NEWLEGACY.FR

THE CHANGELOG

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- O.RYU -

O.Ryu on SRK Wiki (ST)

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Ryu on SRK Wiki (HF)

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GOAL OF THE CHANGES

Make him a hybrid of O.Ryu and HF Ryu. I think most HF Ryu differences are OK to be implemented, with the exception of his invulnerability on the Tatsumakis, which were definitely OP on HF. I'll not make the Tatsu recovery invulnerable here since that was very annoying. I'll increase the startup invulnerability slightly so it resembles HF, though. His Hadouken recovery was also a little better on HF for Strong and Fierce than on SSF2, and that's included too. His air Tatsu will move horizontaly like in HF, but won't be able to be performed after doing a normal move (unlike HF), since that was also OP and weird. Finally, HF Ryu 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.Ryu balanced, but if it happens that O.Ryu is still too good, then I will. He is already considerably worse than SSF2 Ryu though so I really doubt. The biggest change though, is the Red Hadouken removal. THe main reason for that is because HF RYu didn't had it, and I want to replicate his style on O.Ryu. He still has better Blue Hadoukens (which are slightly better now than they were in ST) so he'll be OK.

As for his special cancel window, on CE/HF/SSF2 Ryu has a special cancel window of 4f. ST's Old as well as new Ryu 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.

Colors

New Legacy colors
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Original colors
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Old character : confirm the color choice with Start.

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.

Jump Animation:

- Priority/Behavior nerf: pre-jump animation on back jump now uses the proper body hurtbox.

REASON: can't evade meaty Low Tigers on wake up by back jumping anymore. It wasn't broken or anything, but it looked silly. Such a thing has no place on NL. Ryu can still evade meaty Low Tigers with Tatsu and Shoryus, so he's fine.

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). Also, if there's no change of sides, Dictator can now corner pass with a Scissor from a slide knockdown, like he already could from a full knockdown.

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 Ryu.

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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 Ryu.

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ST NL
Far Standing Short:

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

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

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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 Ryu.

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ST NL HF
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.

Neutral Jumping Roundhouse:

- Priority nerf: 2nd active hitbox decreased 2px downwards.

REASON: so it can't hit Fei's Crouching Fierce. Due to the amazing priority that air move has, Fei couldn't really beat it with a Flame kick, the best he could do is get a trade with Crouching Fierce... or to jump towards O.Ryu by anticipation and hit first, which is hard and unpractical. Now at least Fei's Crouching Fierce will now beat it cleanly instead of trading.
IMPACTS: it will not reach Sim's slide anymore (unless it's N.Sim and if he's very close to you), which is a nerf on a bad match-up, I know... but this trade off is not that bad, for 2 reasons: 1) this was one of these air to ground interactions that did not behaved the same every time (i.e. like Guile's Neutral Jumping Fierce only beating Dhalsim's Crouching Punches sometimes), and 2) it never worked vs Sim's Crouching Punches anyway, so it was useless from far away.

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ST NL
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 Ryu.

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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/Shakunetsu 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. Whiffing a light normal or kara-canceling it into Hadouken for the better recovery is not a thing anymore.

Hadouken:

+ Recovery buff: from 40|41|42 to 40|40|40 (Jab|Strong|Fierce), like in HF.

REASON: Just giving him something he had on HF. By the way, on ST he already could throw Strong/Fierce Hadoukens with the Jab recovery because of the bug (see above), but since I fixed that, he couldn't do it anymore. So in the end this won't change much.

o Cosmetic tweak: dissipation effect sprite now uses the same sprite as the Red Hadouken, as well as the same sprite used for Akuma's ground Hadouken.

REASON: just for the sake of consistency. This has no effect in balance.

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ST
10/40
NL
10/40
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ST
10/41
NL
10/40
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ST
10/42
NL
10/40
Shakunetsu Hadouken:

-- Behavior nerf: remove move entirely.

REASON: O.Ryu will play like HF Ryu, and on HF he didn't had this move. I am definitely not sure if I should do this. But I guess O.Ryu will end up being a little too good if this is not done.

Shoryuken:

- Damage nerf: Jab version changed from 32/22 to 32/18 (on HF is 36/16).

REASON: making it closer to how it was on HF. Not gonna buff the 1st part to 36 first because on ST the damage tables don't allow for such value (there's no value between 34 and 38) and because that would break the distinctions in power between the Shoryuken versions that are more focused on damage vs safety (unlike Ken's in which the horizontal movement brings another distinction).

- Damage nerf: Strong version changed from 34/22 to 34/16 (on HF is 36/16).

REASON: making it closer to how it was on HF. Not gonna buff the 1st part to 36 first because on ST the damage tables don't allow for such value (there's no value between 34 and 38) and because that would break the distinctions in power between the Shoryuken versions that are more focused on damage vs safety (unlike Ken's in which the horizontal movement brings another distinction).

+ Damage/hit amount tweak: Fierce version changed from 38/22 to 32+16 (is now a 2-hit move like in HF, on HF is 36+16).

REASON: Just giving something that he has on HF. The damage had to be adjusted so it still does way higher damage than the other shoryus, but not as much as it would theoretically do on HF.

+ Behavior tweak: Fierce version 1st active part does no push-back on hit and don't knockdown grounded opponents anymore.

REASON: so now if the 1st hit connects, the 2nd will have bigger chances of connecting too. This was so weird on CPS1 that Ryu had a 2hit Shoryuken but it basically didn't worked (with some rare exceptions like vs Zangief on point blank). Now it's much more reliable.

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

- Behavior tweak: number of spins changed, from 1|2|3 to 3|4|5 (Short|Forward|Rh), like in HF.

REASON: This helps to balance out the added startup invulnerability inspired by HF.

++ Priority buff: invulnerability on startup extended by 4f.

REASON: Just to make Ryu resemble more his HF version. On HF it's invulnerable till the active part, but here he's still vulnerable for the last 3f of the startup so this change will not be as good as in HF. But is definitely very good the way it is now, to a point that I start to question if I should really do this, since O.Ryu can now trade (favorably) with Ken's Hadoukens from mid screen now.

+ Priority buff: airborne recovery frames now have no leg hurtbox.

REASON: so at least the better recovery aspect from CPS1 is replicated in some way, even though it's nowhere near as good as it was. This change basically means that some low punches can't reach at all, while others will require more precision to actually work.

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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: number of spins changed, from 1|2|3 to 3|4|5 (Short|Forward|Rh), like in HF.

REASON: Short version spinning only once was too good.. Plus this is more like it was on HF.

+ Priority buff: bigger hitboxes, as in HF.

REASON: Just giving something that he has on HF.

+ Behavior buff: can now be linked from air normals, like in HF.

REASON: Just giving something that he has on HF. The HF air tatsu is a considerable nerf, so it makes sense for O.Ryu to be able to cancel air normals into air tatsu.

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