NEWLEGACY.FR

THE CHANGELOG

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- O.DHALSIM -

O.Dhalsim on SRK Wiki (ST)

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Dhalsim on SRK Wiki (HF)

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GOAL OF THE CHANGES

Keep him as he is basically. He is already 99% like CPS1 Dhalsim, which is what is intended. The only thing I'm copying from HF are his better slides and the faster startup on the Mummy and Drill. The slower startup on Jab and Strong Yoga flames, the nerf in throw range and the general nerf on damage on all normals from HF will not be replicated because these would mean O.Sim would remain an useless character. CE Dhalsim do the same damage as SSF2 Sim though (the only exception is Yoga Fires, in which do more damage on CE), so in a way O.Sim is still CPS1'ish. O.Sim is now an alternative if you want to avoid the heavy amount of nerfs N.Sim received.

As for his special cancel window, on CE/HF/SSF2 he has a special cancel window of only 4f, N.Sim has a special cancel window of 5f(which makes no difference because Sim doesn't has a single ground move with 5f of startup). But O.Sim is even bigger, he has a special cancel window of 6f, which allows him to special cancel Far Standing Jab, Close Standing Fierce, Far Standing Short and, mostly importantly, Far Standing Forward. This can be very good in zoning, and considering there are already very few reasons to use O.Sim over N.Sim, I decided to keep it as is.

New colors
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Original colors
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Old

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

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MISC

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

Far Standing Fierce:

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

REASON: Just bug fixing.

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Far Crouching Jab/Strong/Fierce:

- Priority nerf: 2nd startup and 2nd recovery parts now have a head hurtbox, 3rd(last) recovery frame now has normal crouching hurtboxes.

REASON: so it's not completely safe against Sonic Booms anymore. Dhalsim is a very bad match-up for Guile. I didn't nerfed it the same way it was done on HDR though, so it's still possible for Dhalsim to dodge Sonic Booms with it, specially Fierce ones. It will be hard to avoid getting hit if If Guile default to Strong and Jab Sonic Booms though. At first I thought about leaving O.Sim untouched, like some other abusive stuff old characters have, but this is just too much vs Guile...

- Priority nerf: body and leg hurtboxes during the lying down parts expanded 2px upwards.

REASON: the nerf above wasn't enough, sometimes Sonic Booms would still whiff vs him. This also guarantees that the slightly nerfed TAPs can still hit Dhalsim when he goes for these moves.

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All Slides:

+ Behavior buff: same sliding speed as in CPS1 Dhalsim (also covers more ground).

REASON: Just giving him something he had on HF.

Short Slide:

o Priority fix: now has a leg hurtbox on the 2nd startup frame.

REASON: I see this as a bug. This only happens for 1 frame so it's meaningless, balance-wise. This is just me being a perfectionist.

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Forward Slide:

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

REASON: Just giving him something he had on HF.

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ST
7/16/5
NL
8/16/5
Roundhouse Slide:

o Behavior fix: now has a normal crouching pushbox on the 1st recovery frame.

REASON: Just to make all slides equal in terms of pushbox. Hardly affects anything. This is just me being a perfectionist.

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

REASON: Just giving him something he had on HF.

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ST NL
ST
7/18/21
NL
8/18/21

AERIAL NORMALS

Neutral/Diagonal Jumping Short:

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

REASON: Just bug fixing.

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jab ➔ short
Neutral/Diagonal Jumping Forward:

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

REASON: Just bug fixing.

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strong ➔ forward
Neutral/Diagonal Jumping Roundhouse:

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

REASON: Just bug fixing.

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fierce ➔ roundhouse

COMMAND NORMALS

Yoga Mummy/Drills:

o Technical tweak: moved the movement data to an unused area.

REASON: I noticed that not only Yoga Mummy/Forward Drill Kick movement value is shared between Dhalsim versions, but Yoga Mummy/Short Drill Kick movement value is shared with Akuma's Fierce Air Hadouken (!!!), and when I nerfed the Air Hadouken it ended up affecting these Dhalsim moves too. This change not only decouples it from Akuma, but also decouples Old and New Dhalsims, so Old can stay the same and New can be tweaked.

Yoga Mummy:

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

REASON: Just giving him something he had on HF.

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Yoga Drill:

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

REASON: Just giving him something he had on HF.

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ST
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5/∞
NL
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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.

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.

Yoga Fire:

o 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.