NEWLEGACY.FR

THE CHANGELOG

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- O.T.HAWK -

O.T.Hawk on SRK Wiki (ST)

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GOAL OF THE CHANGES

Don't change much, since he is already somewhat a solid mid tier. Just need to solve the few bad matches (which will mainly happen because of nerfs on the other characters). O.T.Hawk will mainly be for an alternative normal set (some of them are better in priority and/or in damage, but have in mind that N.T.Hawk received some very useful normal buffs that can help on the bad match-ups)..

As for his special cancel window, on SSF2 and ST his special cancel window is 4f. O.T.Hawk has a special cancel window of 5f though, and this allows him to special cancel the following normals: Far Standing Short and Diagonal Jumping Short. As it can be seen, these are very meaningless differences. Theres no reason to alter this.

Colors

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

MISC

Passive grab animations:

- Behavior nerf: last Typhoon animation vs Chun Li tweaked so now she bounces a little farther when not cornered.

REASON: see the N.T.Hawk change on this, they are shared.

+ Behavior buff: last Typhoon animation vs Blanka tweaked so now he bounces a little closer when not cornered.

REASON: see the N.T.Hawk change on this, they are shared.

++ Behavior buff: last Typhoon animation vs Sagat tweaked so now he bounces considerably closer.

REASON: see the N.T.Hawk change on this, they are shared.

+ Behavior buff: last Typhoon animation vs Claw tweaked so now he bounces a little closer when not cornered.

REASON: see the N.T.Hawk change on this, they are shared.

- Behavior nerf: last Typhoon animation vs Boxer tweaked so now he bounces a little farther when not cornered.

REASON: see the N.T.Hawk change on this, they are shared.

+ Behavior buff: last Typhoon animation vs Cammy tweaked so now she bounces a little closer when not cornered.

REASON: see the N.T.Hawk change on this, they are shared.

+ Behavior buff: last Typhoon animation vs Fei long tweaked so now he bounces properly when cornered.

REASON: see the N.T.Hawk change on this, they are shared.

Throws:

+ Strong Throw 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.

Juggle state

- Priority nerf: Juggle hurtbox expanded 16px downwards.

REASON: T.Hawk had by far the weirdest juggle hurtbox in the game. A few juggle setups worked well on most characters but not on him, and it became more of a problem with the Dictator and DeeJay Super changes (they now launch the opponent in the air 1 hit sooner - this is done to limit to only 1 extra hit after super, to make their damages more consistent) so now with this change T.Hawk's juggle hurtbox is "normalized".

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GROUND NORMALS

Crouching Forward:

+ Priority buff: leg hurtbox reduced upwards by 2px.

REASON: So now Fei can't beat it with his Crouching Strong and his tweaked Forward Flame Kick and O.Sagat can't beat it with his Fierce Tiger Uppercut (since the hitbox on it was nerfed to how it was on CE).

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AERIAL NORMALS

Neutral Jumping Short:

+ Priority buff: hitbox moved 9px downwards.

REASON: so it can now hit all crouchers. Just making it equal to the diagonal version.

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Diagonal Jumping Short:

+ Priority buff: hitbox moved 9px downwards.

REASON: so it can now hit all crouchers. Now O.T.Hawk has a light air move to use as safe jump against Cammy (she can just crouch his aerial jabs and shorts in ST).

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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.

Tomahawk Buster:

o Bug fix/Behavior tweak: fixed the reversal bug in which the button used didn't mattered, the last version used comes out all the time.

REASON: It can be seen as a Nerf: most of the time you need the Jab version to come up and you won't be able to triple tap anymore to get a reversal easier. On the other hand you can now beat a low meaty with the new Tomahawk busters even if Jab version was used last.

+ Damage buff: Strong version changed from 32/22 to 34/22.

REASON: so it blends between Jab (unmodified) and Fierce (tweaked, see below).

+ Damage/dizzy/hit amount tweak: Fierce version changed from 12+32 to 38/32 (is now a 1-hit move), 1st hit now does the same dizzy as on Jab/Strong Tomahawk Busters.

REASON: The Fierce version sometimes failed to combo for 2 hits. I could have fixed it the way I did for N.T.Hawk, but I find that uninteresting. I think it looks cooler for it to be a 1-hit move instead with it's damage being slightly buffed. This is a little more useful in general, but definitely worse as a combo ender, at least on the match-ups in which it used to connect for 2 hits.

+ Priority buff: 1st hit hitbox expanded 2px upwards.

REASON: so it can still beat Fei's Short Flame Kick now that it has been Buffed.
IMPACTS: other than a slightly better anti air (which doesn't make much difference on most cases), this also can now beat Ryu's Tatsumakis right on the first frame in which they're not invulnerable anymore. IMO this is a fair change, should come up, basically, only if T.Hawk is doing installed Tomahawks on his safe jumps.

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32/22 ➔ 34/22 12+32 ➔ 38/32 2~8+9~15 ➔ 9~15/9~15