NEWLEGACY.FR

THE CHANGELOG

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- O.BOXER -

O.Boxer on SRK Wiki (ST)

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Boxer on SRK Wiki (HF)

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GOAL OF THE CHANGES

I want to make him resemble how he was in CPS1 SF2, but the truth is he sucked so much on CE/HF... I'm turning him into an CPS1/SSF2 hybrid but he's based on SSF2 obviously so he still has the better normals from SSF2 (his normal set sucked on HF). As a plus I gave him CE frame data on some normals (which is better) as well as a rework on the Crouching Kicks so they behave a little more like HF version of these moves. The damage on all moves will be kept intact though, I will not replicate any difference in damage that exist on CE/HF, he will stay with the SSF2 damage, while N.Boxer will do slightly lower damage than O.Boxer on some moves.
To evade projectiles he will have to use the TAP, which will pass through projectiles like it did on HF. At first the Buffalo Headbutt was removed, but I put it back now because he needed something with invulnerability to escape tick into SPDs. Having both TAP and Headbutt passing through projectiles was too good, so now the Headbutt is modified: it can't be used to pass through projectiles (Low tigers are a exception though). As a result it's also a poor anti air, forcing Boxer to use normals or Kick Rush (which is a little worse as a trade anti air now, but had it hurtboxes modified so it's harder for Lariats to beat it) as his main anti airs.

As for his special cancel window, on CE/HF/SSF2 his special cancel window was 4f. O.Boxer and N.Boxer both have a special cancel window of 5f, which allows them to cancel Crouching Strong. I decided to nerf it to how it was on CPS1 for the sake of variety.

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/

Throws:

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

REASON: Same reason as N.Boxer. At first I thought about keeping O.Boxer the same, but balance wise it makes sense that he gets better throw range against Zangief rather than vs Blanka.

- 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.

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ST NL

GROUND NORMALS

Crouching Jab:

- Startup nerf: 1f slower, like in HF.

REASON: Making it more CPS1ish.

o Priority tweak: head hurtbox during active moved 15px forward, hitbox expanded 4px forward and 12px backwards, recovery head hurtbox is now like on startup, like in HF.

REASON: Making it more CPS1ish. It has very bad priority now (it wasn't good to begin with though) but has a little more range.

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ST
2/4/4
NL
3/4/4
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ST NL
Close/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:

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

REASON: Making it more CPS1ish.

- Framedata nerf: active part 4f longer, recovery 6f 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
4/8/13
Far Standing Strong:

+ Startup buff: 1f faster (in between CE and HF).

REASON: Making it more CPS1ish.

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ST
6/4/7
NL
5/4/7
Crouching Strong:

-- Priority nerf: active part's head hurtbox moved 16px forward and 1px downwards (in between HF and SSF2).

REASON: I wanted to make it CPS1ish but the truth is that in CPS1 it's simply too bad...

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Close/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: 2f faster, like in CE.

REASON: Making it more CPS1ish.

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ST
8/6/15
NL
6/6/15
Far Standing Fierce:

++ Startup buff: 1f faster (in between CE and HF).

REASON: Making it more CPS1ish.

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ST
8/6/15
NL
7/6/15
Crouching Fierce:

+ Framedata buff: startup 1f faster, 2nd active part stays active for 2f more, recovery 2f slower, like in CE.

REASON: Making it more CPS1ish. It also helps in balancing the buffed priority it received.

o Priority tweak: hitbox moved 8px forward, like in HF.

REASON: Making it more CPS1ish.

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ST
5/2/4/17
NL
4/2/6/19
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Close/Far Standing Short:

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

REASON: Just bug fixing.

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jab ➔ short
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.

- Startup nerf: 1f slower, like in HF.

REASON: Making it more CPS1ish.

+ Priority buff: no extended head hurtbox during recovery, like in HF.

REASON: Making it more CPS1ish. The active part is unchanged though, otherwise it would just be a copy of Crouching Jab.

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ST
2/4/4
NL
3/4/4
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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: hitbox expanded 16px forward.

REASON: the hitbox on this move makes no sense. At first this buff was on N.Boxer, but since N.Boxer can special cancel this move now it would be too good for him to have that, so I'm giving it to O.Boxer instead.

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ST NL
Crouching Forward:

o Framedata tweak: startup 1f faster, active for 2f less, recovery 3f slower, like in CE.

REASON: Making it more CPS1ish. It also helps in balancing the buffed priority it received.

++ Priority buff: move rework, now it's somewhat like HF's, but with the head hurtbox not as expanded forward as in HF.

REASON: Making it more CPS1ish. Also note that due to the hitbox not being positioned very low, the move will not be a low hit against Shotos, Honda, O.Boxer, Claw, N.Sagat (unless it hits from far away so it the hitbox can only reach the opponent's leg hurtbox but not his body hurtbox - that is possible to do against all of them except for Shotos).

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ST
5/6/4
NL
4/4/7
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Close Standing Roundhouse:

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

REASON: Just bug fixing.

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fierce ➔ roundhouse
Far Standing Roundhouse:

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

REASON: Just bug fixing.

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

REASON: Making it more CPS1ish.

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

+ Framedata buff: startup 2f faster, recovery 3f faster, like in HF.

REASON: Making it more CPS1ish. It's also a plus on the Zangief match-up (!).

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

REASON: So it can never be beat by Lariat's arms or High Tigers. This is a must on these match-ups.

+ Priority buff: move rework, now has the HF arm hurtbox and HF hitbox.

REASON: Making it more CPS1ish.

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ST
8/6/18
NL
6/6/15
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AERIAL NORMALS

Diagonal Jumping Jab:

+ Startup buff: 1f faster (only 1f slower than HF).

REASON: Making it more CPS1ish.

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ST
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3/32/∞
NL
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2/32/∞
HF
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1/30/∞
Diagonal Jumping Strong:

+ Startup buff: 1f faster (only 1f slower than HF).

REASON: Making it more CPS1ish.

- Priority nerf: no pre projected hurtbox on startup but bigger hurtbox while active, like in HF.

REASON: Making it more CPS1ish.

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ST
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4/15/∞
NL
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3/15/∞
HF
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2/15/∞
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ST NL HF
Diagonal Jumping Fierce:

- Behavior/Framedata tweak/Priority nerf: move rework: 5f faster (so it's 1f slower than HF), recovery speed and priority like in HF.

REASON: Making it more CPS1ish.

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ST
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9/12/∞
NL
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4/8/∞
HF
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3/8/∞
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ST NL HF

SPECIAL MOVES

All Specials:

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 nerf: jab version doesn't knock down grounded opponents anymore.

REASON: it made him too good now that he has HF Boxer tools. If you really want a KD, you may use his heavily nerfed Headbutt for that.

+ 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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ST NL
Upper Rush:

+ Behavior buff: charge time now 23f shorter, like in HF.

REASON: Turning O.Boxer into an HF/SSF2 hybrid. On HF this move requires only 40f of charge. Straight Rush is still 70f though.

+ Priority buff/Behavior tweak: hurtboxes redesigned so it's harder to be beaten by Lariats.

REASON: So O.Boxer can whiff Upper rush and then do Crouching Rh to punish Lariats.

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ST NL
Buffalo Headbutt:

- Behavior nerf: Fierce Headbutt acceleration reduced around 20%, Strong acceleration tweaked to be exactly between Jab and Fierce.

REASON: O.Boxer only still has his Headbutt because IMO he needs a proper reversal, otherwise his Headbutt shouldn't add too much to his game plan. His reversal should be bad otherwise. He already got buffs on his other moves, he has enough tools to win already.

o Startup buff/Priority nerf: 6 frames of startup.

REASON: It may sound like a buff(harder to safe-jump) but the idea is to decrease the invulnerable frames so it can't pass through projectiles anymore. 6f startup is still relatively easy to safe jump anyway.

- Framedata nerf: 1st active part stays active for only 2f.

REASON: so he has less invulnerability so he can't pass through projectiles.

- Priority nerf: Jab version 2nd active part now vulnerable like Strong/Fierce.

REASON: so he can't pass through projectiles with it.

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

REASON: bug fix.

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ST
11/4/7/21
NL
6/2/7/21
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ST
13/4/9/20
NL
6/2/9/20
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ST
15/5/6/21
NL
6/2/6/21
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ST NL
TAP:

++ Behavior/Priority buff: "Ones" and "Twos" have only the head vulnerable during the first 23 frames of startup, head hurtbox reduced 4px downwards, like in HF.

REASON: O.Boxer will play like HF Boxer, and in HF he had this. Also, since he lost the Headbutt passing trough projectiles, he needs this back to deal with them. This will also allow him to not be hit by Honda's Headbutts during the invincibility frames.

- 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).

- Damage nerf: One's changed from 28 to 26 which somewhat in between SSF2 and HF, Twos, Threes, Fours, Fives, Sixes, Sevens and Finals base damage decreased from 34 to 28, like it was in HF.

REASON: So now it's more similar to how it was in HF. This is somewhat needed since this move is relatively good vs projectile characters.

+ Behavior/Priority buff: "Ones" and "Twos" 7th and 8th startup animations leg hurtbox decreased 34px upwards, 7th startup animation head hurtbox decreased 9px upwards and 22px forward but increased 20px backwards and 23px downwards, body hurtbox decreased 47px upwards and increased 11px downwards, 8th startup animation head hurtbox like on the initial startup frames and body startup decreased 19px upwards and 21px downwards.

REASON: so the Guile match-up is not a guaranteed defeat. In HF, this was a 2-8 at best, because Guile could react to Boxer passing through his Sonic Booms by either doing a Crouching Forward Kick or a back fist, which both would hit Boxer, making him take both the normal and the Sonic Boom hit, for good damage and almost dizzying Boxer. Now, if Guile reacts with a Crouching Forward Kick, it will whiff during the TAP startup, only hitting Boxer during the active part, which from most ranges means a trade. A BackFist can still work if close enough but otherwise it will only be able to hit Boxer when he's already on the active part, so it will also trade. And keep in mind this was a 2-8 on HF, where Guile's Sonic Booms had a 5f worse recovery. Anyway, since even O.Guile recovers relatively fast from his Booms, this change basically means that it's safer for Guile to block a TAP in case Boxer makes it on reaction to a Sonic Boom, at least for O.Guile. N.Guile recovers faster so he may try to do something, though that's risky. If O.Boxer did the TAP from a little too far, in a way that it doesn't reach Guile on it's 1st active frame, then it's possible for Guile to time a Crouching Forward kick in a way that it hits Boxer as he is approaching Guile during the active part, but that requires precise timing from the Guile player (though that will be a little easier to do with O.Guile, since he has more reach on his Crouching Forward kick). As for all the other characters, the hurtboxes were designed in a way so the TAP will not get any better vs their lows or their projectiles, so it's basically the same vs them.

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ST NL
"One" and "Two"
only
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One28[0] ➔ 26[0]
Two34[10] ➔ 28[10]
Three34[11] ➔ 28[11]
Four34[12] ➔ 28[12]
Five34[13] ➔ 28[13]
Six34[14] ➔ 28[14]
Seven34[15] ➔ 28[15]
Final34[16] ➔ 28[16]