dhalsim to anti air from up close, which is also a good impact.

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ST NL

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/Shakunetsu 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. Whiffing a light normal or kara-canceling it into Hadouken for the better recovery is not a thing anymore.

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Hadouken:

o Cosmetic tweak: dissipation effect sprite now uses the same sprite as the Red Hadouken, as well as the same sprite used for Akuma's ground Hadouken.

REASON: just for the sake of consistency. This has no effect in balance.

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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 Ryu 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 body hurtbox during the rising part removed.

REASON: Just to give some reason to use Strong SRK, since there aren't many uses for it to use it other than piano tapping for a reversal. Now it can pass through fireballs like the Jab version. I know, this is an unnecessary change for the most part, but it can also be quite useful on other situations too, like vs Akuma's forward jump Air Hadouken (of course it won't be as good as O.Shoto's, but it can still make a difference) or vs Claw's dive (it'll be harder to get a trade on certain scenarios). I don't really see how this change can bring negative impacts, but maybe I'm wrong.

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ST NL
Tatsumaki:

+ Behavior tweak: Forward version spins 1 time less, so now the number of spins are now 1|3|5 (Short|Forward|Roundhouse), instead of 1|4|5.

REASON: now that I fixed the Claw's pushbox during fast knockdowns, it is now viable to cross him over with tatsus, for example. I was looking for ways to give certain characters some sort of an advantage against it. This is what i managed to come up for N.Ryu. It's not like the Forward tatsu was useful anyway, so I don't see harm in this change. Now, depending from the distance that you cancel the sweep into the tatsu, it may land in either side, so this is kinda of a "mixup". Will not be a game changer, but it's something fun to do on this unfavorable match-up.

o Cosmetic tweak: last startup animation now uses the unused startup sprite.

REASON: Just for the sake of using something that was unused. This obviously has no impact balance wise.

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Super:

- Random damage nerf: from 16(1)*5 to 16(0)*5.

REASON: All safe on block supers are receiving a similar nerf. Previously I had nerfed it from 16(1) to 14(1), but it proved to be too nerfed. I mean, his super was still good, but now that I buffed all supers to be good, it made less sense to have Ryu's nerfed that much.

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16(1)x5 ➔ 16(0)x5

RYU'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. He can still trade with crouching punches, but these are less practical and do less damage. Dhalsim's Close Crouching Jab is now a little vulnerable to Ryu's sweeps. Ryu can now beat anti air slides with Diagonal Jumping Short. All in all I think this mu is balanced now, still in Sim's favor but not by a big margin.

O.Sagat:

He received so many nerfs that he is very different from what he used to be. It's not completely unfair now.

Notes about other match-ups:

Boxer:

On the highest levels of play it was not that bad actually, but anyway, it's closer to fair now since Boxer received many small nerfs, plus a big nerf on his Super (Ryu can punish it on block).

Claw:

On the highest levels of play it was not that bad actually, but anyway, Claw's dive game is a little worse now so I think the match-up is closer to even now. Also, Claw's Standing Forward is more vulnerable to Red Hadoukens during startup as well as to Crouching Strong while active. Finally, the Strong Shoryuken can hit Claw's slide, it's a high risk thing to do, enough for it to be easily punished but if Claw is too obvious on his slide patterns then I think Ryu deserves to have a good counter.