- O.CHUN LI - |
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Close Standing Roundhouse (o/-/-) All Specials (minus Lightning Legs) (o) Aerial/Ground Spinning Bird Kick (+) GOAL OF THE CHANGESTurn her into a HF/SSF2 hybrid. ST's O.Chun li is already like HF Chun in many aspects, like the hurtboxes and hitboxes of the moves in general. The main difference is the change in input on Kikoukens, which will be replicated. Finally, HF Chun does a lot less damage on basically everything, I will not replicate these since these changes are not only not really needed to balance O.Chun, but would also make it even more unappealing. The only moves that did more damage on HF than in SSF2 are the Spinning Bird Kick spinning parts (both air and ground versions), these are the only damage differences that will be replicated. It also does way more dizzy too, and I'll buff the dizzy on it too, but not as much as it was on HF (on HF if it hits twice it will always dizzy). |
ColorsNew Legacy colorsOriginal colors |
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MISC |
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Special cancel window:-- Special cancel window nerf: 2f smaller. REASON: For her to be like she was in CPS1. Now only Close Fierce, Far Jab and (since it's startup was buffed) Crouching Jab are special cancelable. Yes, I am aware that this sucks, but now O.Chun is supposed to combo with links, like it was on CPS1. |
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Standing gut reel:- Priority nerf: 1st and 2nd parts's head hurtbox expanded 6px forward. REASON: Mainly for Dictator's 2nd Close Standing Short to link properly, so his TOD is a little more lenient vs a standing Chun. This obviously has other impacts as well, but that's OK: Chun was one of the slimmest characters. For example, Zangief's bread and butter 'Crossup, Crouching Forward xx Lariat' combo worked on everyone but her, it still doesn't work on her, but now 'Crouching Forward xx Lariat' works. I'm sure there are impacts on other match-up too, but Chun is still so good that I doubt anything bad for balance will result out of this. - Priority nerf: 3rd and 4th parts's head hurtbox expanded 8px forward. REASON: so Fei Long can combo a Close Standing Fierce after a Chicken Wing against Chun. O.Chun can escape the Chicken Wing block string trap with her Spinning Bird Kick, so it's OK for Fei's combo to work properly on her. - Priority nerf: 3rd and 4th parts's body hurtbox expanded 4px forward. REASON: On The Sagat vs Chun match-up, there is a very specific spacing in which if Sagat hits a Standing Chun with a Crouching Forward and then cancels it into Rh Tiger, Chun can go to the Crouch Block animation after taking the low kick hit and the Projectile passes through her. This was no crazy bug, was just weird hurtbox interactions. Now this is fixed. |
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Throws:o Damage tweak: both Strong and Fierce throws now do 34 points of damage. REASON: I think it's OK for O.Chun to still have a higher damage since she can't tech throws, so she's always at a higher risk when going for throws than N.Chun. But it should only be a little higher than most throws, not the huge amount that she used to have on her Strong throw. Also, it makes no sense for the throws to do different damage, so I am making both do equal damage. o Behavior tweak: ground throws can't be activated with up anymore. REASON: I think this is a bug. 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 throw throw-box expanded 4px forward and 2px vertically, like in HF. REASON: Just giving something Chun had on HF. |
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Passive Grab Animation:+ Behavior buff: last grab animation vs Dhalsim tweaked so now he bounces properly from a softened throw when a cornered Chun throws him away from the corner. REASON: see the N.Chun change on this, they are shared. |
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GROUND NORMALS |
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Crouching Jab:+ Startup buff: 1f faster. REASON: Because of the special cancel window change, O.Chun wasn't able to special cancel this move anymore (it was like that in HF too). But with this change in startup she can cancel it again. Only having Far Standing Jab and Close Standing Fierce as special cancelable normals was limiting her combo (and block string) potential too much. Now at least she still can do the Close Standing Jab, Crouching Jab xx Lightning Legs combo. |
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Far Standing Strong:+ Priority buff: hitbox increased 5px downwards, but decreased 1px upwards. REASON: so it can hit crouchers, with a few exceptions. I think she deserves to have it, for the most part. But I made it so it won't hit a crouching Dictator because O.Chun doesn't deserve to be buffed on that match-up. It will still miss against Blanka and Cammy, because they're shorter than Dictator while crouching, so theres nothing that can be done about that. The decrease upwards on priority is because the hitboxes can only be odd numbered, so I would have to either buff it 1px up or nerf 1px up. |
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Crouching Strong:+ Startup buff: 1f faster. REASON: so now it can be special cancelled. O.Chun in ST already could cancel this move no problem, but with her special cancel window being reduced (so she feels more like HF Chun), she ended up losing that. Increasing her special cancel window back to how it was is a bad idea because i want to avoid allowing her to cancel her Crouching Forward kick, now that her Kikouken is not a charge move i fear that could be too good. |
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Far Standing short:+ Priority buff: hitbox moved 16px downwards, 16px towards. REASON: the downwards change is for it to hit all crouching opponents, like New Chun's. The towards change is for it to match the sprite and now it has a little better range than New Chuns, although it has worse vertical priority (downwards and upwards). |
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Close Standing Roundhouse:o Cosmetic tweak: normal Roundhouse activation sound. REASON: So it's like it was on HF. - Behavior nerf: activation distance from HF (15px smaller, from 56 to 41). REASON: So it's like it was on HF. - Behavior tweak: same animation, priority and frame data from HF. The recovery is 8f (!) faster than in HF though. REASON: So it's like it was on HF. The faster recovery is for the move to have a use. Now, Close Rh is like the opposite of Close Fierce (Fierce: fast startup but slow recovery; Rh: a bit slower startup (OK to be linked into but no special cancel) but reasonably faster recovery). If done from point blank, Chun can attempt a walk up throw now. If meaty timed it can link into a Crouching Forward kick. |
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AERIAL NORMALS |
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Diagonal Jumping Fierce:o Priority tweak: same priority from HF (i.e. same vertical size but positioned 2px lower, extends 2px less forward). REASON: Turning O.Chun into a HF/SSF2 Chun hybrid. |
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COMMAND NORMALS |
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Flip Kick:o Behavior tweak: can't be activated with upwards anymore (diagonals still work). REASON: I think this is a bug. + Behavior buff: now a 3-hit move against grounded opponents (only the 3rd hit KDs), push-back on hit reduced on 1st and 2nd hits. REASON: just making the move more interesting. Won't make it that much usable I guess, it just looks cool this way. o Damage tweak: from 22+22 to 14+14+16. REASON: needed now that it can do 3-hits, otherwise it would do too much damage. |
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Neck Breaker:- Behavior nerf: less horizontal movement (but nerfed way less than in HDR). REASON: can't cross up on wakeup anymore. o Behaviour tweak: can't be activated with upwards anymore (diagonals still work). REASON: I think this is a bug. |
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SPECIAL MOVES |
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All Specials (minus Lightning Legs):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. |
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Kikouken:+ Behavior tweak: HCF command instead of charge, like in HF. REASON: Turning O.Chun into a HF/SSF2 Chun hybrid. 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. + Behavior buff: Kikouken doesn't dissipates on the air anymore, like in HF. REASON: Turning O.Chun into a HF/SSF2 Chun hybrid. This is also needed to balance Fierce Kikouken now that isn't a charge special anymore. o Behavior tweak: Kikoukens now travel 1px lower. REASON: So Kikoukens don't behave exactly like Ken's Hadoukens, allowing for specific balance changes that affect only one of them. For now, Cammy's Spinning Back Fist startup and landing frames, Chun's extra leg and body invulnerability on super and Fei's head vulnerable parts on his super are the cases that have frames that can't pass through Ken's Hadoukens but can pass through Chun's Kikoukens. IMPACTS: Blanka's Crouching Fierce last startup frame would get beaten by Chun's projectile, but this was compensated on N.Blanka. - 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. o Bug fix: fix the reversal bug in which the button used doesn't matter: the last version used get out all the time. REASON: Just bug fixing... - Cosmetic tweak/Startup and Behavior nerf: startup now uses an unused frame (O.Chun now has a pre-projected hurtbox before the projectile spawns, like everyone else). REASON: Her projectile was still kinda of too good so this makes sense, specially now that it's a motion move. Also, I'm enabling some unused/never seen animations, isn't that nice? - Startup nerf: from 5f to 13f, like in HF. REASON: So it's as fast as on HF. I can't say it's exactly like it because on HF the hurtboxes are better, though. - Recovery nerf: now like on HF (40|40|40 Jab|Strong|Fierce, previously was 42|40|38). REASON: To balance it out; Fierce Kikouken was way too good now that it's not a charge move anymore. |
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Spinning Bird Kick:+ Behavior buff: Forward and Roundhouse versions now hit crouching characters on the last rotation, like the Short version. The spinning part total duration was also reduced by 4f/9f for Forward and Roundhouse, respectively. REASON: so the other versions can also be useful. The change in total duration is a consequence of it. Note that, just like the Short version, this will still randomly miss a crouching Blanka. IMPACTS: to be exact, the airborne parts framedata changes are: Fwd before: 4 4 3 (3) 2 2 1 (1) 1 1 1 (1) 1 1 1 (1) 2 1 1 (2) 2 3 3 (4) 2 Fwd after: 4 3 3 (2) 2 1 1 (1) 1 1 1 (1) 1 1 1 (2) 1 1 2 (2) 3 3 4 (2) X Rh before: 5 4 4 (3) 3 2 2 (2) 1 1 1 (1) 1 1 1 (1) 1 1 1 (1) 1 1 1 (1) 1 1 1 (1) 1 2 1 (1) 2 2 3 (3) 3 3 Rh after: 4 3 3 (2) 2 2 1 (1) 1 1 1 (1) 1 1 1 (1) 1 1 1 (1) 1 1 1 (1) 1 1 1 (2) 1 1 2 (2) 3 3 3 (3) X X + Priority buff: 1st active part is now now vulnerable TO THROWS ONLY. REASON: now O.Chun will not get beaten by other better special moves during that specific part, though she is still very vulnerable to being thrown there (the only exception being on wake up, since on that scenario there's the random throw invulnerability period). + Behavior buff: spinning part now works like a tatsu (can give more hits). REASON: just so O.Chun's version of this move can be more interesting. - Damage nerf: spinning part reduced from 14(1)/12(1)|16(1)/14(1)|18(1)/16(1) to 12(1)|12(1)|12(1) (Short|Forward|Roundhouse). REASON: needed for balance, now that it can score more hits. - Dizzy nerf: spinning part reduced from 7~13 to 3~9, like Ken's Tatsumakis. REASON: needed for balance, now that it can score more hits. |
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Aerial/Ground Spinning Bird Kick:+ Behavior buff: input leniency for the kick button is now 1f longer for the Forward version, and 2f longer for the Roundhouse version. REASON: so the instant out of the ground air SBK is slightly easier to do, specially with the Roundhouse version. |
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Air Spinning Bird Kick:+ Behavior tweak: same movement behavior from HF. REASON: just giving to O.Chun something he had on HF that is different from how it was in ST. + Behavior tweak: minimal activation height reduced by half (i.e. 24px). REASON: so it's more useful. Now Chun can do (D) UF + K to do an almost instant air SBK towards the opponent, or (D), UB + K to do it jumping backwards. This special move was pretty much useless for the most part so this is justified, even with it having HF behavior. Also O.Chun is worse overall than New so it's fine for her to receive some new tools, as long these are balanced. + Priority buff: hitboxes now have the same dimensions as the ground version, like in HF. REASON: Turning O.Chun into a HF/SSF2 Chun hybrid. This move is kinda useless so this makes sense. + Damage buff: spinning part changed from 12|12|12 to 24|26|28 (Short|Forward|Rh), like on HF. REASON: Turning O.Chun into a HF/SSF2 Chun hybrid. This move is kinda useless so this makes sense. + Dizzy buff: from 7~13 to 9~15, somewhat in between SSF2 and HF (on HF it's 13~19). REASON: not as high as in HF, but will be closer to it. This move is kinda useless so this makes sense. |
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