NEWLEGACY.FR

THE CHANGELOG

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- O.KEN -

O.Ken on SRK Wiki (ST)

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Ken on SRK Wiki (HF)

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GOAL OF THE CHANGES

Make him a hybrid of O.Ken and HF Ken. One key aspect from HF Ken that I will NOT replicate is the 1f startup Shoryukens, since that only really gives imbalance to the game (Zangief's safe ticks are basically unusable) and don't really add any significant variety. His air Tatsu will move horizontally like in HF, but won't be able to be performed even after doing a normal move, since that was also OP. His Shoryukens will be like in HF as well. He will retain his better startup of 1f on Hadoukens from SSF2 though since this is unique (SSF2 Ken is the only one with a 12f startup on Hadoukens) and needed to keep him viable since the HF air Tatsu is an obvious nerf. Finally, HF Ken does considerably less damage on most medium to heavy damaging moves, but I'll only replicate the Shoryuken damage differences, all the Strong/Fierce/Forward/Rh normals will not be nerfed, I don't think this is necessary to make O.Ken balanced, but if it happens that O.Ken is still too good, then I will. He is already considerably worse than SSF2 Ken though so I really doubt.

As for his special cancel window, on CE/HF/SSF2 Ken has a special cancel window of 4f. ST's Old as well as new Ken have a special cancel window of 5f. The only normals affected by this are Jumping Strong and Fierce, which can't be special canceled into Air Tatsus on HF. I will be replicating this for the sake of uniqueness, but I don't think the impact is bad at all to be honest, since the old version is receiving the horizontal Tatsu from HF so the way to use it would be way different anyway.

New colors
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Original colors
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Old

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

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MISC

Special cancel window:

- Special cancel window nerf: 1f smaller.

REASON: For him to be like he was in CPS1. The only difference is that now Aerial Strongs and Fierces can't be canceled into Tatsumakis anymore.

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 Strong:

+ Priority tweak: hitbox moved 5px upwards, like in HF.

REASON: Making him a hybrid of SSF2 and HF versions of Ken.

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ST NL
Far Standing Fierce:

+ Priority tweak: hitbox moved 5px upwards, like in HF (but keeps the nerfed head hurtbox from SSF2).

REASON: Making him a hybrid of SSF2 and HF versions of Ken.

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Far Standing Short:

+ Priority tweak: hurtbox during active frames are like in HF.

REASON: Making him a hybrid of SSF2 and HF versions of Ken.

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Close Standing Forward:

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

REASON: This obviously doesn't affect the gameplay, it's just a fix for a CAPCOM's mistake.

Far Standing Forward:

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

REASON: This obviously doesn't affect the gameplay, it's just a fix for a CAPCOM's mistake.

+ Priority buff: better hitbox from HF (but keeps the nerfed leg hurtbox from SSF2).

REASON: Making him a hybrid of SSF2 and HF versions of Ken.

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Close Standing Roundhouse:

+ Damage buff: from 30+4 to 30+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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30+4 ➔ 30+12

AERIAL NORMALS

Diagonal Jumping Strong:

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

REASON: This obviously doesn't affect the gameplay, it's just a bug fix for a CAPCOM's mistake.

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H ➔ M
Neutral Jumping Fierce:

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

REASON: This obviously doesn't affect the gameplay, it's just a bug fix for a CAPCOM's mistake.

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M ➔ H
Diagonal Jumping Roundhouse:

- Priority tweak: leg hurtbox during active frames are like in HF.

REASON: Making him a hybrid of SSF2 and HF versions of Ken.

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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.

Hadouken:

- 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.

Shoryuken:

+ Strong/Fierce versions movement buff: same horizontal acceleration as on HF.

REASON: Just giving something that he has on HF.

- Damage nerf: Jab version changed from 38/22 to 38/18 (on HF is 36/16).

REASON: making it closer to how it was on HF. Not gonna nerf the 1st part to 36 because on ST the damage tables don't allow for such value (there's no value between 34 and 38).

+ Damage/hit amount tweak: Strong version changed from 34+14 to 34/16 (is now a 1-hit move like in HF, on HF is 36/16).

REASON: making it closer to how it was on HF. Not gonna buff the 1st part to 36 because on ST the damage tables don't allow for such value (there's no value between 34 and 38).

o Damage/hit amount/cosmetic tweaks: Fierce version changed from 4+32+12 to 32+16 (is now a 2-hit move, doesn't has the fire effect anymore, on HF is 36+16).

REASON: So it's closer to how it was on HF. Not gonna buff the 1st part to 36 because on ST the damage tables don't allow for such value (there's no value between 34 and 38). And this way the N.Ken and O.Ken still do the same total damage which is balanced. Also the fact that O.Ryu don't have the flame Hadouken anymore is also a factor for this change: it wouldn't make sense for O.Ryu to lose his fiery special move but O.Ken not. The loss of the fiery effect obviously has no change to gameplay.

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38/22 ➔ 38/18
(HF : 36/16)
34+14 ➔ 34/16
(HF : 36/16)
4+32+12 ➔ 32+16
(HF : 36+16)
Tatsumaki:

- Behavior nerf: don't hit on the way up, like in HF.

REASON: Since he is receiving some Buffs from HF, it's fair for him to also receive some nerfs based on the same principle. That will make his Tatsu the worse on the game.

o Cosmetic tweak: startup animation tweaked so the last startup sprite is unused, like on HF.

REASON: Just for the sake of being faithful to how it was on HF, this obviously has no impact balance wise.

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Aerial Tatsus:

- Behavior fix: remove the unblockable bug.

REASON: it made no sense. To be fair, it stopped being a problem the moment it received the HF trajectory, but I'll fix it anyway.

- Behavior tweak: moves horizontally, as in HF.

REASON: Just giving something that he has on HF.

+ Recovery buff: landing recovery is like of normal jumps (only 1st landing frame is vulnerable, can cancel the 2nd~7th frame into moves/another jump).

REASON: just making it closer to how it was in HF. The O.Shoto's Air Tatsus are already way less useful than N.Shotos so it makes sense for them to not have as much recovery. By the way, in HF you actually had trip guard when landing (could block even "meaty" anti-air sweeps) but IMO that would be too good.

- Behavior tweak: higher minimal activation height of HF.

REASON: Just giving something that he has on HF.

+ Priority buff: bigger hitboxes, as in HF.

REASON: Just giving something that he has on HF.

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