NEWLEGACY.FR

THE CHANGELOG

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- O.DEE JAY -

O.Dee Jay on SRK Wiki (ST)

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GOAL OF THE CHANGES

Turn him into a competitive character while still being different from N.Deejay. His MGU now juggles, which makes it a valid anti air, and his Max Out's are now better than N.DeeJay's. These should be enough to make him a valid choice instead of N.Deejay. He also got a instant overhead with his new Knee Shot (Aerial command normal), it's hard to use though.

As for his special cancel window, on SSF2 his special cancel window is 4f. On N.DeeJay his special cancel is of 5f. But O.DeeJay on the other hand has a special cancel window of 6f and this a considerable plus of O.DeeJay, as this allows him to cancel Crouching Strong. There's no reason to change this.

New colors
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Original colors
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Old

To select O.Dee Jay, choose any color and then press :

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MISC

Jump behaviour:

+ Framedata buff: pre-jump animation 2f faster.

REASON: this was very bad. Now it's the same as N.DeeJay.

Crouching reel:

- Priority nerf: leg hurtbox expanded 8px upwards and moved 1px upward.

REASON: Mainly for Dictator's 2nd Close Standing Short to link properly, so his TOD works vs a crouching DeeJay. This only impacts his Crouching reels as well as his blocking animation. Even though crouching normals all share this leg hurtbox, priority wise they are unaffected by this change (Crouching Fierce's 1st startup part is an exception, but it has a duration of only 2f so this is meaningless). Anyway, the hurtbox now actually matches his sprite now (goes as high as his knees).

Throws:

+ 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.

GROUND NORMALS

Close Standing Fierce:

+ Behavior buff: activation range decreased by 32px.

REASON: So Far Fierce can be used better as an anti air (Close version won't activate when not wanted). This is to compensate a bit because the new MGU is still worse than N.DeeJay UpKicks.

+ Damage buff: from 28+4 to 28+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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40 ➔ 8 28+4 ➔ 28+12
Far Standing Fierce:

o Priority fix: proper hurtboxes on the last animation frame.

REASON: Just fixing the animation frame with 1f duration to have hurtboxes like the animation before.

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ST NL
Far Standing Forward:

+ Damage/Dizzy buff: 1st and 2nd hits damage and dizzy values swapped.

REASON: having the 2nd hit with less damage makes no sense because it's a far normal, meaning Dee Jay can use it from a distance but in that case it gives only a very small amount of damage. It makes more sense for the 1st hit to be the one to do less damage/dizzy.

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24[0]+4[0] ➔ 4[0]+24[0] 5~11+2~8 ➔ 2~8+5~11
Crouching Forward:

- Priority nerf: leg hurtbox moved 2px upwards.

REASON: So Fei's Rekka's 2nd/3rd Punch, Forward Flame Kick and his new Crouching Strong can hit DeeJay during it now.

- Priority nerf: hitbox reduced 1px vertically.

REASON: so now it whiffs vs N.Fei's tweaked Crouching Strong.
IMPACTS: whiffs vs Sagat's Low tiger anymore. I guess this is kinda bad, but at least DeeJay's slide still work so it's not THAT bad.

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ST NL
Close Standing Roundhouse:

+ Behavior buff: activation range increased by 32px.

REASON: So Close Roundhouse can be used better as an anti air (Far version won't activate when not wanted). This is to compensate a bit because the new MGU is still worse than N.DeeJay UpKicks as an anti air.

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8 ➔ 40
Crouching Roundhouse:

- Priority nerf: 1st startup leg hurtbox moved 2px upwards, 2nd startup/active parts leg hurtbox moved 2px upwards, 1st active frame body hurtbox moved 3px upward.

REASON: Now Fei can beat it cleanly with his modified Crouching Strong.

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AERIAL NORMALS

Diagonal Jumping Forward:

+ Priority buff: hitbox expanded 8px backwards.

REASON: So now it's a proper cross up. On some match-ups it will require way more precise spacing than N.Deejay though (e.g. Shotos, Boxer). The tweaked Knee Shot (see below) will be easier to space as a cross-up, so it may be favored on these cases.

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COMMAND NORMALS

Knee Shot (on air ↓ + Short):

+ Priority buff: hitbox moved 10px downwards and expanded 20px backwards.

REASON: now DeeJay has an aerial move that beats Sim's slide as well as an instant overhead (!). The better priority backwards is for it to be O.DeeJay's main cross-up (Diagonal Jumping Forward can be used now too, but will be harder to space).

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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.

Max Out:

- 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. The bug is present on the code but it has no effect since all strengths are set to have the same recovery. I'll fix it anyway.

++ Framedata buff: startup 1f faster, recovery 4f faster.

REASON: O.DeeJay's Max Outs have a 3f slower recovery on ST... which is very bad. Now he has a faster startup by 1f and a faster recovery by 1f (than N.DeeJay). This change is just to give a solid reason to opt for O.DeeJay instead of N.DeeJay. The difference isn't THAT big but is big enough to make a decent difference on fireball wars... I mean it's 2f faster overall than N.DeeJay's, you can't ignore that.

- Priority nerf: projectile 2nd active part hitbox reduced 2px downwards and 4px upwards.

REASON: Blanka can now slide under max outs like he does on sonic booms and Fei's new Short Flame Kick can pass trough Max Outs. The Max Out's First active part is unchanged so it can still hit the slide, just like sonic booms.

+ Priority buff: projectile 3rd active part hitbox increased 2px downwards.

REASON: so it hits as low as Guile's Sonic Boom, allowing it to beat Dhalsim's Crouching Punches just like him, now that Dhalsim received a nerf on these moves.

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ST
6/37
NL
5/33
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Rolling Sobat:

- Startup nerf: Rh version last startup part 2f longer.

REASON: So it can't be used as a reversal to beat N.Cammy's tweaked Thrust Kick knock back animation. This brings little change otherwise.

+ Behavior buff: Forward and Rh versions 1st hit now knocks down.

REASON: Since I'm not fixing the comboing property of it, they were kinda lame, just like on ST. Also, O.DeeJay's Sobats does more dizzy than N.DeeJay's Sobats on ST, and on the not so frequent situations in which both hits connected, the move would end up doing too much dizzy. By the way, just in case you may be wondering if the Rh version may be too good now, its 1st hit actually have less range than the Short version, so it's OK. They're still as unsafe as ever on block though, since the 2nd hit will still have a big chance of not actually being a real link (the opponent will be able to do a reversal in between).

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ST
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11/4/13/15/18
NL
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11/4/15/15/18
Machine Gun Upper:

+ Priority buff: 2nd active part now has no body hurtbox.

REASON: Easier to use as a escape to meaty projectiles on wakeup. If mashed up, will pass through all mid level projectiles, if not mashed then it will not pass through Hadoukens and Kikoukens.

++ Behavior buff: juggles aerial opponents.

REASON: Now O. Deejay has a decent dedicated anti air special move. It also looks really cool and makes sense.

- Dizzy nerf: last hit decreased from 9~15 to 0~5.

REASON: A 4 hit anti air combo was very easy to land and was often dizzying on its own. It was too good.

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9~15 ➔ 0~5
last hit