- O.DHALSIM - |
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Far Crouching Jab/Strong/Fierce (-/-) Neutral/Diagonal Jumping Short (o) Neutral/Diagonal Jumping Forward (o) GOAL OF THE CHANGESKeep 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. |
ColorsNew Legacy colorsOriginal colors**Old Alternative color (10) changed. |
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MISC |
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Fast knockdown animation:- Behavior nerf: proper (i.e. smaller) pushboxes. REASON: now it fits the sprites better. The main effects of it are: Shotos can crossover with tatsus and O.Blanka with Horizontal Rolls (like they already could on full knockdowns), it's slightly easier for Sagat to cross by using a Tiger Knee (although Sagat has to be pretty close for it to work, so it's not that useful) and Dictator can now corner pass with a Scissor from a slide knockdown, like he already could from a full knockdown. |
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GROUND NORMALS |
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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: body and leg hurtboxes during the lying down parts expanded 2px upwards. REASON: so he can't dodge N.Guile's Sonic Booms. This also guarantees that the slightly nerfed TAPs can still hit Dhalsim when he goes for these moves. IMPACTS: Claw's Crouching Jab/Strong and Far Standing Fierce can now beat it, which can be bad, I know, but that also depends on the timing (Dhalsim can still win that exchange, it's just not granted anymore). As bad as this may sound, remember that in NL Dhalsim can deal much better with Claw's Wall Dive game, so it's OK to make some concessions on the ground game. Also it guarantees that the slightly nerfs on N.Zangief's Far Standing Forward kick and Boxer's TAPs can still reach it normally. - Priority nerf: 3rd(last) recovery frame now has normal crouching hurtboxes. REASON: so he has one frame in which he's vulnerable and can't avoid stuff that he can during the active frames. |
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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. |
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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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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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AERIAL NORMALS |
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Neutral/Diagonal Jumping Short:o Cosmetic fix: short attack sound on hit instead of jab. REASON: Just bug fixing. |
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Neutral/Diagonal Jumping Forward:o Cosmetic fix: forward attack sound on hit instead of strong. REASON: Just bug fixing. |
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Neutral/Diagonal Jumping Roundhouse:o Cosmetic fix: rh attack sound on hit instead of fierce. REASON: Just bug fixing. |
//,
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COMMAND NORMALS |
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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. |
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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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SPECIAL MOVES |
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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. |
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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. |