- O.CLAW - |
|
||||||||||||||||||||||||||||||||||
Neutral Jumping Roundhouse (+) Diagonal Jumping Roundhouse (+) All Specials (minus Back Flips) (o) Back Slash/Short Back Slash: (+) GOAL OF THE CHANGESI want to make him resemble how he was in CPS1 SF2, but the truth is he sucked so much on CE/HF... His dive didn't knocked down and his normal set was garbage. For O.Claw I will keep the improved normal set from SSF2 for the most part, with a few exceptions (e.g. Aerial Rh's, which will be from HF(they're better)). He will be a footsies oriented character, and as boost for that he will receive his walking speed from CE (!) as well as some better frame data from HF (e.g. Crouching Strong's can now link into itself (!)), but as a compensation his dive will not knockdown grounded opponents, like it was on CE/HF (I also made it go higher, like it was on these games). At first I removed the Punch Dive (Claw didn't had that move in HF), but the truth is O.Claw is too shitty without it. So instead I'll make it go higher like the Kick version, to resemble HF as well. He will be keeping his 3K backflip as well, otherwise he would be in too much disadvantage up close. Also, I will not give him CE/HF damages. As for his special cancel window, on CE/HF Claw has a special cancel window of 4f so he can only cancel Standing and Crouching Jabs as well as Standing Shorts. SSF2 Claw and ST's New Claw have a special cancel window of 5f. ST's Old Claw has a special cancel window of 6f, so he can also special cancel Standing Forward Kicks as well as Close Standing Strong. For the hack I decided to use the CPS1 special cancel because being able to cancel Crouching Strong (now that it has better frame data - it can be linked from itself !!!) was too good. |
ColorsNew Legacy colorsOriginal colors |
||||||||||||||||||||||||||||||||||
MISC |
|||||||||||||||||||||||||||||||||||
Special cancel window:-- Special cancel window nerf: 2f smaller. REASON: For him to be like he was in CPS1. O.Claw can now only special cancel Crouching Jab, like in CPS1. |
|||||||||||||||||||||||||||||||||||
Walk speed:++ Behavior buff: CE walking speed. REASON: I know, this will be a huge buff. But since his dive will not knock down, and he has no reversal, he deserves this buff. O.Claw will be centered around footsies. Without a "DP" move, Claw will be also extra vulnerable if he commits a mistake. So in the end I believe this is fair. |
|||||||||||||||||||||||||||||||||||
Jump speed:+ Behavior buff: jump is slightly lower and is slightly faster, like in HF. REASON: I think this is a nice way to buff O.Claw while also giving him a HF characteristic. |
|||||||||||||||||||||||||||||||||||
Neutral stance:o Priority tweak: head hurtbox moved 5px upwards, like in HF. REASON: dunno if this a buff or a nerf in the end... I'm just making it like it was on HF. |
|||||||||||||||||||||||||||||||||||
Crouching stance:- Priority nerf/Behavior tweak: body hurtbox expanded 5px upwards. REASON: So now Fei's Rekka Ken 1st hit will connect properly on Claw after a Close Standing Fierce. IMPACTS: The following moves now can hit Claw around his Body hurtbox as well (before they could only hit around his head), which allows them to hit claw also from 5px farther: Honda HHS 1st hit, Green Hand 1st hit, Cammy standing Fierce/Rh, Hawk st.Jab (!), st.Forward and Crouching Strong and Dictator st.Forward (!). |
|
||||||||||||||||||||||||||||||||||
Standing reel:+ Behavior tweak: light and medium versions now use the proper head hurtbox. REASON: just bug fixing. It's most likely that some longer combos may simply not work vs him now, but it is what it is... |
|||||||||||||||||||||||||||||||||||
Throws:++ Behavior buff: air throw throw-box reduced 4px forward and 8px upwards but expanded 36px downwards (!), like in HF. REASON: Just giving him something he had on HF. His air throw is a lot better now. + Damage buff: Throw damage increased from 32 to 34 (if behind in rounds, increased from 34 to 36). REASON: I'm buffing the damage of all ground throws (but not holds) of old characters so they get a small compensation for not being able to tech throws. That means that the base throw damage is 34 points now, like Dhalsim's Fierce throw in ST. Also, there will be rounds in which the behind in rounds damage will be 38 instead of 36 and thats just how the game is coded to be, the same happened with Dhalsim's Fierce throw in ST. |
/+/
|
||||||||||||||||||||||||||||||||||
Fast knockdown animation:- Behavior nerf: proper (i.e. smaller) pushboxes. REASON: now it fits the sprites better, although it's only a single frame that was off. The only meaningful effect is that O.Blanka can cross over a little easier with his Horizontal Roll. |
|||||||||||||||||||||||||||||||||||
GROUND NORMALS |
|||||||||||||||||||||||||||||||||||
Far Standing Jab:+ Behavior/Priority tweak: now animates like CPS1 Standing Fierce and have the same priority as it. REASON: Just in case this CPS1 priority is needed. I didn't replaced Far Fierce because that move is important, O.Claw would be too disadvantaged by losing it. |
|
||||||||||||||||||||||||||||||||||
Close Standing Strong:+ Behavior/Priority tweak: now animates as an anti air claw attack like in HF, with St.Strong hitbox when having the claw, St.Jab when not. REASON: Making it be like HF. I made the active part have 6f (instead of 4f, like in HF) so it can be used as an anti air a little easier. + Behavior buff: activation distance increased by 39px (from 49 to 88). REASON: so it's better used as an anti air. |
|
||||||||||||||||||||||||||||||||||
Crouching Strong:+ Framedata buff: startup 1f slower but recovery 3f faster, like in HF. REASON: Making it be like HF. This is actually way better, it can link into itself now (!!!). |
+
|
||||||||||||||||||||||||||||||||||
Far Standing Fierce:o Behavior fix: 2nd startup animation frame now have a pushbox. REASON: just bug fixing. |
|
||||||||||||||||||||||||||||||||||
Crouching Fierce:- Behavior tweak: animation, frame data, and priority like on HF. REASON: Making it be like HF. It will now be a slower variant of the other Crouching punches. The anti air punch will be put on Close Standing Strong, like HF. |
+
|
||||||||||||||||||||||||||||||||||
Crouching Roundhouse:+ Startup buff: 1f faster, like in HF. REASON: Making it be like HF. - Behavior nerf: horizontal movement is slower like in HF. REASON: It's one of the few normal differences worth replicating. |
+
|
||||||||||||||||||||||||||||||||||
AERIAL NORMALS |
|||||||||||||||||||||||||||||||||||
Neutral Jumping Rh:+ Behavior buff: frame data, hurt/hitboxes and sprites like in HF. REASON: It's one of the few normal differences worth replicating. |
,
|
||||||||||||||||||||||||||||||||||
Diagonal Jumping Rh:+ Priority buff: hurtboxes and hitboxes as in HF (but keep the same sprites). REASON: It's one of the few normal differences worth replicating. |
/,
|
||||||||||||||||||||||||||||||||||
SPECIAL MOVES |
|||||||||||||||||||||||||||||||||||
All Specials (minus Back Flips):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. |
|||||||||||||||||||||||||||||||||||
Back Slash/Short Back Slash:+ Behavior buff: can now be done as a negative edge move. REASON: on ST, all 3P/3K moves can be done with negative edge (i.e. on button release) except for Zangief and Claw moves, and I believe that is a remnant of the CPS1 era. This is being done for 2 reasons: 1) consistency; and 2) to help with online play (these moves are known to be harder to perform online). |
|||||||||||||||||||||||||||||||||||
Back Slash:+ Recovery buff: 3f faster. REASON: I think O.Claw deserves this since he has no proper reversal. o Behavior tweak: no pushbox during the entirety of the move, like in CPS1. REASON: Making it more CPS1ish. |
++
|
||||||||||||||||||||||||||||||||||
Short Back Slash:o Behavior tweak: no pushbox during the entirety of the move. REASON: Making it more CPS1ish. Yeah, this move didn't even exist on CPS1 games to begin with, but it makes sense to do it here too. |
++
|
||||||||||||||||||||||||||||||||||
Rolling Crystal Flash:+ Behavior buff: charge time now 11f shorter, like in CE. REASON: Just bringing back something that was cool from CPS1. Now it requires only 60f of charge. In HF the charge timing is actually higher (80f) so it wouldn't made sense to replicate that. |
|||||||||||||||||||||||||||||||||||
Wall Dive (Punch/Kick):o Behavior tweak: Claw's Jump towards the wall is now higher but slower, like in HF. REASON: Just giving him something he had on HF. |
|||||||||||||||||||||||||||||||||||
Izuna Drop:++ Behavior buff: throw box moved 2px backwards but also moved 18px downwards (!), like in HF. REASON: Just giving something he had on HF. The claw attack on his dive may be trash, but the grab is now extremely good. |
...,/+
|
||||||||||||||||||||||||||||||||||
Flying Barcelona Attack (kick dive):+ Bug fix: can now perform the move normally during the pre-jump frames. REASON: O.Claw's Wall Dive is a little hard to get because he can't cancel the pre-jump frames into it. It's not like the input times are super small (as it was thought), since you can for example whiff a normal, go to up while the normal is still active and then piano all kick buttons a lot of frames after and the dive comes out normally. -- Behavior nerf: removed the knockdown against grounded opponents, (somewhat) like in HF. REASON: Somewhat how it was on HF. To be exact, on HF it knocks down aerial opponents, does Jab hit-stun vs standing opponents and can't be blocked Low. On CPS2 SF2 unfortunately there isn't a EX Code for that specific behavior, the closest I found was one that knocks down aerial opponents but can be blocked low... To compensate that, I added a Fierce hit-stun so it's not unsafe vs grounded opponents like it was on CPS1. ++ Behavior buff: landing recovery now like on the Punch Dive (they now share the same animation). REASON: so he lands with enough frame advantage to be able to link normals after it (similar to O.Dictator's Scissor Kicks - requires the buff to the Punch Dive recovery for this to work). I think this is the best way to make O.Claw's non-knockdown Wall Dive interesting... The most common link is a Crouching Strong, since that comes out very fast and has good reach. But, if you land it deep enough, you can link his new CPS1 Crouching Fierce for excellent damage and dizzy (around SPD damage, any additional medium strength normal is enough to dizzy the opponent). Or, with such frame advantage, O.Claw can go for a slide, which I guess one could say constitutes a loop, but it's not like you can hit confirm it, so if the slide is blocked it can be easily punished. + Framedata buff: the claw attack changed for each version: Jab changed to 7/10/7 (Startup/Active/Recovery), Strong changed from 3/6/3 to 5/8/5, Fierce kept as is. REASON: Just so now there is a reason to do the Flying Barcelona Attack with any button other than Fierce. Now, each version have it's own frame data, giving the other versions a reason to be used (Jab: slightly less damage and slower startup but also more active frames; Fierce: more damage and faster startup but also less active frames; Strong: in between Jab and Fierce). ++ Behavior tweak/fix: removed the "suck-in" property. REASON: it was worse that way. + Behavior buff: pushback on hit greatly reduced. REASON: so it's easier to link normals after the Wall Dive hit. |
...,
|
||||||||||||||||||||||||||||||||||
Sky High Claw:+ Recovery buff: landing recovery decreased from 12f to 4f. REASON: this has 2 reasons. First, now that it's recovery animation is shared with the Flying Barcelona Attack (Kick Dive punch attack), O.Claw has to recover much faster for him to be able to link normals after it (which is the reason for that change to begin with). Second, even with that aside, O.Claw deserves this buff on the Punch Dive simply because the new CPS1 style to-the-wall jump makes the move much worse overall, including on recovery, since it will hit the opponent higher in the air. o Behavior tweak: Fierce version moves Claw closer to the ground, Strong also altered to be in between Fierce and Jab, Jab stays as is. REASON: needed now that the to-the-wall jump is higher, otherwise even Fierce would miss too much. |
...
|