NEWLEGACY.FR

THE CHANGELOG

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- O.BLANKA -

O.Blanka on SRK Wiki (ST)

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Blanka on SRK Wiki (HF)

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GOAL OF THE CHANGES

Turn him into a HF/SSF2 hybrid. He will receive HF priority on ground normals and his air normals will have priority in between HF and SSF2, because some of the HF normals are actually broken on some matchups (e.g. Neutral Jumping Rh vs Zangief, or even Diaognal Jumping Strong being unbeatable in a number of matchups). His Electric move will have CPS1 priority and damage, and most importantly: his Vertical Roll will behave like HF's (!). I will not replicate the bug in which the Vertical Roll's landing animation was unthrowable though, cuz that was obviously a bug and it didn't made sense either. As for the damage differences, most HF Blanka normals do less damage, specially the heavier ones. As for the special moves, only the electricity did more damage, the other specials did less damage, specially the vertical roll, that does considerably less damage. I'll only replicate the buff in damage on the electricity attack and the nerf in damage for the vertical roll, all the rest will be left untouched because I dont think they need to be changed. Even with all buffs that O.Blanka is receiving, he will still be worse than HF Blanka anyway due to the priority on air normals not being as good; the bigger damage on ground normals won't make up for it IMO, and thats OK, HF Blanka was a little too good, specially vs Zangief.

As for his special cancel window, N.Blanka has a special cancel window of 5f, it's the only iteration that doesn't has a special cancel window of only 4f. CPS1 Blankas can only cancel Close Strong, and SSF2/O.Blanka can also cancel the Strong Headbutt (because its startup was buffed on SSF2). I decided to keep the special cancel for the hacked O.Blanka to be untouched for a few reasons: that's how it was on HF; buffing it by 1f would only make it like N.Blanka so we would have less variety; and making it 6f (1f more than N.Blanka, for the variety sake) would allow him to do some very crazy stuff, like canceling Far Fierce (since it now has HF startup frames) for very nasty combos. HF Blanka has amazing combo potential because his normals link into each other very well (and that better frame data will be given to O.Blanka) so it's not like having a tiny special cancel window results in unability to combo. Plus, being able to combo a falling UpBall into a Crouching Forward xx horizontal ball would be too good.

Colors

New Legacy colors
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Original colors*
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*Colorisation has been remade with MMK's sprites,
and Old Alternative color (10) changed.

Old character : confirm the color choice with Start.

MISC

Standing Reel Animation

- Priority nerf: body hurtbox used on 2nd part moved 24px forward.

REASON: So Fei can combo into Rekkas from all special cancelable normals from a decent range and Sagat can combo into Fierce Tiger Uppercut properly.

- Priority nerf: body hurtbox on the 3rd animation expanded 6px forward.

REASON: so Fei combos work properly vs Blanka.

Gut Reel Animation:

- Priority nerf: head hurtbox on the 2nd animation moved 8px upwards, head hurtbox on 3rd animation removed.

REASON: so Boxer's Kick Super can combo normally against Blanka. The head hurtbox removal on the 3rd animation just means that he doesn't have a head hurtbox 8px higher on the 3rd frame, only on the 2nd. Note that due to the change below (on the last frame of this same animation), the body hurtbox (which is shared on the 2nd, 3rd and last frames) got big enough to cover the the whole area that the head hurtbox used to cover, so by removing it on the 3rd frame, the priority stays the same.

- Priority nerf: body hurtbox on the last animation expanded 20px forward.

REASON: so Fei combos work properly vs Blanka.

Crouchin Reel Animation:

- Priority nerf: body hurtbox used on crouching reel 1st part expanded 14px forward.

REASON: So Dictator can combo properly when Blanka gets hit from a corner pass combo from a crouching position.

Throws:

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

REASON: I think this is a bug.

Full knockdown animation:

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

REASON: now it fits the sprites better, although it's only two frames that were off. It does allow Shotos to cross over with a tatsu, but the timing is quite strict so it's not very useful. The only meaningful effect is that O.Blanka can cross over with his Horizontal Roll.

GROUND NORMALS

Close/Far Standing Strong/Rock Crush:

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

REASON: Just bug fixing.

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L ➔ M
Far Standing Strong:

+ Priority buff: hitbox expanded 5px forward and 1px backward (in between SSF2 and HF).

REASON: so it has better priority, somewhat like in HF, though it's not the same (in HF it was 11px forward and 1px backwards) because that was too good vs Zangief.

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ST NL
Far Standing Fierce:

+ Startup buff: 1f faster, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid.

+ Framedata buff: 2nd active part 3f longer, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid.

+ Priority buff: 1st part hitbox moved 15px upwards, 2nd part hitbox expanded 18px forward, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid.

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ST
6/4/3/18
NL
5/4/6/18
HF
5/4/6/18
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ST NL
Crouching Fierce:

+ Startup buff: 1f faster, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid.

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ST
8/6/18
NL
7/6/18
HF
7/6/18
Close Standing Short:

o Behavior fix: proper pushbox on the 1st startup frame.

REASON: Just to make sense.

o Priority fix: proper hurtboxes and pushbox on the 2nd startup frame.

REASON: Just to make sense.

Close Standing Forward:

o Behavior fix: proper pushbox on the 1st startup frame.

REASON: Just to make sense.

o Priority fix: proper hurtboxes and pushbox on the 2nd startup frame.

REASON: Just to make sense.

Far Standing Forward:

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

REASON: Just bug fixing.

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strong ➔ forward
Crouching Forward:

+ Priority buff: hitbox moved 6px forward, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid.

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Crouching Roundhouse:

+ Startup buff: 2f faster, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid.

+ Priority buff: no extended leg hurtboxes on startup, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid. This is now a lot better to be used in trades, but i decided to keep the extended hurtbox on recovery (not present in HF), just to keep the move from being too good. It should be obvious that the benefit of not having a hurtbox on startup is far greater than not having it on recovery, so this is still a very good buff.

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ST
9/4/18
NL
7/4/18
HF
7/4/18
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ST NL

AERIAL NORMALS

Neutral Jumping Strong:

+ Priority buff: hitbox expanded 3px upwards, 7px downwards and 11px forward, but reduced 1px backwards, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid. I don't think this will be OP like in HF simply because he will still have a bigger leg hurtbox, even though that is reduced from how it was in SSF2. The way it is now, it has less horizontal priority than Jab, and that's the same in HF and SSF2.

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Diagonal Jumping Strong:

+ Priority buff: hitbox expanded 3px upwards, 7px downwards and 11px forward, but reduced 1px backwards, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid. I don't think this will be OP like in HF simply because he will still have a bigger leg hurtbox, even though that is reduced from how it was in SSF2. The way it is now, it has less horizontal priority than Jab, and that's the same in HF and SSF2.

+ Priority buff: arm hurtbox reduced forward by 12px.

REASON: On HF this normal was way too good. I am making this move better (HF hitbox), but it can't be as good as in HF, for balance reasons.

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ST NL HF
Diagonal Jumping Fierce:

+ Priority buff: leg hurtbox on active part reduced forward by 15px and backwards by 1px, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid. Still not as good as in HF (the hitbox was also better).

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ST NL HF
Diagonal Jumping Forward:

+ Priority buff: leg hurtbox during the active frames decreased horizontally by 17px, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid. Neutral version is kept "nerfed" as is.

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ST NL HF
Diagonal Jumping Roundhouse:

+ Priority buff: hitbox expanded forward by 5px, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid.

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COMMAND NORMALS

Rock Crush:

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

REASON: I think this is a bug.

-- Startup nerf: 6f slower, like in HF.

REASON: Just something that HF Blanka had. As a consequence this won't be special cancelable anymore nor will it be linkable from a Close Standing Strong. In other words, it's trash now.

+ Recovery buff: 6f faster.

REASON: so it has a reason to be used, because in HF this is an worthless move. Now, instead of being linkable from Standing Strong, it can link into a Crouching Forward kick, assuming Blanka is close enough (i.e. will not work against slim characters if you get both headbutt hits).

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ST
3/4/3/2/13
NL
9/4/3/2/7

SPECIAL MOVES

All Specials (minus Electric Thunder):

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.

Electric Thunder:

+ Priority buff: Strong/Fierce versions have big hitboxes, exactly like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid.

+ Damage buff: from 26|28|30 to 28|32|38 (Jab|Strong|Fierce), on HF it was 28|32|36.

REASON: Turning him into a HF/SSF2 Blanka hybrid. The Fierce version specifically does a lot of damage on it.

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NL/HF : -_-'
ST : -_-'/-_-'/-_-'
NL/HF : -_-' NL/HF : -_-'
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26|28|30 ➔ 28|32|38
(HF : 28|32|36)
Horizontal Beast Roll:

++ Behavior buff: landing recovery is now instant, like in HF.

REASON: this made HF Blanka Rolls to be safe on block against most characters. He had it in HF so it makes sense to also have it here. It is very strong though. HF Blanka's horizontal rolls can't be used for ambiguous landing like in CPS2 but it had its strengths too.

+ Behavior buff: can now be activated with any Forward direction (diagonals work too), like in HF.

REASON: this is something he had in HF. Now he can do charge partitioning, like N.Boxer can do in ST.

+ Priority buff: Jab version hitbox expanded upwards by 26px, like in HF.

REASON: Hits high like in HF. I am doing this only on Jab version because otherwise it would be too good vs Zangief (Kick lariat would lose to Fierce Roll very frequently otherwise).

+ Priority buff: Strong version hitbox expanded upwards by 12px: in between HF and ST.

REASON: Just to blend between versions. Stil doesn't hit high enough to beat Zangief's Lariats, so this is OK.

-- Damage/random damage nerf: from 28(3)|30(3)|32(3) to 22(2)|24(2)|26(2) (Jab|Strong|Fierce), like in HF.

REASON: Now that it's considerably safer to be used, the risky-reward was a little off. It's only fair for the reward to also be adjusted.

-- Behavior nerf: can't cross up knocked down opponents anymore (now have a pushbox).

REASON: Just something that he had on HF. This is his trade off for all his buffs on his Horizontal Rolls.

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ST NL HF
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28(3)|30(3)|32(3) ➔ 22(2)|24(2)|26(2)
Verticall Beast Roll:

++ Behavior buff: falls straight down while still on the spinning/active part, like in HF.

REASON: Turning him into a HF/SSF2 Blanka hybrid.

- Damage nerf: from 26|28|30 to 22|24|26 (Short|Forward|Rh), so it's somewhat in between SSF2 and HF (on HF it was 16|18|20).

REASON: I think this is needed to keep this excellent move balanced.

+ Recovery buff: 2f faster, now the Rh version has 7f of landing recovery like it had on HF (7/8/9 -> 5/6/7 Short/Fwd/Rh respectively, on HF was 7/7/7, so Short and Forward versions actually recover faster than HF).

REASON: So the Rh version can combo into normals or be used as a tick as it could in HF.

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26|28|30 ➔ 22|24|26
(HF : 16|18|20)
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ST
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25/7
NL
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25/5
HF
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45/7
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ST
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25/8
NL
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25/6
HF
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50/7
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ST
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NL
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HF
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Backstep Roll:

- Behavior nerf: remove move entirely.

REASON: O.Blanka will play like HF Blanka, and on HF he didn't had this move. Also, I need programming space to put my own new features in the game.