NEWLEGACY.FR

THE CHANGELOG

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- Releases -

4th Update - 13/11/2020

3rd Update - 18/05/2020

2nd Update - 11/05/2020

1st Release - 02/05/2020

v0.4: 13/11/2020

Global:

Each character has received new colors. They're selected with 2-button combinations. Also, 3P and 3K gives you the old character colors.

When picking the old character, the game will not force the old colors anymore.

REASON: any color can be used regardless of character version now. I hope this will not cause too much confusion. In HSF2 you can have different character versions sharing the same color so i think this won't be too much of an issue. There's the super meter and the new orange background on the portrait to distinguish versions so i hope it will be OK in the end.

Blanka and Cammy had their sprites tweaked slightly.

In case of Blanka, the darkest skin tone is now repurposed as a new lightest hair/shorts shade. This fixes a limitation on his sprites: they wouldn't look good if there were a significant contrast between skin and shorts colors - the best example is the original MK color. Some of the new color palettes Blanka received only work because of this change.

Work done by MMK.

As for Cammy, the brightest skin tone was repurposed as a 2nd beret shade. On the original sprites, the beret area uses some skin tones, and this limited a lot the beret color. The beret had to be red, orange, yellow or brown. A white, blue, or green beret would not work. Some of the new color palettes Cammy received only work because of this change.

Work done by MMK.

Honda's Oicho sprites received a shading work, so it's closer to the ST style. The original sprite looked flat shading wise (it almost looks like it's done the same way as the sprites on the Alpha series, and while theres nothing wrong with that per se, it did looked kinda out of place).

Work done by Tyrone.

N.Ryu:

- Diagonal Jumping Forward Behavior nerf: reverted the pushbox buffs. Now it's back to how it was in ST.

REASON: until v0.3 this move had a buff that allowed it to be used easily as a cross-up, but this proved to be too good for Ryu, specially considering that he now had 2 normals for that purpose. It resulted in a new mix-up that resulted in ambiguous setups (Rh would often hit at the front, while with the same timing and spacing Forward kick would hit as a cross-up). I think this brings a little too much change for a good character already, so I'm reverting this.

o Overhead cosmetic tweak: reverted the sound on hit change from v0.1.

REASON: to me it made sense for it to use the Strong sound on hit since its a strong normal, but everyone hated it so I'm reverting it back to how it was.

+ Super damage buff/random damage nerf: from 14(1) to 16(0) (was 16(1) in ST).

REASON: the previous nerf was a little too much. I mean, Ryu super still was more useful than others (specially on the fireball match-ups), but considering all the buffs i made to all below average supers, the gap wasn't as big anymore. Also, the lower damage was really unfair on the Zangief match-up. Now only the random damage is slightly nerfed, so it does the same damage as Dhalsim's Super.

O.Ryu:

+ 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.

+ Close Standing Rh 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.

- Air Tatsumaki 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.

N.Ken:

+ Super Damage tweak/buff: from 18*5 to 14+22+12+14+22.

REASON: now the "upper" hits do more damage than the rest, meaning if used as anti air the super will do more damage. Also, with the last hit doing more damage, that means if Ken uses it from not too close the super will do more damage of the single hit it will do. The total damage is nerfed slightly though, but that's OK, the damage from a Cr.Short, Cr.Short xx Super is still pretty good.

O.Ken:

+ 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.

+ Close Standing Rh 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.

- Air Tatsumaki 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.

N.E.Honda:

+ Super Behavior tweak: leniency time for the super is long like Boxer's super.

REASON: So he at least can walk some steps before activating the super, so at least his ability to walk forward before activating the super is still in somewhat, even though it's on a very limited form. Also, i see no reason for Boxer to have this but not Honda, specially now that he can't store it anymore.

- Super Damage nerf: from 12+38+34 to 12+34+34.

REASON: when getting the 3 hits (from up close) it did a little too much damage. I had to nerf the damage on the 2nd hit (the flying Headbutt part that destroys projectiles) which means even from far away it will do less damage, but there was no other way to do it, since reducing the damage on the 1st part would mean it would do very little damage as an anti air up close, which would look strange.

O.E.Honda:

+ 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.

+ Close Standing Roundhouse Damage buff: from 4+30 to 18+30.

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.

+ Butt Drop Damage buff: from 12+12|12+16|12+20 to 20+12|22+12|24+12 (Short|Forward|Rh).

REASON: now it's better as a trade anti air, which was one of the ways the move was usable in HF.

N.Chun:

+ Super Behavior tweak: leniency time for the super is long like Boxer's super.

REASON: So she at least can walk some steps before activating the super, so at least her ability to walk forward before activating the super is still in somewhat, even though it's on a very limited form. Also, i see no reason for Boxer to have this but not Chun, specially now that she can't store it anymore. The change isn't big enough to allow her to throw a Kikouken and still be able to activate her super with the same charge, though, and IMO this is appropriate.

+ Super priority buff: the head hurtbox on the now partially invulnerable part during the 2nd hit reduced 1px vertically.

REASON: so Chun can use it against Ken's Hadoukens too. At first i thought it could be too good vs Ken, but the problem is without this the super is very boring and almost useless vs Ken, it really feels super nerfed on that match-up, so I'll give her this small buff for the moment as a test.

O.Chun:

+ Close Standing Rh recovery buff: 8f faster.

REASON: so it have a use, the way it was in HF it was too useless. Now, Close Rh is like the opposite of Close Fierce (Fierce: fast startup but slow recovery; Rh: a bit slower startup (OK to be linked into but no special cancel) but reasonably faster recovery). If done from point blank, Chun can attempt a walk up throw now. If meaty timed it can link into a Crouching Forward kick.

o Neck Breaker Behavior tweak: knockdown removal from v0.1 reverted.

REASON: it being a combo starter didn't worked quite well.

+ Neck Breaker Dizzy buff: reverted the nerf from v0.1.

REASON: it knocks down again so the nerf is not needed anymore.

- Neck Breaker Behavior nerf: less horizontal movement.

REASON: can't cross up on wakeup anymore. This s exactly the same change made to N.Chun on v0.1. At first i wanted to take a different approach to O.Chun, but all my ideas to make the looping ability not too abusable failed.

+ Spinning Bird Kick Damage buff: spinning part changed from 14/12|16/14|18/16 to 24|26|28 (Short|Forward|Rh), like on HF.

REASON: Turning O.Chun into a HF/SSF2 Chun hybrid. This move is kinda useless so this makes sense.

+ Spinning Bird Kick Dizzy buff: from 7~13 to 9~15, somewhat in between SSF2 and HF (on HF it's 13~19).

REASON: not as high as in HF, but will be closer to it. This move is kinda useless so this makes sense. Plus, O.Chun's reversal options are very limited, so I think this is fair.

+ Air Spinning Bird Kick Damage buff: spinning part changed from 12|12|12 to 24|26|28 (Short|Forward|Rh), like on HF.

REASON: Turning O.Chun into a HF/SSF2 Chun hybrid. This move is kinda useless so this makes sense.

+ Air Spinning Bird Kick Dizzy buff: from 7~13 to 9~15, somewhat in between SSF2 and HF (on HF it's 13~19).

REASON: not as high as in HF, but will be closer to it. This move is kinda useless so this makes sense.

N.Blanka:

- Overhead damage nerf: decreased from 26 to 24.

REASON: just weakening this a little. Now it's the same as Ken's Short overhead.

- Horizontal Beast Roll damage/random damage nerf: from 28(3)|30(3)|32(3) to 24(2)|26(2)|28(2) (Jab|Strong|Fierce).

REASON: Now that it's considerably safer to be used, the risky-reward was a little off. It's only fair for the reward to also be adjusted.

-- Horizontal Beast Roll dizzy nerf: from 9~15 to 7~13.

REASON: Now that it's way less risky to be used, since it's safer on hit (and still safe on block on a good number of match-ups), it's only fair that the reward to also be adjusted. Now, 3 rolls one right after the other will, usually, not be enough to get a dizzy.

O.Blanka:

++ Horizontal Beast Roll Behavior buff: landing recovery is now instant, like in HF.

REASON: this made HF Blanka Rolls to be safe on block against most characters. He had it in HF so it makes sense to also have it here. It is very strong though. HF Blanka's horizontal rolls can't be used for ambiguous landing like in CPS2 but it had its strengths too.

-- Horizontal Beast Roll damage/random damage nerf: from 28(3)|30(3)|32(3) to 22(2)|24(2)|26(2) (Jab|Strong|Fierce), like in HF.

REASON: Now that it's considerably safer to be used, the risky-reward was a little off. It's only fair for the reward to also be adjusted.

N.Zangief:

- Kick Airthrow priority nerf: reverted the throw-box buffs from v0.1.

REASON: at first i thought making this throw that good would be exactly the right amount of buff, but i was wrong... This allowed Zangief to get random air throws too often. Note that the minimum vertical height buff is still in, so this throw is still better than how it was in ST.

o Far Standing Jab cosmetic tweak: reverted the sound on hit change from v0.1.

REASON: to me it made sense for it to use the Jab sound on hit since it's a jab normal, but everyone hated it so I'm reverting it back to how it was.

- Far Standing Rh priority nerf: the better head hurtbox on startup from v0.1 is now back to how it was in ST. The buff is still present on the recovery though.

REASON: that change was fair vs Claw dives, the only problem is that it makes Ken's Jumping Fierce xx Tatsu to miss, and N.Ken needs that to be competitive vs Zangief. I'm sorry for that!

+ Fierce Hop Behavior buff: only activates with towards.

REASON: I think this was one of the few things that was done right in HDR Zangief.

- Jab Green Hand buff from v0.1 on recovery reduced from 4f to 2f.

REASON: i think i exaggerated on it a little. I mean, i still believe that buff still wasn't enough if focusing only on Guile and Dhalsim match-ups, but it felt too good vs Shotos, N.Ken specially, so i had to decrease the buff a little. I hope now it's OK.

+ Green Hand Priority buff: body hurtbox during all startup frames as well as the 2nd active frame decreased 2px forward.

REASON: The change is for Honda's Buttdrop rising part to not reach Zangief's hurtbox, allowing Zangief to win that exchange if it's a Short Buttdrop (it will also beat a Forward/Rh Buttdrop if it's a Fierce Green Hand, due to the very small priority buff which can be seen below).The reason for this change is just that if Honda is too obvious on his Buttdrop usage, Zangief should be able to get a KD by anticipation.

+ Green Hand Priority buff: Fierce version 2nd active part hitbox increased 4px upwards, Strong version increased 2px upwards, Jab version unchanged.

REASON: complimentary to the hurtbox buff above. This will allow a Fierce Green Hand to beat a Forward/Rh Buttslam. The change on the Strong version is just so it stays in between Fierce and Jab, but it's of less importance since it won't be enough to beat a Forward/Rh Buttslam. Anyway, this theoretically also helps vs Claw's Punch Dives and Akuma's Air Hadoukens, but in reality the Jab Green Hand is still better due to it being faster.

O.Zangief:

+ Strong and Forward 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.

o Far Standing Jab cosmetic tweak: reverted the sound on hit change from v0.1.

REASON: to me it made sense for it to use the Jab sound on hit since it's a jab normal, but everyone hated it so I'm reverting it back to how it was.

+ Close Standing Rh Damage buff: from 30+4 to 30+20.

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. Now it does the same damage as T.Hawk's Crouching Fierce.

N.Guile:

- Reverse Spin Kick Damage nerf: from 26 to 24.

REASON: this move got a lot better since it's now an overhead. This decrease in damage is just to keep it in check, now it does the same damage as Ken's and Blanka's overheads.

- Forward and Rh Flash Kick Behavior nerf: the horizontal acceleration buff from v0.1 is now reduced.

REASON: up until v0.3 the wakeup Rh version was a little too good in getting out of the corner. Now with this change, if Zangief or T.Hawk safe-jumps Guile, a reversal Rh Flash Kick on wakeup will not switch sides i.e. Guile will still be cornered. The Forward version was reduced slightly as well just so it stays in between the Short (unchanged) and Rh versions.

+ Super Behavior tweak: leniency time for the super is long like Claw's super.

REASON: this won't realistically allow him to walk forward before doing the super (i mean, it's possible, but who will use it effectively?) but it will at least be the same as Claw's. Yes, i am changing this just for the sake of consistency. It will make doing his super slightly easier, even though that's not the intention (Guile's super is slightly harder to do than Claw's, even thought both are easy).

+ Super Behavior buff: push-back on 2nd and 3rd hits are now negated.

REASON: so the non-juggle hits can combo better now in case they hit the opponent from far away.

++ Super Behavior/priority buff: 3rd hit now animates like the last hit (has the "flashing" hit, hitbox size also changed).

REASON: just so his super can have a little more reach. Note that this also doubles as a nerf since it wont be as good as an anti cross-up tool anymore. So, as a defensive tool it's worse, but as an offensive tool it's better.

- Super recovery nerf: recovery buff from v0.1 reverted.

REASON: with the hitbox on the 3rd hit (see change above), it became good enough in punishing whiffed moves. So it makes sense for it to be very vulnerable in case the Guile player uses it incorrectly.

O.Guile:

+ 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.

N.Dhalsim:

- Far Standing Short damage nerf: reverted the buff from v0.1.

REASON: It's purpose was to counter a Wall dive once Claw landed, but Claw recovery was reworked (again) so this lost it's meaning.

o Neutral/Diagonal Jumping Short Cosmetic fix: short attack sound on hit instead of jab.

REASON: Just bug fixing.

o Neutral/Diagonal Jumping Forward Cosmetic fix: forward attack sound on hit instead of strong.

REASON: Just bug fixing.

o Neutral/Diagonal Jumping Rh Cosmetic fix: rh attack sound on hit instead of fierce.

REASON: Just bug fixing.

- Drills/Mummy Recovery nerf: the buff from v0.1 is now reduced, the recovery is now faster only by 2|1|0f (Mummy/Short|Forward|Rh), till v0.1 it was by 5|3|1f (Mummy/Short|Forward|Rh).

REASON: the reason for these buffs were the altered speed on the drills, now that i had to tweak them again (they're better), it makes sense to readjust this as well.

+ Drills Behavior buff: speed nerf on drills from v0.1 reduced from 20% to 10%.

REASON: the nerf was a little too much, specially for the Short version. I will nerf the move in other ways instead.

- Short Drill Behavior nerf: now behaves like a medium normal (less block/hit-stun and push-back).

REASON: this is done mainly thinking of Sagat. Since I'm toning down the nerf on the drills from v0.1 (because Dhalsim players really hated it), this means that Dhalsim will be able to counter Low Tigers with this drill again. To compensate for that, i will make this move less efficient in general, and the lesser block/hit-stun means less frame advantage as well as landing closer to the opponent, which is a fair way to nerf this move.

- Short Drill Damage/random damage nerf: from 18(4) to 16(0).

REASON: just nerfing this move in general, it is too good against other projectile chars, Sagat specially.

- Short Drill Dizzy nerf: from 10~16 to 6~12.

REASON: just nerfing this move in general, it is too good against other projectile chars, Sagat specially.

+ Forward Drill Priority buff: removed the hitbox nerfs from v0.1 (hurtbox nerf is still in).

REASON: I exaggerated a little on the nerf, my bad. The hurtbox nerf should be enough.

- Forward Drill Random damage nerf: from 18(4) to 18(1).

REASON: just so it blends between the Short and Rh versions.

+ Super Damage buff: nerf from v0.1 reduced, now it's 16(0)*5 (previous version was 14(1)*5, ST was 18(1)*5).

REASON: I exaggerated a little on the nerf. Now it should be just the right amount of damage.

- Super Recovery nerf: frame advantage after a blocked super reduced from +10 to +1.

REASON: it's still safe on block but now Dhalsim follow up game is not as strong. This is done thinking mainly of Sagat, but of course also doubles as a general nerf. Dhalsim had a very good super that covered some of his main weaknesses, and now that he can do it as reversal (!) it's only fair for it to be toned down.

O.Dhalsim:

o Neutral/Diagonal Jumping Short Cosmetic fix: short attack sound on hit instead of jab.

REASON: Just bug fixing.

o Neutral/Diagonal Jumping Forward Cosmetic fix: forward attack sound on hit instead of strong.

REASON: Just bug fixing.

o Neutral/Diagonal Jumping Rh Cosmetic fix: rh attack sound on hit instead of fierce.

REASON: Just bug fixing.

N.T.Hawk:

o Diagonal Jumping Forward Behavior tweak: 1st recovery animation animates like Neutral Jumping Forward's 1st recovery animation frame.

REASON: so the leg hurtbox that was used on that frame is now exclusive to Diagonal Jumping Rh, allowing me to edit it without affecting other moves (see changes below). I'm doing this because I've ran out of unused leg hurtbox slots. This has almost no impact balance-wise since the priority on this move continues to be bad.

- Diagonal Jumping Rh priority nerf: 2nd startup part leg hurtbox increased 12px forward and 12px downwards.

REASON: so it can be beat a little better if anticipated by the opponent.

- Diagonal Jumping Rh priority nerf: leg hurtbox increased vertically by 3px, hitbox decreased 4px downwards.

REASON: the buff T.Hawk received on this move on v0.1 was a little too good vs Dictator because even if Dictator reads correctly it and uses Crouching/Far Standing Fierce as a counter it would frequently trade. Now with this change, it will often lose to Standing Fierce and basically always lose to Crouching Fierce. It makes more sense this way.

- Diagonal Jumping Rh priority nerf: 1st recovery part leg hurtbox increased 16px forward.

REASON: so if T.Hawk whiffs this move from far away he can be anti-aired more consistently.

- Diagonal Jumping Rh recovery nerf: 1st recovery part is now longer by 4f.

REASON: so the bigger leg hurtbox stays active for longer, making it a little easier to be punished in case it whiffs.

- Dive priority/behavior nerf: adjusted the hurtboxes and frame data on the bounce animation once again.

REASON: so Dhalsim can still punish it. This is probably my final take on this, now Dhalsim can punish it 100% of the time, although it will be slightly harder than it was in ST. Note that when T.Hawk does it in a way that the Dive hits around Dhalsim's head when he's standing, it will be hard for Dhalsim to punish it on block with Standing Rh. Fortunately there's a very easy solution for this: Dhalsim just has to block it Crouching, if he does so then T.Hawk will have to travel more space to hit Dhalsim, meaning he will not be bounced as far as he did in v0.3, allowing Dhalsim to punish with his Standing Rh.

O.T.Hawk:

+ 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.

N.Cammy:

- Hooligan Slide Behavior nerf/fix: sliding frames now puts Cammy on a crouching state, like on the recovery frames.

REASON: this is more of a fix than a balance change. With that said, it was weird that a slide move (that hits low and does a fast knockdown) was considered internally as standing. For reference, Boxer's Low Rush doesn't has this problem. The impact this will have is that if the opponent hits Cammy with an air normal (or an overhead) during that moment she will have extra push-back and hit-stun. The added push-back can sometimes work in favor of Cammy though.

+ Super damage buff: from 4+12+12+26+26 to 4+14+14+26+26 (was 16*5 in ST).

REASON: now the damage is more like the other supers.

O.Cammy:

+ 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.

+ Close Standing Jab Damage buff: from 4 to 12.

REASON: so her new hit confirm combo (Jabs canceled into the now faster Rh Drill) are a bit more damaging. Chun has something similar by the way (high damage on a chain cancelable normal, but only on the close version), so this isn't too strange.

+ Close Standing Strong Recovery buff: 1f faster.

REASON: so you can link it into normals a little better (e.g. Close Strong into sweep is now a 2f link). Just giving something for her to be slightly better up close

- Close Standing Fierce Dizzy/dizzy timer nerf: from 10~16 to 3~9, timer reduced from 80 to 40.

REASON: O.Cammy's version of this move has better recovery (it's like that in ST too), and this allows her use it into combos more easily. It doing that much dizzy means that she could do very long combos that did high damage AND high dizzy, specially now that she got new special cancelable normals. It's OK for her to have big damage combos, but they shouldn't dizzy that easily.

- Far Standing Fierce Damage nerf: from 28/28 to 28/26.

REASON: toning down her combo damage output a little because of the new tools she received, otherwise it would be too much. New Cammy's was nerfed to the same value on the 1st active part, which is OK, but O.Cammy is receiving a bigger nerf on the 2nd, but the "higher damage" theme for O.Cammy is still intact because now O.Cammy's can special cancel it into Rh Drills from max range, which is a very good combo ender or just a 2-hit whiff-punish combo.

+ Far Standing Fierce Dizzy/dizzy timer buff: 1st part increased from 1~7 to 3~9, timer reduced from 70 to 40.

REASON: this did a strangely low dizzy for a Fierce move. Now it does as much as other nerfed Close Fierce moves.

-- Far Standing Fierce Dizzy/dizzy timer nerf: 2nd part reduced from 10~16 to 3~9, timer reduced from 80 to 40.

REASON: now that she can special cancel it into specials, she could do very nasty dizzy combos. I think it's OK for her to have high damage combos, but they shouldn't dizzy that easily.

- Diagonal Jumping Strong Priority nerf: hitbox decreased backwards by 12px.

REASON: so it isn't as easy to use as a cross-up, otherwise she would do too much damage on such combos. The amazing priority downwards and forward is kept, since this is like the main reason to use O.Cammy. By the way, the backwards priority is similar to N.Cammy's.

- Diagonal Jumping Fierce Priority nerf: hitbox decreased 20px backwards.

REASON: so she can't use it as a cross-up combo starter anymore. O.Cammy received new combo tools (more cancelable normals, Rh Cannon Drills easier to be used as combo enders) which are enough. Having this as a cross-up was too much.

- Diagonal Jumping Fierce Damage nerf: from 30 to 28.

REASON: toning down her combo damage output a little, because the new tools she received, otherwise it would be too much. Note that this still does more damage than N.Cammy, so the "old character doing more damage than new" theme is kept.

+ Diagonal Jumping Short Priority buff: hitbox expanded 46px backwards but reduced 4px downwards.

REASON: So it's extended backwards just as much as N.Cammy's but still keeps the upwards priority of O.Cammy.

- Diagonal Jumping Short Damage nerf: from 20 to 16.

REASON: toning down her combo damage output a little because of the new tools she received, otherwise it would be too much. This will be one of the few instances in which O.Cammy will do less damage than N.Cammy, but i think this is needed otherwise O.Cammy will have too damaging combos.

- Diagonal Jumping Rh Damage nerf: from 30 to 28.

REASON: toning down her combo damage output a little, because the new tools she received, otherwise it would be too much. Note that this still does more damage than N.Cammy, so the "old character doing more damage than new" theme is kept.

+ Cannon Drills Startup buff: faster by 2|3|4f (Short|Forward|Rh).

REASON: O.Cammy is a high risk character (all specials are relatively unsafe), but for that design to work well she must be able to punish whiffed stuff better, otherwise she's only risk and little reward. The faster startup on drills helps on that. Also, this will help in her combo potential. The recovery on her drills are still very unsafe (like they were in ST) so i think this is OK.

+ Cannon Drills Priority buff: 1st active part hitbox expanded 20px forward.

REASON: So she can combo into drills better. With this change it's more practical to get the 2 Rh Drill hits in a combo. The startup buff from the change above helps in this too, of course.

- Cannon Drills Damage nerf: from 28/28|30/30|12+32 to 24/24|26/26|26+22.

REASON: to compensate for the faster startup they got, since they can be used better as combo enders now, which also means O.Cammy can now use bigger combos that end with drills, specially if the Rh version is used.

- Cannon Drills Dizzy nerf: 2nd active part decreased from 9~15 to 7~13.

REASON: not only O.Cammy has new special cancelable moves, but she also received startup buffs on the drills. This gives her long combos, and i think it's OK for O.Cammy to be a combo character, but her combos shouldn't dizzy so easily.

++ Spinning Back Fist Priority buff: no head hurtbox (100% invulnerable) during the frames in which she's in the air.

REASON: this has mainly 2 reasons: 1) this makes it usable against High Tigers (won't be excellent at it though, mainly due to how slow this is compared to the buffed version of this move on New Cammy); and 2) will maybe give a real use for this move on non-fireball match-ups. She has enough frames in which she is invulnerable before the 1st active frame so i doubt this will be too good honestly. Players will just have to be aware of this move works now.

N.Fei:

- Close Standing Fierce damage/random damage nerf: 1st hit decreased from 28(1) to 26(0).

REASON: lowering a little his combo damage. He is considerably better at getting in on the bad match-ups due to the new tools he received so it's fair for him to be a little less brutal regarding his combos.

- Diagonal Jumping Rh damage nerf: from 30 to 28.

REASON: lowering a little his combo damage. He is considerably better at getting in on the bad match-ups due to the new tools he received so it's fair for him to be a little less brutal regarding his combos.

- Rekka Ken damage nerf: 1st hit damage changed from 16 to 14.

REASON: lowering a little his combo damage. He is considerably better at getting in on the bad match-ups due to the new tools he received so it's fair for him to be a little less brutal regarding his combos.

- Rekka Ken damage nerf: 3rd hit damage changed from 22(2)|24(2)|26(2) to 24(0)|24(1)|24(2) (Jab|Strong|Fierce).

REASON: lowering a little his combo damage. He is considerably better at getting in on the bad match-ups due to the new tools he received so it's fair for him to be a little less brutal regarding his combos. As you can see, Fierce got a little worse but Jab got a little better. Overall this is obviously a nerf since Fierce is the most used one as a 3rd hit.

- Chicken Wing damage nerf: removed the buff on the 3rd hit of the Forward version from v0.1.

REASON: reverted, so now it's how it was in ST. Decided to make the damage on the 3rd hit be 12 for all versions instead (i.e. nerf the Rh version).

- Chicken Wing damage nerf: Rh version 3rd hit damage decreased from 16 to 12.

REASON: lowering a little his combo damage. He is considerably better at getting in on the bad match-ups due to the new tools he received so it's fair for him to be a little less brutal regarding his combos. Now it does as much damage as the 3rd hit of the Short and Forward kick versions.

o Super Damage tweak: from 18*5 to 12+12+16+16+24.

REASON: this doubles as a buff and as a nerf. It's a nerf because the total damage is reduced, but it's also a buff because now the last hit does more damage, meaning if done from a distance it will do more damage than before.

O.Fei:

+ 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.

N.DeeJay:

+ Super Behavior tweak: leniency time for the super is long like Boxer's super.

REASON: I'm doing it more for the consistency argument. Yes, this will allow DeeJay to walk a single step more before doing the super after walking forward, but considering how little invincibility it has on the startup i doubt this will be too good. I'm sure this can used in interesting ways in the Dhalsim match-up, since his super also got additional invulnerability vs Yoga Fires.

+ Super Behavior tweak: vertical acceleration on the 2nd kick decreased by a very small amount so it is 1f faster.

REASON: due to the change in block-stun (consequence of the lower push-back) there was some occasions in which the opponent had a reversal frame right before the 2nd hit. This change solves it.

O.DeeJay:

+ 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.

+ Close Standing Fierce Damage buff: from 28+4 to 28+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.

+ Far Standing Forward Damage/Dizzy buff: 1st and 2nd hits damage and dizzy values swapped.

REASON: having the 2nd hit with less damage makes no sense because it's a far normal, meaning Dee Jay can use it from a distance but in that case it gives only a very small amount of damage. It makes more sense for the 1st hit to be the one to do less damage/dizzy.

N.Boxer:

+ Crouching Roundhouse Priority buff: 2nd startup part head hurtbox moved 14px downwards.

REASON: So it can never be beat by Lariat's arms. His Low rush is unchanged though. This will also allow it to be 100% safe against High Tigers, but i believe this is of less importance.

O.Boxer:

- TAP Damage nerf: One's changed from 28 to 26 which is somewhat in between SSF2 and HF, Twos, Threes, Fours, Fives, Sixes, Sevens and Finals base damage decreased from 34 to 28, like it was in HF.

REASON: So now it's more similar to how it was in HF. This is somewhat needed since this move is relatively good vs projectile characters.

o Crouching Forward Framedata tweak: active frames reduced from 6 to 4, like in CE/HF.

REASON: i noticed i forgot to replicate this. Until v0.3 it had CPS1 startup and recovery only, which made it animate in a weird way.

N.Claw:

-- Claw dropping behavior nerf: minimum amount of hits taken/blocked before the random chance of getting the claw dropped reduced from 8 to 4.

REASON: this will make claw's weapon drop be considerably faster. The claw dropping mechanic works as follows: theres a counter that is added by one each hit Claw takes/blocks. Once that counter is equal to 8 (now changed to 4 for N.Claw), each hit taken/blocked has a small chance of having the claw be dropped. With this change, that small chance is actually intact, but the minimum amount of hits taken/blocked required for Claw to be on the "random phase" is reduced.

+ Flying Barcelona Attack/Sky High Claw behavior buff: removed the change that made Claw stay 3f longer on the wall.

REASON: while i don't think this was a bad balance change, it did make the move weird to use. I can see why this bothered the claw players. Claw do deserve nerfs on his dive game, but this made the claw diving somewhat weird. I think the new approach I'm taking for v0.4 will be enough to have this move balanced.

+ Flying Barcelona Attack Recovery/Behavior buff: recovery "hop" now is the same height as in ST and moves Claw backwards half as much as it did in ST, instead of being horizontally static as in v0.3.

REASON: this (as well as the block-stun nerf) was responsible for making the move unsafe on block on a lot of scenarios, and this proved to be too much of a nerf. The block-stun nerf is kept though, that means if the move is blocked Claw will not be spaced as far away as in ST and won't be at so much frame advantage like in ST, but won't be as unsafe as he was until v0.3. Now, Claw should be about neutral when landing (this depends when the Claw attack touches the opponent though), so assuming he spaces the claw attack properly, it should be safe on block, but he won't be on exaggerated frame advantage like he was on ST, meaning he can't safely link a Crouching Strong after the blocked dive to cancel into another Dive (the opponent can reversal the Crouching Strong).

- Flying Barcelona Attack Recovery/Behavior nerf: Claw is now considered on the ground during the grounded frames of the little "hop" animation.

REASON: so he can be knocked down from sweeps and be thrown on these frames. This allows Zangief to counter Claw's dive with a sweep if Claw's spaces it so it can beat Zangief's Standing Rh with Dive's claw attack superior vertical priority, creating a mix-up situation. This of course has impact in other match-up's as well. This requires the low move to have considerable horizontal range tho. This can be used by Dhalsim to punish claw with his Crouching Punches, but is obviously risky since his limbs can be hit by claw's attack if Claw decides to delay it.

+ Flying Barcelona Attack priority buff: hitbox nerf from v0.1 reverted.

REASON: it was awkward to space it since it required players to adapt from ST. The horizontal priority nerf of 4px is required though (Zangief match-up), so I'll nerf the hurtbox instead (see below).

- Flying Barcelona Attack priority nerf: active frame arm hurtbox expanded 4px forward.

REASON: this keeps the 4px nerf in forward priority that is needed for it to be beaten by Zangief Standing Rh without affecting the range of the attack. By the way this is the minimum nerf needed for it to happen consistently when Claw is spacing it with the tip of the claw attack. If the claw attack is done slightly closer to Zangief, it will have enough vertical priority to beat Zangief's Standing Rh, though if Zangief is aware of this he may force a trade by delaying his move (in which he'll lose in damage slightly because I nerfed the damage on it a little but will win in "momentum", since only Zangief gets knocked down) or use Crouching Fierce to counter it. Fierce is vulnerable to Izuna Drops/Super, though. So now the situation is more like a mix-up than just doing Wall dives with the tip of claw like in ST, in ST that was so risk free for Claw that made the match-up be really dumb.

+ Flying Barcelona Attack priority buff: active frames downwards hurtbox nerf from v0.1 reverted.

REASON: the horizontal nerf (see above) seems to be enough. If i don't revert this then Zangief's Standing Rh will be a too good of a counter.

+ Flying Barcelona Attack dizzy buff: nerf from v0.1 reduced when wielding the claw, now it is 7~13 (in v0.1 was 5~11, in ST it's 9~15). When not wielding the claw it still is 5~11.

REASON: i still think this deserves a nerf, but not that big, at least not until you lose the claw.

O.Claw:

+ 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.

N.Sagat:

+ Tiger Uppercut Behavior/Priority buff: Jab version's 2nd active part body hurtbox reduced 28px downwards, 3rd active part leg hurtbox reduced 12px downwards.

REASON: so it can now pass through Yoga Fires (as well as Sonic Booms). I think everyone agrees that this is OK vs Dhalsim. Although it may also be argued that this won't change much, but it's something. It passing through Sonic Booms is an unintended and unavoidable impact of this change. I can see the argument saying that vs Guile this is not fair or not needed but Guile recovers so fast that I really doubt this will change much. If I am wrong and this does makes the match-up vs Guile too easy then I'll undo this. This is a very experimental change.

+ Super Damage tweak/buff: from 12+12+18+12+18+20 to 4+12+18+12+18+28 (was 16*6 in ST).

REASON: improves on the previous damage change. The reason is the same, but now i think it's finally as it should be. Now, if it hits from mid-screen, it will do around 35~40% of damage, so it's around the damage of the other supers.

O.Sagat:

+ 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.

N.Dictator:

+ Super Behavior tweak: leniency time for the super is long like Boxer's super.

REASON: this will allow he to take like a single step more when doing the walk forward trick. I doubt this will be too good, and i admit that i am doing this only because i see no reason for Boxer's super to have this but not Dictator's. If needed i can revert this in the future, but i really think it won't be the case.

O.Dictator:

+ 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.

- Crouching Jab Startup nerf: 1f slower.

REASON: this has 2 reasons: 1) so it's not special cancelable anymore (i want to avoid CPS1 infinites); and 2) to compensate for the buff below (so the total duration of the move is unaffected).

+ Crouching Jab Recovery bufff: 1f faster.

REASON: so he can link it into Crouching Short easily to cancel that into specials for block strings/combos. The idea is for O.Dictator to use crouching Jabs in combos/block strings so he resembles CPS1 Dictator.

+ Crouching Short Startup buff: 1f faster.

REASON: so O.Dictator can special cancel it. This (alongside the hitbox change below) allows him to use it on block strings that end into specials.

+ Crouching Short Priority buff: hitbox expanded 13px forward (hitbox copied from Crouching Forward).

REASON: otherwise the change above wouldn't work properly (better on block strings).

+ Psycho Crusher Startup buff: now the Jab and Strong versions are really as fast as Fierce, like in HF.

REASON: that was the intention on previous versions, but due to a mistake, Jab still were 2f slower and Strong 1f slower than Fierce. Now all versions have 11f of startup, and are a true block string from a canceled Jab/Short normal move.

-- Scissor Kick Behavior nerf: charge time now 30f longer than it was in ST (or, 15f longer than it was in v0.3) (now it's 108f, like in HF).

REASON: the main reason for this is to remove his infinites, now that he has the no-KD Scissors from CPS1. This also doubles as balance to the new instantly airborne startup (can be used to escape N.Zangief SPD ticks, or to avoid Oicho ticks(as a reversal before the normal move, like DeeJay do when trapped)) as well as the fact that it now has very good frame advantage on hit AND on block.

Akuma:

o K.O. Sound Bug fix/Cosmetic tweak: now is the same as Boxer's, like in HSF2.

REASON: the main reason for this change is that there's now less overlap in death sounds (otherwise there would be 3 characters sharing the same sound), plus this official since in HSF2 it's like that. During the debugging process thought i found out that even in ST they wanted to do this since on the 17th position of the k.o. sound table there's a duplicate sound address from Boxer, they just forgot to set up the character Id properly (Akuma often shares the Ryu ID, but on some occasions it uses Id 17, or 0x10, but this has to be set "manually" per case).

- Diagonal Jumping Forward Behavior nerf: reverted the pushbox buffs. Now it's back to how it was in ST.

REASON: same reason as N.Ryu (read above).

- Diagonal Jumping Forward Dizzy buff: reverted the dizzy nerf. Now it's back to how it was in ST.

REASON: it won't easily be used as a cross-up anymore so there was no reason to keep this nerf.

+ Blue Hadouken startup buff: removed the nerf from v0.1 that made it have a 2f slower startup.

REASON: After some months of play testing I think it's fair to say that the juggles and the air fb trap (which is now nerfed) were not enough reasons for the health nerf. I think Akuma deserves to have a fast startup fireball like he used to do, I think this goes well with the "glass cannon" concept. In exchange, he'll get a nerf of 1f in the blue Hadoukens recovery so the total frame duration is the same as N.Ryu's, since I don't think it should be better than Ryu's in a fb war.

- Blue Hadouken Recovery nerf: from 41|42|43 to 42|43|44 (Jab|Strong|Fierce).

REASON: now on v0.4 that he's getting his fast startup Hadouken back, the recovery also needs to be adjust by 1f so the total duration is the same as N.Ryu's Blue Hadoukens. Of course startup is better than recovery, but at least this way Akuma won't beat N.Ryu in a fb war, or at least not because of his Blue Hadouken.

+ Shakunetsu Hadouken recovery buff: removed the nerf from v0.1 that made the Strong version be 2f slower and the Fierce version 4f slower.

REASON: because it made them harder to use than needed. The bug on recovery is gone (the one that allowed Akuma to have Jab recovery but throw a Fierce Red Hadouken) so the trap in the corner is impossible anyway, the original frame data by capcom is actually fine.

- Air Hadouken Behavior nerf: the little leap in the air Akuma does when throwing the Hadouken now has 10% more upwards acceleration than before (until v0.3).

REASON: this is needed to guarantee that Sagat has enough frame advantage on certain scenarios so he can counter the air Hadouken properly.

-- Air Hadouken Behavior nerf: behaves like an air normal on hit/block (can't be blocked crouching but never hits low if standing, gives light hit-stun against standing opponents).

REASON: It behaving like an air normal is pretty much a requirement for a move that comes from the air (an air move hitting low was weird). Also, the property of giving lighter hit-stun against a standing opponent is useful so characters can choose to take the hit to get a faster recovery, just like it can be done with air normals. This is specifically very important to make the Air Hadouken balanced vs Sagat: if Sagat does a wakeup Tiger Uppercut that gets beat by the Air Hadouken, he then can do another Tiger Uppercut which will be able to hit Akuma before he recovers. I understand that otherwise this is a big nerf considering all the other nerfs the move already received, but I'm sure the move will still be useful here and there. This was the most unbalanced move on Akuma so it's expected for it to receive big nerfs.

- Air Hadouken Behavior nerf: Jab version now travels as fast as the Strong version, Strong version sped up to be in between Jab and Fierce.

REASON: to guarantee that it doesn't give Akuma too much frame advantage against a waking up opponent.

- Air Hadouken Priority tweak: leg hurtbox during the last recovery animation increased by 26px (or 30px, if compared to NL v0.3).

REASON: this guarantees that it can be countered by Flash Kicks, it also increases the odds of trading with Sagat's Tiger Uppercuts.

+ Air Hadouken Damage buff: increased from 8|8|8 to 15|17|18 (Jab|Strong|Fierce).

REASON: the most effective use of this move is being nerfed (the traps on the opponent's wakeup), so this needs something to keep it good. I think this change complements well the idea of making Akuma a glass cannon character.

+ Air Hadouken priority buff: projectile hitbox nerfs from v0.1 reverted.

REASON: the Air Hadouken is nerfed enough as it is. Reverting this will grant it can hit more frequently when Akuma is crossing up over the opponent (the projectile itself will never hit as a cross-up though, so it's OK). Also, the fact that the projectile hit does very low hit-stun against a standing opponent should be enough of reason for this to be OK.

- Air Tatsumaki Behavior fix: remove the unblockable bug.

REASON: it made no sense and was unfair.

+ Air Tatsumaki Behavior buff: removed the block-stun nerf from v0.1.

REASON: now that the unblockable bug is fixed this change is not needed anymore.

+ Teleport Behavior buff: airborne from the 1st startup frame.

REASON: because of the head hurtbox nerf (see below) he was ground throwable for a single frame, because the move was programmed to only put Akuma in an airborne state after he started moving horizontally, and he having a hurtbox means that he also need to have a throwbox (the game is programmed this way).

v0.3: 18/05/2020

O.Ryu:

+ Aerial Tatsu 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. BTW, in HF you actually had trip guard when landing (could block even "meaty" anti-air sweeps) but IMO that would be too good.

O.Ken:

+ Aerial Tatsu 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. BTW, in HF you actually had trip guard when landing (could block even "meaty" anti-air sweeps) but IMO that would be too good.

N.Honda:

++ Oicho behaviour buff: bounce direction nerf from v0.1 reverted.

REASON: OK, this one was polemic. When i made that change i had 2 main motivations: 1) The plan was to give Honda enough tools to get in better on the fireball matchups, so assuming he finally had an easier time getting in, it would be OK for him to lose the loop on the corner; and 2) It was too brutal and OP vs Dictator. Now when I look back at it though, i think it's better to revert it to how it was in ST, because 1) this really pissed off the Honda mains lol, and BTW most good players said that this change was unnecessary; 2) Even though N.Honda received buffs to get in better, he still loses the fireball matchups (dunno if that appleis to Dhalsim too, though, time will tell); and 3) It doesnt make sense to remove a tool that a character really needs because of it being too good on a single matchup (vs Dic), it makes more sense to just buff Dictator instead on that matchup. So thats what I did: both New and Old Dictator received tools to deal with Honda better (New Dictator got mainly 2 things: tweaked normals that can beat Honda's Headbutt cleanly (Backward Jumping Short, Neutral Jumping Jab and Standing Jab) and Devil Reverse Aerial startup with slightly better hurtboxes so now Headbutts can't reach it anymore, allowing Dic to build meter safelly; Old Dictator got his CPS1 Scissors Kicks that put him instantly on the air, allowing him to try to "cheap out" from Oicho ticks in the corner, similar to how DeeJay can do with Sobats, Standing Fierce can be used like Fei's Standing Fierce to beat HHS/Headbutts), plus N.Honda throw vulnerability box got nerfed by a few pixels because of the T.Hawk matchup and that change ends up allowing Dictator to counter throw a tick into Oicho if the tick was done from point blank, so I think it will be OK in the end.

- Oicho dizzy nerf: removed the stun(dizzy) on the 2nd hit.

REASON: the ochio did double the ammount of dizzy that all the other grabs in the game do. This meant that after 2 ochios in the corner Honda would always get a dizzy. Now, he's force him to gamble with a 3rd tick (which then should kill the opponent most of the time). I think this is justified by the fact that his get in tools are better now, so it's fair for his corner setup to be weakened a little.

O.Zangief:

- Normal throws behaviour nerf: range buffs from v0.1 removed.

REASON: he does have throwbox of that size in HF, but my mistake was that i didn't noticed that in HF he also had a variable range on his normal grabs (just like Boxer in ST). So on a lot of matchups his normal grabs actually had worse range in HF than in ST. SO just copying the throwbox from HF without reproducing the bug actually gives a range to his normal throws that he never had. I dont think this was OP by any means, but i only reproduced it because i thought i would be giving him something he had in HF, but i was mistaken.

- 3P lariat behaviour/Priority/Startup nerf: the buff from v0.1 that gave it a 0f startup (to be like in HF) is now removed.

REASON: it was too troublesome for T.Hawk, and i'm sure it's for other characters too. Now the 0f startup is only on the 3K lariat, since that one has a way worse hitbox, requiring a better timing AND spacing from the O.Zangief player to really score that trade anti air.

+ 3P lariat damage buff: the nerf from v0.1 is now removed.

REASON: now that it doesn't hit on the 1st frame anymore, that nerf lost its justification.

- 3K lariat behaviour tweak: spins faster like in HF.

REASON: so now players can distinguish 3K for 3P a little better.

N.T.Hawk:

- Condor Dive behaviour/priority nerf: bounce animation on hit/block slowed down, leg hurtbox on last falling animation frame increased 8px forward.

REASON: so Dhalsim can punish it easily, like he always could in ST. These changes don't affect the Sagat and Guile matchups tho, so the buff from v0.1 that made this move to be safe on block against them is still intact.

N.Cammy:

+ Hooligan Combination behaviour tweak: 3rd input required changed from down-forward to forward.

REASON: this is a way to make the input more lenient while also keeping the last input as up-forward still. This is the change that contributes the most for this move being easier to do now (yeah, even more than the input bug). Now it should be at the same level of difficulty of a Tiger Knee, which IMO is exactly the right amount of difficulty for this move.

N.FeiLong:

+ Chicken Wing behaviour tweak: 3rd input required changed from down-forward to forward.

REASON: this is a way to make the input more lenient while also keeping the last input as up-forward still. This is the change that contributes the most for this move being easier to do now (yeah, even more than the input bug). Now it should be at the same level of difficulty of a Tiger Knee, which IMO is exactly the right amount of difficulty for this move.

N.Boxer:

+ Super behaviour buff: 2nd, 3rd and 4th straight hits tweaked slightly on the horizontal velocity, horizontal deceleration and minimum ground traveled per punch.

REASON: these changes SHOULD FIX THE RANDOM PAUSE that usually happened between the 2nd and the 3rd hits. I think it's fair to have this fixed now that the super is unsafe on block. The 1st hit is unchanged though, so the super isn't any better at passing through projectiles. The upper hits are also unchanged.

O.Boxer:

- TAP priority nerf: "ones" and "twos" now have a very short leg hurtbox during the frames that it has projectile invulnerabillity, unlike in HF.

REASON: i'm giving it a very small leg hurtbox so it can still be hit by low moves. O.Boxer can use his Headbutt to score KD's against low moves (unlike in HF) so IMO this is fair. The main properties of passing through projectiles are intact (Low Tigers included) so I think it's all good. This affects mainly the Dhalsim matchup.

N.Dictator:

+ Far Standing Short priority buff: hitbox increased 1px vertically.

REASON: so it can reach O.Zangief's arm hurtbox on his 3K lariat, giving N.Dictator a decent counter to it from mid range (by canceling this move into a special move). Note that it won't always be possible to do that cancel simply because sometimes the move won't on the first frame. In that case, Dictator will only push gief away a little and is on frame advantage, allowing him to either whiff a Standing Forward Kick or just jump back, so thats not too bad either.

+ Far Standing Short priority buff: leg hurtbox while active decreased 3px upwards but increased 1px downwards.

REASON: so N.Dic can use it without the danger of being hit by the 2nd and 3rd 3P lariat rotations. Otherwise O.Zangief would still be able to mix 3K with 3P, and IMO it should be quite safe for N.Dic to go for this since from far away the special cancel after the normal won't even link from far away. The downwards priority change is unavoidable because the hitboxes can only have odd numbered dimensions, thankfully that doesn't affect anything.
IMPACTS: the following moves will not hit N.Dic anymore if he whiffs this move: Shoto Far Standing Forward (meaningless), Honda Far Standing Rh (not the sweep, so its meaningless), Blanka Far Standing Rh (meaningless), Hawk Far Standing Rh (meaningless), Fei Crouching Fierce (maybe it makes a difference?), Claw Far Standing Jab (meaningless?).

+ Crouching Rh priority buff: head hurtbox during active frames moved 1px downwards.

REASON: so the 3K lariat arm hurtbox can't hit it. This has no meaning in the N.Zangief matchup (the slide wins), but it will on the O.Zangief matchup since it allows the move to whiff completelly against O.Zangief's 3K lariat, which is preferable than getting hit by it. The recovery on the slide is long though so that doesn't mean that Dictator can use this as a reaction really. But if you try to antecipate a 3P lariat and O.Zangief does a 3K instead, you can then mash throw to grab Zangief. If you try to use this on reaction from mid screen you'll recover after Zangief and that means you'll eat a SPD, unless you time it very well so the slide touches Zangief on the very last sliding frames, so you end up having frame advantage (like when you use it as as cross under after a throw on the corner).
IMPACTS: the only impact i found is that DeeJay's Upckicks can't hit anymore, but they rarelly could anyway and DeeJay had the advantage vs Dictator so I guess this will be meaningles. BTW it still gets hit by High Tigers the same.

O.Dictator:

- Crouching Jab priority nerf: hitbox buff from v0.1 removed.

REASON: this is his only special cancelable move. Due to removal of the KD on his Scissors, he could combo Scissors into Crouching Jab into Crusher, which i think its too much. The removal of this buff will surelly limit even more the situations in which such combo is possible, even though it won't remove the combo completelly.

+ Far Standing Rh priority buff: hitbox expanded 2px downwards.

REASON: can now hit a crouching Cammy.

+ Psycho Crusher behaviour buff: does more chip hits, somewhat like how it was in CE.

REASON: i think this is OK to replicate. But this won't be exactly like in CE simply because the Fierce version hitbox doesn't extend to his feet like in CPS1. With the Jab version the maximium chip hits were increased from 2 to 3 (was 3 in CE), Strong from 2 to 3 (was 3 in CE) and Fierce from 3 to 4~5 (this depends a lot on how thin the oponent's hurtboxes are - in CE you often could get 6 chip hits, but thats because in CE his legs can hit too - i only replicated that for the Jab version to avoid the crossup Crushers which were annoying and unbalanced). BTW another impact from this change is that now all chip hits are always a blockstring, unlike in ST that the oponent could reversal between blocked hits.

- Scissor Kicks behaviour nerf: charge time nerf from v0.1 increased to 15f, so now it's like in CE (ST was 78f, Ce is 93f).

REASON: This is to balance out the new instantly airborne startup (can be used to escape N.Gief SPD ticks, or to avoid Oicho ticks(as a reversal before the normal move, like DJ do when trapped)) as well as the fact that it now has very good frame advantage on hit AND on block.

+ Recovery buff: the nerf from v0.1 that made it have less frame advantage on block than on hit is now removed (has good frame advantage on block too).

REASON: the options after a blocked scissors were too weak. With his infinites removed i think it's safe to do this change...

Akuma:

- Diagonal Jumping Forward dizzy nerf: from 5~11 to 3~9, like Shoto diagonal jumping heavy attacks.

REASON: lowering his dizzy potential a little. He was scoring too many dizzies with his juggle combos.

- Strong Shoryuken dizzy/dizzy timer nerf: reduced from 3~9+3~9 to 0~4+0~4, timer reduced from 90+90 to 60+60.

REASON: lowering his dizzy potential a little. He was scoring too many dizzies with his juggle combos.

- Fierce Shoryuken dizzy/dizzy timer nerf: reduced from 3~9+3~9+3~9 to 0~4+0~4+0~4, timer reduced from 90+90+90 to 60+60+60.

REASON: lowering his dizzy potential a little. He was scoring too many dizzies with his juggle combos.

- Tatsumaki dizzy/dizzy timer nerf: reduced from 3~9 to 0~4, timer reduced from 90 to 60.

REASON: it was giving too many dizzies in combos for akuma.

- Air Tatsumaki dizzy/dizzy timer nerf: reduced from 3~9 to 0~4, timer reduced from 90 to 60.

REASON: it was giving too many dizzies in combos for akuma.

v0.2: 11/05/2020

N.Honda:

o Super cosmetic fix: super's shadow/trail pallete is now correct.

REASON: the 1st trail sprite had one color tone with the wrong value. Fix submited by Thenarus.

N.Blanka:

- Crouching Rh hitbox buff from v0.1 removed.

REASON: after I nerfed O.Sagat to be like HF Sagat this Blanka change lost its justification.

o Super cosmetic fix: super's shadow/trail pallete is now correct.

REASON: the 2nd & 3rd trail sprites had one color tone with the wrong value. Fix submited by Thenarus.

O.Blanka:

+ Horizontal Roll behaviour buff: can now be activated with any Forward direction (diagonals work too), like in HF.

REASON: this is something he had in HF. Now he can do charge partitioning, like N.Boxer can do in ST.

N.ChunLi:

- Diagonal Jumping Rh priority nerf: 2nd active part hitbox decreased 3px downwards but increased 1px upwards.

REASON: so the 2nd hit misses all crouching characters. What you do normally after blocking a jumping attack is to block low, but now that this move does 2 hits you had the annoyance of having to stay standing to block the 2nd hit too. And you cant really react to it so this was OP. The upwards change is just an unavoidable consequence, since hitboxes can only have odd numbered dimensions.

N.Zangief:

+ Fixed a bug introduced in v0.1 that made the Super fail on a number of situations.

REASON: Sorry for this one! Can't get everything right on the first release!

O.Zangief:

- Forward Knee Drop priority nerf: Forward version last recovery frame uses the neutral jump hurtboxes.

REASON: i know this is an uneeded nerf (even though its a meaningless one) but the reason for this change is that i need a free leg hurtbox for the HF 3K lariat change and there doesn't seem to be any available, unfortunatelly. So i'll reuse that leg hurtbox for that change.

- Both 3P and 3K lariat's 1st active part hitbox is now exactly like it was in HF.

REASON: before i had it buffed but i realised that these buffs weren't really needed.

- 3K lariat priority nerf: arm hurtbox teaked.

REASON: so it more like HF's but move still can be used to pass through High Tigers.

N.Guile:

- Sonic Boom behaviour nerf: super meter given decreased from 7 to 4 points.

REASON: it was OK in ST for him to get meter very fast since his super was garbage, but now that his super is decent, he getting so much meter was too good.

- Super damage nerf: damage on 1st & 4th hits reduced from 16 to 12.

REASON: now that his super isn't total garbage anymore it wouldn't make sense for it to still do 60% of damage.

N.Dhalsim:

- Far Crouching Jab/Strong/Fierce priority nerf: body and leg hurtboxes during the lying down parts expanded 2px upwards.

REASON: the nerf from v0.1 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.

O.Dhalsim:

- Far Crouching Jab/Strong/Fierce priority nerf: body and leg hurtboxes during the lying down parts expanded 2px upwards.

REASON: the nerf from v0.1 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.

N.Cammy:

+ Hooligan bug fix: can perform a Strong/Fierce versions normally if the button press is done on the same frame as the last direction.

REASON: Yeah, just like Fei's CW, Hooligan also had this problem. You always could Kara cancel the Fierce version tho, so getting this move out wasn't as hard as a Roundhouse Chicken Wing. But that obviously doesn't mean that this shouldnt be fixed.

- Hooligan behaviour tweak: reverted the input change from v0.1 that made it a HCF.

REASON: this wasn't that hard to begin with, even though it also had a bug on it. Now that the bug above was fixed, this should be "as hard" as a Tiger Knee, which is acceptable IMO. This was changed on v0.1 just to match the new Chicken Wing command, but that one was reverted because i solved all the bugs that made the Roundhouse version unnecessarily hard.

o Super cosmetic fix: super's shadow/trail pallete is now correct.

REASON: the last trail sprite had one color tone with the wrong value. Fix submited by Thenarus.

N.FeiLong:

++ Double Kick behaviour tweak/Startup nerf: 1st animation frame is 3f longer.

REASON: So fei stays 3f longer on the ground, allowing him to Kara cancel this move for the maximum amount of frames that his cancel window allows. This partially solves the problem on his Rh Chicken Wing being too hard to do.

+ Chicken Wing bug fix: can perform the Forward/Rh versions normally if the button press is done on the same frame as the last direction.

REASON: Yeah, this was also part of the problem with its input.

- Chicken Wing behaviour tweak: reverted the input change from v0.1 that made it a HCF.

REASON: this was changed on v0.1 because the Roundhouse version was unnecessarily hard to do due to 2 problems: 1)Fei not being able to kara cancel his command normal move (the double kick thing), since it would put Fei in an airborne state almost imediatelly as the move started; and 2)Forward and Rh versions wouldnt come out if the kick press was on the same frame as the last directional input. I decided to revert the input change on CW and fix these 2 things instead, otherwise Pro Fei players would be too pissed off about it, since it did make the CW a little too easy, and I dont want that (KOEMON, I am talking to you!). Now that both problems were solved a Rh Chicken wing is hard as a Short one (or, as hard as a Tiger Knee), which means it will still require some training, but won't be extremelly hard to master.

N.DeeJay:

+ Max Out priority buff: projectile 3rd active part hitbox increased 2px downwards.

REASON: so it hits as low as Guile's Sonic Boom, allowing it to beat Dhalsim's Crouching Punches just like him, now that Dhalsim received a nerf on these moves.

O.DeeJay:

+ Max Out priority buff: projectile 3rd active part hitbox increased 2px downwards.

REASON: so it hits as low as Guile's Sonic Boom, allowing it to beat Dhalsim's Crouching Punches just like him, now that Dhalsim received a nerf on these moves.

N.Boxer:

+ Crouching Strong hitbox nerf from v0.1 reduced, now it's only 2px less than in ST.

REASON: this is the maximum nerf that still allows it to hit a crouching Sagat from the same range as in ST.

- TAP Priority nerf: hitbox decreased 2px downwards.

REASON: TLDR; this is a meaningless change for the most part and you dont really have to care about it. To know the details, go to the Boxer section.

O.Boxer:

- Crouching Roundhouse priority nerf: now the arm hurtbox and hitbox is exactly like from HF;

REASON: on v0.1 it was almost like HF's, but it had a very small buff to it. But it proved to be too good so i'm taking it back. Now it behaves almost exactly like HF's.

- Straight Rush Behaviour nerf: the buff from v0.1 that made the Strong and Fierce versions knockdown is now removed.

REASON: same reason as change below.

-- Straight Rush Behaviour nerf: Jab version doesn't knockdown anymore.

REASON: it made him too good now that he has HF Boxer tools. If you really want a KD, you may use his heavilly nerfed Headbutt for that.

- Buffalo Headbutt behaviour nerf: Fierce headbutt acceleration reduced around 20%, Strong acceleration tweaked to be exactly between Jab and Fierce.

REASON: O.Boxer only still has his headbutt because IMO he needs a proper reversal, otherwise his Headbutt shouldn't add too much to his gameplan. His reversal should be bad otherwise. He already got buffs on his other moves, he has enough tools to win already.

- Buffalo Headbutt priority nerf: Leg hurtbox during active frames expanded 12px downwards.

REASON: so it can't be used to pass through meaty Low Tigers and will alos be harder to evade them in general. His HF inspired TAPs are enough for that. He will be too good vs Sagat if he have 2 good moves to evade Low Tigers.

+ TAP priority buff: head hurtbox during the frames with body invulnerability reduced 4px downwards, like in HF.

REASON: i forgot to replicate this HF aspect in v0.1. This allows O.Boxer to evade Honda's Headbutt and High Tigers.

- TAP priority buff on the 7th and 8th startup frames from v0.1 is removed.

REASON: it was a misjudgement on my part, sorry!

- TAP priority buff on active frames from v0.1 removed.

REASON: this one was a huge mistake, sorry! It resulted in unintended consequences.

- TAP Priority nerf: hitbox decreased 2px downwards.

REASON: TLDR; this is a meaningless change for the most part and you dont really have to care about it. To know the details, go to the Boxer section.

v0.1: 02/05/2020

First Release