NEWLEGACY.FR

THE CHANGELOG

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- Releases -

8th Update - 20/07/2023

7.1 Update - 06/09/2022

7th Update - 15/07/2022

6th Update - 08/02/2022

5th Update - 11/06/2021

4th Update - 13/11/2020

3rd Update - 18/05/2020

2nd Update - 11/05/2020

1st Release - 02/05/2020

v0.8: 20/07/2023

General:

Dictator's loss portrait flame effect now have an unique palette per color.

Akuma's Big Portrait is now colored. Artwork by Tyrone, palette work by Born2SPD.

Fixed a bug that softlocked the game when facing CPU Akuma when he's Player 1. Special thanks to my friend Wall Garants for reporting the bug.

O.Ryu:

+ Special cancel window buff: removed the change that made it be 1f smaller.

REASON: it was previously made like that just to match how it was in CPS1, but now, at second thought, this is unneeded because this only affected air normals anyway (basically removed his ability to cancel Jumping Strong and Fierce into Tatsu), and in HF the air cancels worked in a totally different way anyway (HF Ryu could cancel all air normals at any point, even after recovery).

+ Air Tatsumaki 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.

N.Ken:

+ Passive Grab animation tweak: last knee bash animation vs Guile adjusted so it's always a built-in safejump but it will always have Ken land in front of Guile.

REASON: up until v0.7.1 Ken did receive a buff that made the specific ending grab frame that wasn't a safejump be a safejump, but that was still changing sides, so it was hard to use. Now, every ending frame will have Guile spaced enough so Ken will not crossup Guile, making this more useable.

++ Passive Grab animation buff: Knee Bash animation vs Cammy tweaked so now it's always a built-in safe jump.

REASON: this was a somewhat balanced match-up in ST, but Cammy received a good amount of buffs, and even though Ken also received some, I believe Cammy now has the edge on this match-up. So, to compensate it a little, Ken now is more threatening up close. Cammy does have less throw range than Ken, but it's only 2px less so she can still somewhat compete in throws. In the worst case she has her Thrust Kick to beat tick throws too, so she should be fine.

+ Passive Grab animation buff: removed the change that removed the Knee Bash loop vs Claw.

REASON: after some thought, I think this undeserved. Claw should still win the neutral game, and the Wall Dive game was very weak already in ST, so it being nerfed actually doesn't has much impact on this match-up. Claw has more throw range than Ken, and even though he doesn't has the Scarlet Terror store bug anymore (which was one of his ways of escaping Knee Bash loops), other than throwing he can still use the 3K Backflip to escape just fine (Claw will recover before N.Ken's Close Standing Forward).

+ Crazy Kick Priority buff: "leg" hurtbox during overhead's 1st active part moved 1px upwards.

REASON: so DeeJay's Crouching Strong whiffs against it. Will also result in N.Fei's improved Crouching Strong to whiff against it, which is how it behaved in ST.

O.Ken:

+ Special cancel window buff: removed the change that made it be 1f smaller.

REASON: it was previously made like that just to match how it was in CPS1, but now, at second thought, this is unneeded because this only affected air normals anyway (basically removed his ability to cancel Jumping Strong and Fierce into Tatsu), and in HF the air cancels worked in a totally different way anyway (HF Ken could cancel all air normals at any point, even after recovery).

++ Ground Tatsmaki Behavior buff: aerial recovery frames are now 100% invulnerable, like HF Ryu's.

REASON: O.Ken deserved to receive something on his tatsu because HF Ken tatsu is hands down the worst Tatsu in any SF2. The invulnerable recovery was actually overpowered in HF Ryu's Tatsus, since it made the move very spamable, but it will not be as good in Ken's tatsu for various reasons. First, Ken's Tatsu give no knockdown on hit, plus the damage is low, so it's way less dangerous for the opponent to go for a trade while Ken is spinning. Also the startup on O.Ken's Tatsu will still be garbage like it was in HF, unlike Ryu's that have invulnerability.

O.E.Honda:

o Butt Drop Behavior tweak: 2nd hit now knocks down again (it was like that in HF too), and it doesn't hit high anymore (i.e. can be crouch blocked), like in HF.

REASON: The move is now closer to how it was in HF, but with the added ability of comboing properly (which is a similar approach used on other moves, like O.Ryu 2-hit Fierce Shoryu, for example). The v0.7 version of it that had the 2nd hit not knocking down did make O.Honda's Butt Drop more unique, but it was not very fun to play against.

o Butt Drop Behavior tweak: remove the previous change that gave heavy blockstun and pushback on the 1st part of the move for the Short and Forward versions, but keep the change (i.e. heavy blockstun and pushback) for the 1st part of the Roundhouse version.

REASON: the Short and Forward versions shouldn't do HEAVY blockstun because then T.Hawk can't punish Honda after CROUCH blocking it, and the Roundhouse version has to do HEAVY blockstun otherwise Honda is not spaced enough and then Zangief can't use a Reversal Short Running Grab as an universal counter to it. The timings for REVERSALs will differ, which is not optimal, but it is what it is... With all versions doing MEDIUM blockstun then Zangief has to guess, and with all versions doing HEAVY blockstun then the Short and Forward versions would be safe on block vs T.Hawk... so in the end I had to do it like that to keep the move balanced.

+ Butt Drop Behavior buff: removed the change on the 2nd hit that made it do medium instead of heavy blockstun and pushback.

REASON: now that the 2nd part knocks down again, this makes more sense.

o Butt Drop Behavior tweak: removed the change that greatly reduced the pushback on hit on the 2nd part.

REASON: it stopped of having any effect since i enabled the knock down again, so it's better to just remove it.

- Butt Drop Priority nerf: hitbox on the 2nd part tweaked again.

REASON: due to the other changes the move is receiving in v0.8, it then became too good vs Zangief (the way it is now, STAND blocking the 1st part and then doing a Jab SPD is an universal counter, but it wouldn't be like that if the hitbox stayed the same).

O.Blanka:

+ Strong Headbutt Recovery buff: 6f faster.

REASON: so it has a reason to be used, because in HF this is an worthless move. Now, instead of being linkable from Standing Strong, it can link into a Crouching Forward kick, assuming Blanka is close enough (i.e. will not work against slim characters if you get both headbutt hits).

N.Guile:

- Reverse Spin Kick Startup nerf: 2f slower (so, 7f slower than in ST), until v0.8 it was only 5f slower.

REASON: this deserves a small nerf. Guile is a very complete character already, and it could be fairly argued that he doesn't need this in most of his match-ups. So this is receiving a very small nerf, though i'm not sure if I shouldn't nerf it a little more. Now it's 1f slower than Fei's overhead.

- Reverse Spin Kick Recovery nerf: 3f slower.

REASON: until v0.7.1 it was +0 on hit vs crouching characters, but considering the very good range on it as well as Guile not deserving to have an overhead on most match-ups, I came to the conclusion that it deserved to be nerfed slightly. Now, Guile's overhead is -3 on hit, which makes it recover 1f slower than Fei's overhead, which used to be the one with the slowest recovery, until now. But it still is pretty decent overall.

o Reverse Spin Kick Cosmetic tweak: proper shadow sprites.

REASON: the ones from ST were clearly wrong.

- Super input window buff from previous versions that made it double the size reverted, now it's just 4f longer.

REASON: That was previously added because it made little sense that some supers had extra large input window (e.g. Boxer's, Claw's) and others didn't. But it happens that there was a valid reason on Guile's case, because then he was able throw a Sonic Boom and with the same charging do a Super. It was not intended, and it also was not that very useful, but, even then, if the opponent makes the right read and jumps over the boom, he deserves to get something out of it, being punished with a knockdown move would be very unfair, even if the Super could do 2 hits at max (since Guile couldn't delay it). Now, technically the trick is still possible, but it requires so much precision that if Guile actually pulls it off then he pretty much deserves it, specially if playing on a frameskip scenario.

N.Dhalsim:

+ Crouching Reel Priority buff: medium and heavy versions now have proper head hurtboxes on their last frame.

REASON: just so it matches the sprite better. This should be a buff, but a very minor one. I couldn't find a single relevant string that doesn't work anymore, so it will all be fine.

O.Dhalsim:

+ Crouching Reel Priority buff: medium and heavy versions now have proper head hurtboxes on their last frame.

REASON: just so it matches the sprite better. This should be a buff, but a very minor one. I couldn't find a single relevant string that doesn't work anymore, so it will all be fine.

N.Cammy:

+ Crouching Reel Priority buff: proper head hurtboxes, 2nd frame on medium reel duration extended by 4f, 3rd frame on the medium reel as well as 4th and 5th animation on the heavy reel sprite also changed.

REASON: mainly for it to match the sprites. I did make some tests and important combo sequences like Fei's max range Close Fierce into Rekkas, Claw's Crouching Forward into Crouching Strong or Dictator's strings with Standing Short still work normally, so it's OK. The only semi-important string that doesn't work anymore is Guile's Crouching Strong xx Forward/Roundhouse Flash Kick(if not from point blank), but Short Flash Kick still works the same so it's OK. The other adjusts are just so the proper head hurtbox is not too projected backwards while also having a smooth animation, which basically means cancels into projectiles can still combo normally.

- Diagonal Jumping Short Priority nerf: previous buff that increased the hitbox size tweaked: hitbox decreased 10px backwards.

REASON: the previous change made it very ambiguous on a good number of match-ups. Instead of giving a big buff to the hitbox, it will receive a pushbox change, so it will be easier to be spaced as a "fake" cross-up, but won't be extremely hard to be blocked anymore.

+ Diagonal Jumping Short Behavior buff: pushbox during startup and active frames decreased 8px downwards.

REASON: complements the change above (easier to use as a cross up).

- Cannon Drill Recovery nerf: previous buff reduced from 8|9|10f to 3|6|9f (Short|Forward|Rh).

REASON: the previous buff proved to be too much. Being able to cancel Crouching Forward kick (a high priority and fast move) into a safe Cannon Drill proved to be simply too good on some match-ups (e.g. Zangief, Ken, Hawk). Now, Short Drill only receives a small buff, while the Forward and Roundhouse versions will have a bigger buff (in comparison to ST, here though they're also reduced by a little).

+ Spinning Backfist priority buff: removed the nerf that gave her a bigger head hurtbox during startup.

REASON: the intention behind that change was for it to not work very well against Ken Hadoukens, since she didn't deserved to get any better vs him. Problem is this was very wonky, so I decided to just revert the change. Ken may have more problems on the neutral game now, but he received a good compensation for it (i.e. the Knee Bash loop works vs her now).

O.Cammy:

+ Crouching Reel Priority buff: proper head hurtboxes, 2nd frame on medium reel duration extended by 4f, 3rd frame on the medium reel as well as 4th and 5th animation on the heavy reel sprite also changed.

REASON: mainly for it to match the sprites. I did make some tests and important combo sequences like Fei's max range Close Fierce into Rekkas, Claw's Crouching Forward into Crouching Strong or Dictator's strings with Standing Short still work normally, so it's OK. The only semi-important string that doesn't work anymore is Guile's Crouching Strong xx Forward/Roundhouse Flash Kick(if not from point blank), but Short Flash Kick still works the same so it's OK. The other adjusts are just so the proper head hurtbox is not too projected backwards while also having a smooth animation, which basically means cancels into projectiles can still combo normally.

N.Fei:

++ Passive Grab Animations Behavior buff: last kick throw animation vs Honda, Guile, Boxer and DeeJay tweaked so now the built-in safejump setup also work on these match-ups.

REASON: there's a built-in safejump setup in ST that works like this: when the opponent techs the throw from mid screen, Fei can hold up-towards and that jump will be a safejump against Dhalsim, Claw and Sagat. Now, in NL this will also work on more match-ups (mainly disadvantageous match-ups).

+ Crouching Fierce Priority buff: hitbox expanded 4px downwards.

REASON: so it now registers as a low hit against a stand blocking Dictator. This has no other impacts in the game since there's no hurtbox so close to the ground for it to whiff without this buff (and, by the way, this will look a little out of place if you look at how the hitbox picture looks, but it's nowhere as bad as ST Boxer's Crouching Forward, for example). Now, the only character that can STAND block this from point blank is O.Boxer.

o Neutral Jumping Fierce Cosmetic tweak: active frame now uses a proper punching sprite, made by Tyrone.

REASON: In ST, Fei shared the same sprite for Neutral Jumping Jab and Neutral Jumping Strong. Due to the reasons explained on this changelog, Neutral Jumping Strong and Neutral Jumping Fierce switched sprites, the only issue left with that was that the sprite used didn't really made sense for a Fierce move. Now, with this new custom sprite, the issue is solved.

+ Neutral Jumping Forward Priority buff: "leg" hurtbox during active part decreased 6px downwards.

REASON: happens because this is (now in NL) shared with Chicken Wings 3rd active part, and that received an adjust in v0.8. Should be of almost no impact for this move.

+ Rekka Ken Priority buff: body hurtbox during active frames moved 1px downwards.

REASON: so it cant be reached by DeeJay's Crouching Fierce 1st hitbox. So now instead of trading, Fei will beat DeeJay's move during that moment, making it a little more unsafer for DeeJay to whiff this move. The move should behave the same against all other ground moves.

+ Chicken Wing Priority buff: "leg" hurtbox during 3rd active part decreased 6px downwards.

REASON: just so Honda's Headbutt flying part can't reach it, keeping it's behavior intact from ST on this interaction. Will not be a game changer, quite the opposite, but at least Fei is not unnecessarily nerfed in this bad match-up.

O.Fei:

++ Passive Grab Animations Behavior buff: last kick throw animation vs Honda, Guile, Boxer and DeeJay tweaked so now the built-in safejump setup also work on these match-ups.

REASON: there's a built-in safejump setup in ST that works like this: when the opponent techs the throw from mid screen, Fei can hold up-towards and that jump will be a safejump against Dhalsim, Claw and Sagat. Now, in NL this will also work on more match-ups (mainly disadvantageous match-ups).

o Neutral Jumping Strong Cosmetic tweak: active frame now uses the same sprite made for N.Fei's Neutral Jumping Fierce.

REASON: i see no reason to not give O.Fei this sprite. It makes all his neutral jumping punches look unique so it should be a harmless improvement.

N.T.Hawk:

+ Standing reel Priority buff: proper head hurtboxes that now match the sprites.

REASON: main reason for this change is so O.Ken's Horizontal air Tatsu can't hit with both front and back hits for a granted dizzy. Also, Hawk was one of the few characters that had static hurtboxes during the Standing reel animation that also didn't matched the sprites. Otherwise this has very little impact, specially in the case of ground combos, since his hurtboxes are very tall anyway.

o Standing gut reel Priority tweak: medium and heavy versions now have proper head hurtboxes that now match the sprites.

REASON: Hawk was one of the few characters that had static hurtboxes during the Standing gut reel animation that also didn't matched the sprites. He did get one frame on the heavy version in which he is easier to reach at the front, but in practical terms this is not very meaningful.

o Crouching reel Priority tweak: medium and heavy versions now have proper head hurtboxes that now match the sprites.

REASON: Hawk was one of the few characters that had static hurtboxes during the Crouching reel animation that also didn't matched the sprites. Basically, the new head hurtboxes are taller but also spaced some pixels back, which means that some moves that didn't had enough downwards reach to hit him will not whiff anymore, as long it's in a combo after a Medium or a Heavy normal (e.g. N.Boxer's Crouching Strong xx Straight Rush), but also means that some moves that used to hit T.Hawk around his head area may whiff if T.Hawk is in Medium or Heavy hitstun (couldn't find examples).

+ Passive Grab Animations Behavior buff: last Strong normal throw animation vs Cammy, FeiLong and Sagat tweaked so now the built-in safejump setup also work on these match-ups. Also tweaked the animation vs ChunLi, so it will now be a meaty jump, but not a safe jump (Roundhouse Tensho beats it).

REASON: there's a built-in safejump setup in ST that works like this: when the opponent techs the throw and Hawk is on a specific distance from the corner (not too close, but not too far; when the opponent hits the corner on the downwards part of the air reset), Hawk can hold up-towards and that jump will be a safejump against Ryu, Honda, Guile, Zangief, Dhalsim, DeeJay, Claw and Dictator. Now, in NL this is more of a "global" setup in the sense that it basically works against almost the whole cast. This is a very specific setup, and this throw had very little use so I don't see a reason to not give him this. Doubt this will be too good, this is already not very known by most players.

+ Condor Dive Priority buff: 1st landing frame now uses proper hurtboxes.

REASON: standing jabs now can't keep him out in case he lands close but not point blank. His ST hurtboxes look kinda misplaced by the way.

O.T.Hawk:

+ Standing reel Priority buff: proper head hurtboxes that now match the sprites.

REASON: main reason for this change is so O.Ken's Horizontal air Tatsu can't hit with both front and back hits for a granted dizzy. Also, Hawk was one of the few characters that had static hurtboxes during the Standing reel animation that also didn't matched the sprites. Otherwise this has very little impact, specially in the case of ground combos, since his hurtboxes are very tall anyway.

o Standing gut reel Priority tweak: medium and heavy versions now have proper head hurtboxes that now match the sprites.

REASON: Hawk was one of the few characters that had static hurtboxes during the Standing gut reel animation that also didn't matched the sprites. He did get one frame on the heavy version in which he is easier to reach at the front, but in practical terms this is not very meaningful.

o Crouching reel Priority tweak: medium and heavy versions now have proper head hurtboxes that now match the sprites.

REASON: Hawk was one of the few characters that had static hurtboxes during the Standing gut reel animation that also didn't matched the sprites. Basically, the new head hurtboxes are taller but also spaced some pixels back, which means that some moves that didn't had enough downwards reach to hit him will not whiff anymore, as long it's in a combo after a Medium or a Heavy normal (e.g. N.Boxer's Crouching Strong xx Straight Rush), but also means that some moves that used to hit T.Hawk around his head area may whiff if T.Hawk is in Medium or Heavy hitstun (couldn't find examples).

+ Passive Grab Animations Behavior buff: last Strong normal throw animation vs Cammy, FeiLong and Sagat tweaked so now the built-in safejump setup also work on these match-ups. Also tweaked the animation vs ChunLi, so it will now be a meaty jump, but not a safe jump (Roundhouse Tensho beats it).

REASON: there's a built-in safejump setup in ST that works like this: when the opponent techs the throw and Hawk is on a specific distance from the corner (not too close, but not too far; when the opponent hits the corner on the downwards part of the air reset), Hawk can hold up-towards and that jump will be a safejump against Ryu, Honda, Guile, Zangief, Dhalsim, DeeJay, Claw and Dictator. Now, in NL this is more of a "global" setup in the sense that it basically works against almost the whole cast. This is a very specific setup, and this throw had very little use so I don't see a reason to not give him this. Doubt this will be too good, this is already not very known by most players.

+ Neutral Jumping Strong Startup buff: 1f faster.

REASON: so it can be canceled into Dive. Now that Dive canceling is a little more useful with Old T.Hawk, it only makes sense that he receives more normals to cancel into.

+ Diagonal Jumping Strong Startup buff: 1f faster.

REASON: so it can be canceled into Dive. Now that Dive canceling is a little more useful with Old T.Hawk, it only makes sense that he receives more normals to cancel into. I believe this will be useful against Zangief.

+ Neutral Jumping Short Startup buff: 1f faster.

REASON: so it can be canceled into Dive. Now that Dive canceling is a little more useful with Old T.Hawk, it only makes sense that he receives more normals to cancel into. The diagonal version can be canceled so i can't see a reason why the Neutral version shouldn't too.

- Condor Dive Behavior nerf: doesn't knock down grounded opponents anymore, like in HDR.

REASON: O.T.Hawk will receive a dive similar to the dive he had in HDR. The main reason for this change is that NL O.T.Hawk needs some kind of distinction from N.T.Hawk. Even though this comes from HDR, I decided to give this the Old version of T.Hawk, not the New version, since the New version is supposed to be the version that resembles ST characters the most. Plus, a knockdown-less dive does resemble CPS1 in some ways, since a good amount of special moves didn't had the ability to knock down originally (e.g. CE/HF Dictator's Scissor Kicks, CE Sagat's Strong/Fierce Tiger Uppercuts, HF E.Honda's Butt Drop's rising part).

+ Condor Dive Behavior buff: knock back on hit/block greatly reduced, like in HDR.

REASON: an indispensable complement to the change above.

+ Condor Dive Behavior buff: can now be performed on the downwards part of a jump.

REASON: mainly to make his aerial cancels more useful. This is something that I always wanted to try, and now that his Dive doesn't knock down anymore, this change is perfect. Sure, this can be used to save T.Hawk from a bad jump (specially if the opponent defaults to anti airing with a sweep), but this doesn't lead to a Sako anyway so it's not very strong.

+ Condor Dive Startup buff: 6f faster.

REASON: so an air canceled normal into Condor Dive will be a 2 hit combo, if done from close enough. This is not very strong and is a nice distinction from New T.Hawk. I think this works really well.

- Condor Dive Behavior nerf: movement speed decreased by 10%.

REASON: just to compensate the buff in startup, so it's around the same against projectiles from mid to far screen.

+ Condor Dive Behavior buff: removed the pushbox during the active frames.

REASON: so now O.T.Hawk can go for "cross up" Dives on the opponent's wake up. The Dive doesn't knock down anymore, plus this requires a very precise timing to be made safe, so it's OK. If timed right, T.Hawk will land at around neutral in terms of frame advantage (between +0 and -4 usually), so this can be used as a new way of ticking into Typhoon!

IMPACTS: detailed listing of the options each character have to deal with this on wakeup:

Ryu: Tatsus have more than enough startup invincibility to escape this completely. An auto corrected Shoryu/Super will work, but if it doesn't then Ryu is left open.

Ken: the 0f startup Fierce Shoryu is a counter for very meaty cross up Dives, but if it's a fake meaty crossup (i.e. it wouldn't even hit the opponent) then Ken is obviously left totally open... Jab Shoryus can also be used, like in Ryu's case. It will work slightly better than Ryu's (since Ken's Shoryus have faster startup) but wont be perfect.

Akuma: can't use Tatsus (since he has no satartup invincibility) and his Shoryukens have longer startup, but he has the teleports which will grant him an escape, as long you do them to the right direction (an auto correct may fuck you up on this situation)... plus, it's hard to be consistent with them... but Akuma certainly has options, none are excellent though.

Honda: a wake up Headbutt is the perfect counter... if it auto corrects it will knockdown Hawk, and if not it will move Honda away safely... A Short ButtDrop can be punished regardless of it auto correcting or not, but a Rh ButtDrop is reasonable, so you can also go for it and hope that it doesn't auto correct.

O.Honda: his HF Jab Headbutt will also counter some setups, due to the extended hitbox at its back. His ButtDrops are a little better to escape if they don't auto correct since they're faster overall, but if they auto correct then it's worse, since O.Honda is left at worse frame advantage.

Chun: Rh Tensho counters it frequently, since it has a pretty fast startup. Spinning Bird Kick can be used to escape as well, but if it auto corrects it will be dangerous for Chun. A wake up Super is a granted escape though.

O.Chun: all she has is the Spinning Bird Kick that hits on wake up. The fact that in NL it's not a trade anti air (during the 1st hitting part Chun is still invincible) helps here, but it has a very long startup so odds are it wont hit in time.

Blanka: at worst Blanka can default to a trade with a wake up Vertical Roll to reset the situation, so Blanka is good as long as he has enough health and is decent at piano reversals. Back hopping is not recommended, because depending on the spacing, the direction needed to get the invincible back hop may vary, so Blanka may get a forward hop accidentally, which has no invincible frames and will get beat, and that sucks for Blanka. A hop can still be used after the Cross Dive is blocked/hits, though. A wake up Super won't work as one may expect, it's not really an option.

Zangief: a wake up Lariat will beat it basically every time, but that's hard to do, so Zangief can just default to trying to block it and then default to SPD to grab Hawk when he lands. The SPD has more range than the Typhoon so at worst (for Zangief) you both will be competing on a 50/50. Or, T.Hawk will already have landed when Zangief enters his Reversal frame, so Zangief will win that exchange every time.

Guile: Flash kick is basically all he has... if it whiffs Hawk can't punish Guile though. Guile can try a wake up Super, but that has as much of a chance of hitting than a normal Flash Kick.

Dhalsim: without meter all he has is Teleport... which is hard to get as a Reversal, but if you teleport to the right direction then you can escape successfully. A Super can be used as well (in NL, the Reversal bug is fixed), but if it doesn't auto correct then you're screwed. By the way, when O.T.Hawk does Dives normally on neutral, Dhalsim has to take a different approach than when facing N.T.Hawk: just defaulting to punish them after block will not work here. Instead, Dhalsim has to beat it with his normals (or even Super, if he has meter). He can beat all Dives with Close Standing Jab, which has to be well timed (last moment). Close Standing Short will also always beat it, but it has to be done sooner than Jab, otherwise it may trade. Close Standing Forward works in a similar way, it has the benefit of doing more damage, but it has a slightly worse priority upwards so it may trade or even lose if it's a Dive coming more from upwards. Trading with it is not too bad though, you'll lose in damage of course, but the doubled push-back will be good to space T.Hawk away.

T.Hawk: he's you so every time you go for a Typhoon you risky eating a Typhoon as well... Other than that, a wake up Tomahawk Buster will be similar to Shoto Shoryukens in the sense that it can work but it really depends on if it auto corrects or not.

Cammy: all she has is her Thrust Kick/Cannon Spike. If it auto correct, it will beat Hawk cleanly, if not she will land far away safely. Super is not recommended, since that's unsafe on block, so if it auto corrects Cammy is in trouble.

Fei: a Flame Kick is dangerous since if it doesn't auto correct then Fei is left open. Best option seems to be either a Chicken Wing or a Super, since both will grant you an escape no matter if it auto corrects or not (a Tomahawk Buster will whiff completely against a point blank Chicken Wing - which will happen in case it auto corrects!).

DeeJay: most obvious option is his Jacknife Maximum (up kicks), specially the Rh version, since that has the fastest startup. MGU is not every efficient, it will either trade (which means eating a Typhoon right after) or whiff (which means Hawk can wake up Typhoon him too). Another option is the Short Sobat, since that has enough invincibility to escape meaty dives, but if it auto corrects then DeeJay is left open, since that move is unsafe on block. Forward/Rh Sobats are the opposite, DeeJay will be safe only if they auto correct (they're safe on block).

Boxer: He can escape easily with wake up Headbutts. He may use Super as well.

Claw: Scarlet Terror works perfectly, specially the Rh version. If it auto corrects then it will beat Hawk, otherwise it will move Claw away safely. Claw shouldn't bother with the Back Flips, because if they don't auto correct then Claw is screwed.

Sagat: Sagat has to hope that the Tiger Uppercut will auto correct, otherwise odds are he's in a bad situation. Even if he blocks the crossup dive (or takes the hit), he can still go for a Jab Tiger Uppercut right after to try to push Hawk away from him... From that distance it will most likely trade with a Tomahawk Buster, so it's OK... Anyway, the new crossup Dive does one thing very important in this match-up: gives one way for O.T.Hawk to now at least safely tick Sagat, which is something that he couldn't do in ST (almost impossible to safe jump Sagat; Tiger Uppercut out ranges the Sako Jab).

Dictator: He can use the Jab Crusher wake up invincibility to escape (or to hit Hawk, if it auto corrects). But the invincibility is not very long, so Dictator may take the hit. In that case, his only hope is to try to jump away, which can work, but if T.Hawk times the dive perfectly (i.e. a 1f window) and T.Hawk also has an active Typhoon throwbox on the very 1st possible frame, then Dictator will not be able to jump out of it at all, but this is not broken because this is better odds (for Dictator) than when T.Hawk is ticking him. And of course, if he has meter the Super will work fine (escape if no auto correct, otherwise it will hit fully).

+ Condor Dive Priority/Behavior buff: hitbox expanded 24px backwards and 8px towards, cross up hits will now pushback the opponent away from T.Hawk.

REASON: the backwards priority change is required for the change above to actually work (i.e. for it to cross up). The towards priority change is just for it to have a little more reach, so the 2-hit combo from an air canceled normal into Dive will be a little more forgiving, but of course this also makes it have a little better priority in general too. It's not a huge buff though, and the fact that this doesn't knock down means this better priority is not very impactful, so it's OK. Finally, this will also receive the same modification in behavior that Ken received on his tatsu on HF and on wards that made his eggbeater tatsu not possible anymore (i.e. move the opponent away from you in case it hits as a crossup), just so most opponents are too far away to counter grab T.Hawk so well timed cross up Dives are a new form of tick throwing with O.T.Hawk. This basically creates a new way to tick Sagat on his wake up, which T.Hawk lacked.

+ Condor Dive Priority buff: 1st landing frame now uses proper hurtboxes.

REASON: standing jabs now can't keep him out in case he lands close but not point blank. His ST hurtboxes look kinda misplaced by the way.

O.DeeJay:

+ Rolling Sobat Damage buff: Forward and Rh versions 2nd hit increased from 18 to 26.

REASON: now that the 1st part knocks down, there's no reason for it to do so low damage.

+ Rolling Sobat Dizzy/dizzy timer buff: Forward and Rh versions 2nd hit increased from 2~18 to 7~13, timer increased from 90 to 100.

REASON: now that the 1st part knocks down, there's no reason for it to do so low dizzy.

N.Boxer:

++ Passive grab animations Behavior buff: animation vs Chun tweaked so now it's always a built-in safe jump.

REASON: Boxer had below average grab follow up game specifically only against ChunLi, which was his worse match-up in ST, since the Crouching Forward, Crouching Strong xx Low Rush doesn't work against Chun when Boxer does a side switch after the grab. So, now that this sets up a built-in safe jump, Chun basically has to block it and then deal with a probable tick throw. Boxer only has 1px of throw range advantage, so realistically speaking Chun can always escape it by counter throwing, which of course is still a very bad situation for Chun but it's far from being inescapable. Chun can also escape it with a Super, but remember that Boxer can still walk under for the side switch.

- Far Standing Forward Startup nerf: removed the previous startup buff that made it be 1f faster.

REASON: undoing the previous buff that he had in NL that allowed this move to be special canceled. He previously had received that for the Chun match-up, so he could do Crouching Forward, Standing Forward xx Low Rush after switching sides from a grab, since Crouching Forward into Crouching Strong whiffs vs her. The problem with it is that it gave him a monstrous combo string on other match-ups, which at first I thought was alleviated enough with other changes, but I was wrong. So, this had to go, and as a compensation Boxer now has a built-in safe jump vs Chun (match-up specific, still behaves the same on other match-ups).

+ Far Standing Forward Priority buff: removed the previous hitbox change, now, the hitbox is expanded 16px forward and reduced 4px downwards and 2px upwards from how it was in ST.

REASON: the previous buff was made specifically with the special cancel property in mind. Since that's gone, he deserves a proper buff to the move. Now this at least has a little more range. The vertical priority changes is for it to still beat Blanka's Amazon River Run (slide) but whiff against Blanka's Crouching Jab and Strong.

+ Far Standing Forward Damage buff: removed the previous nerf that reduced it from 26 to 22.

REASON: now that the move is not special cancellable anymore, this nerf is not needed.

+ Far Standing Forward Dizzy/dizzy timer buff: removed the previous nerf that reduced the dizzy from 5~11 to 1~7 and the timer from 60 to 50.

REASON: now that the move is not special cancellable anymore, this nerf is not needed.

O.Boxer:

++ Passive grab animations Behavior buff: animation vs Chun tweaked so now it's always a built-in safe jump.

REASON: O.Boxer shares the same data, so changing for N.Boxer results in changing O.Boxer too. But this is not bad at all, O.Boxer deserves to have it as well.

+ Crouching Roundhouse priority buff: active part arm hurtbox decreased 3px vertically.

REASON: now it matches the HF priority at the front. That was always the intention, but for some reason i used the wrong value.

- Buffalo Headbutt Framedata tweak/Priority nerf: changes from previous version reworked, now it's 5/6/7 frames faster (Jab/Strong/Fierce), 2nd active part is now 2 parts so during the first 2f of it has no leg hurtbox, body hurtbox during last active part increased 3px horizontally and 6px downwards, leg hurtbox during last active part increased 2px downwards.

REASON: Is now O.Boxer answer to Sonic Booms. The HF TAP is a decent answer for most projectiles, but it wasn't the case on the Guile match-up, due to how fast Guile recovers (and this is true even in HF Guile's case, which recovers 5f slower). It passing through Low Tiger Shots is an unavoidable consequence.

- TAP priority nerf: reverted the change from v0.7 that gave him improved hurtboxes on the 7th and 8th startup parts that allowed it to pass through Sonic Booms better.

REASON: it did made the match up fairer, but it was very weird. Instead, now in v0.8 the Buffalo Headbutt can now pass through Sonic Booms again.

N.Claw:

+ Standing reel Behavior tweak: light and medium versions now use the proper head hurtbox.

REASON: just bug fixing. It's most likely that some longer combos may simply not work vs him now, but it is what it is... Claw was nerfed by a considerable margin so him being slightly better on this aspect shouldn't be too bad.

+ Flying Barcelona Attack Framedata buff: tweaked a previous change that made the claw attack have different frame data on each version. On ST, all versions were 3/6/3 (Startup/Active/Recovery). The previous change made it so Jab was kept as is, Strong was changed from 3/6/3 to 4/5/4 and Fierce was changed from 3/6/3 to 5/4/5 . Now, Jab changed from 3/6/3 to 7/10/7, Strong is changed from 3/6/3 to 5/8/5 and Fierce is kept as is.

REASON: it's a different implementation of the same idea (to give different uses for different Wall Dive strengths - in ST there's no reason to not go for the Fierce dive every time), but now it's more of a buff, since the previously most used version is kept as is (instead of being nerfed) and then the unused versions received gradual changes. His Wall Dive is considerably nerfed (loop removal), so this should be fine.

O.Claw:

+ Standing reel Behavior tweak: light and medium versions now use the proper head hurtbox.

REASON: just bug fixing. It's most likely that some longer combos may simply not work vs him now, but it is what it is...

+ Flying Barcelona Attack Framedata buff: tweaked a previous change that made the claw attack have different frame data on each version. On ST, all versions were 3/6/3 (Startup/Active/Recovery). The previous change made it so Jab was kept as is, Strong was changed from 3/6/3 to 4/5/4 and Fierce was changed from 3/6/3 to 5/4/5 . Now, Jab changed from 3/6/3 to 7/10/7, Strong is changed from 3/6/3 to 5/8/5 and Fierce is kept as is.

REASON: it's a different implementation of the same idea (to give different uses for different Wall Dive strengths - in ST there's no reason to not go for the Fierce dive every time), but now it's more of a buff, since the previously most used version is kept as is (instead of being nerfed) and then the unused versions received gradual changes. His Wall Dive is considerably nerfed (loop removal), so this should be fine.

++ Flying Barcelona Attack Behavior buff: landing recovery now like on the Punch Dive (they now share the same animation).

REASON: so he lands with enough frame advantage to be able to link normals after it (similar to O.Dictator's Scissor Kicks - requires the buff to the Punch Dive recovery for this to work). I think this is the best way to make O.Claw's non-knockdown Wall Dive interesting... The most common link is a Crouching Strong, since that comes out very fast and has good reach. But, if you land it deep enough, you can link his new CPS1 Crouching Fierce for excellent damage and dizzy (around SPD damage, any additional medium strength normal is enough to dizzy the opponent). Or, with such frame advantage, O.Claw can go for a slide, which I guess one could say constitutes a loop, but it's not like you can hit confirm it, so if the slide is blocked it can be easily punished.

+ Flying Barcelona Attack Behavior buff: pushback on hit greatly reduced.

REASON: so it's easier to link normals after the Wall Dive hit.

+ Sky High Claw Recovery buff: landing recovery decreased from 12f to 4f.

REASON: this has 2 reasons. First, now that it's recovery animation is shared with the Flying Barcelona Attack (Kick Dive punch attack), O.Claw has to recover much faster for him to be able to link normals after it (which is the reason for that change to begin with). Second, even with that aside, O.Claw deserves this buff on the Punch Dive simply because the new CPS1 style to-the-wall jump makes the move much worse overall, including on recovery, since it will hit the opponent higher in the air.

Akuma:

o Dizzy animation Cosmetic Tweak: Akuma now uses the sprites from the X-MEN: Children of the Atom arcade game.

REASON: Previously (up until v0.7.1) I had tweaked his dizzy animation to use some pushback reel sprites, which didn't looked bad, but now thankfully I finally managed to give him the proper sprites from the X-MEN arcade game.

++ Punch Throw Behavior buff: recovers 22f faster.

REASON: so Akuma can jump towards the opponent right after the throw animation ends to continue pressure (the jump will be a safe jump against all the cast, except for Ryu, Ken, Chun, Sagat and Blanka, as long the opponent techs the throw (obviously) and doesn't touch the corner). NL Akuma is being designed as a "glass cannon" character, the "glass" part is because of poor defenses (e.g. lower health than everyone else, slower startup on Shoryukens which makes him easier to be safe jumped, no invulnerability on Tatsumakis). Regarding the "cannon" part, until v0.7.1 he was lacking a little on the offensive department, which is the reason for him to receive this buff. Akuma has average throw range, so this is fine. Also note that even though this is not a built-in safe jump vs N.Sagat, this can still be used as a mix-up, because jumping right after it and doing a Tatsumaki on the apex of the jump will cross up and beat a reversal Tiger Uppercut.

++ Punch Throw Behavior buff: everyone (but Fei) is now released closer to Akuma after being thrown. Cammy and Fei are also released slightly lower in the air.

REASON: so the change above (the throw "loop") works properly. Fei was not changed because he is already released close enough. The change in vertical height of release for Cammy and Fei are just for the jump in to not whiff (i.e. so Cammy and Fei land sooner).

+ Kick Throw Behavior buff: recovers 24f faster.

REASON: similar reason to the punch throw change (see above), but this will be a safe jump only on the specific range of when the opponent touches the corner when already falling (i.e. kinda close to the corner but not that close). In that very specific spacing, this will be a safe jump against everyone but Ken and Blanka.

+ Kick Throw Behavior buff: Ryu, Ken, Honda, Blanka and Sagat are now released higher to the ground after being thrown with the kick throw. Chun, Dictator and T.Hawk instead are being released slightly lower. Also, Guile, Chun, Dhalsim, Boxer and Cammy are now being released slightly closer to Akuma.

REASON: so the change above (the built-in safe jump which is screen position dependent) works properly on everyone. Note that it will not be a safe jump against Ken and Blanka.

+ Hadouken/Air Hadouken Behavior buff: input leniency for the punch button is now 1f longer for the Strong version, and 2f longer for the Fierce version.

REASON: so the "Tiger Knee" air hadouken is slightly easier to do, specially with the Fierce version.

+ Teleport Recovery buff: 2f faster than v0.7.1 (and 5f faster than in ST).

REASON: the previous buff that he received was nice, but if the goal is for him to be a glass cannon character that can rushdown, then he deserves it to be slightly better. Obvious follow ups to this are a grab/shoryu mix-up, and that's specially good because it will be one of the ways to get the new throw loop started.

Character colors:

Zangief:

Color 20 costume is now a Muted light green.

REASON: the previous did not match Zangief very well.

Akuma:

Color 07 is now like USF2, previous color 07 now moved to slot 22.

REASON: after some thought, i believe the old color 22 was an inferior version of the original color USF2. The new white color, previously placed on slot 07, is now moved to slot 22. This way the better white (now on slot 22) is still in the game, and the first 10 colors are now more like they were in USF2.

Color 26 (dark yellow): Darkest skin tone color on the sprite palette is not #110000 black anymore.

Sprite changes:

Cammy sprite set (currently still WIP):

I (Born2SPD) am resuming the work on improving Cammy's sprite in the sense of better separating the color regions. Previously, MMK had worked on it so Cammy's beret doesn't have skin tones on it, and instead uses a new darker tone. But the same fix was not applied to her socks and her gloves. Now, Cammy's socks also received the same improvement. What's left is her gloves, which is the hardest part.

Fixed stray pixels on the following sprites:

E.Honda:

Standing Jab active frame (transparent pixels on the towel thing, near the front leg)

Standing Strong 1st startup frame (transparent pixel on his front leg)

Standing Strong 2nd startup frame (transparent pixel on the towel thing, near the front leg)

All Standing frames (skin color pixels on his towel)

Walking animation 6th frame (skin color pixels on his towel)

Crouching frames (skin color pixels on his towel)

Neutral Jumping frames (skin color pixels on his towel)

Forward jump 1st, 2nd and 5th frames (skin color pixels on his towel)

Standing turn around frames (skin color pixels on his towel)

Crouching turn around, 1st frame (skin color pixels on his towel)

Stand blocking frames (skin color pixels on his towel)

Soft knockdown, 3rd frame (skin color pixels on his towel)

Stand up win pose frames (skin color pixels on his towel)

Blanka:

Crouching Rh active frame (stray pixel on his "belt")

T.Hawk:

Crouching reel, 2nd frame (brown pixels at his back)

Cammy:

Multiple frames (beret colored pixels on her face scar)

Dictator:

Head Stomp hit (hand)

Sprite adjustments:

Blanka:

Stand Block 2nd frame (missing back foot tile piece + 2 pixels missing on his back)

Zangief:

Far Standing Rh (back elbow missing tile)

T.Hawk:

Fierce normal grab 2nd hit animation (missing knee tile)

Akuma:

Blocking animation, 1st frame (hair)

Far Standing Forward kick, active frame (fabric at his back)

Far Standing Roundhouse, 1st active frame (hair + flippers)

Portrait fixes:

Cammy Lose Portrait:

Now his knuckles don't use the darkest skin color anymore, like on the normal portrait.

New/custom sprites:

Fei new neutral jumping punch sprite, by Tyrone:

Used on N.Fei's Neutral Jumping Fierce and O.Fei's Neutral Jumping Strong.

Akuma Dizzy animation, from XCOTA:

Previously (up until v0.7.1) I had tweaked his dizzy animation to use some pushback reel sprites, which didn't looked bad, but now thankfully I finally managed to give him the proper sprites from the X-MEN arcade game.

Akuma Electricity hitstun unused sprite restored. Its colors had to be reindexed for it to work.

Stage Palettes:

Claw Stage:

New palette, made by Tyrone.

v0.7.1: 06/09/2022

Information:

This is an emergency update, mainly to fix bugs as well as to provide some needed balance changes for the upcoming tournament. There's no big new features this time.

N.Ken:

o Roundhouse Crazy Kick Behavior fix: pushbox during active frames increased 4px backwards.

REASON: Ken will "change sides" when doing the overhead version of this crazy kick from point blank on the Ryu, Ken, Akuma and Cammy match-ups and then would change sides again when recovering from the move. This looked weird but it wasn't too weird, but now with the buff that gave a Long Knockdown to the 1st hit, this looked very weird. With this small change on the pushbox, Ken will not change sides with the opponent in this situation, fixing the problem.

N.Blanka:

+ Far Standing Jab Startup buff: 1f faster.

REASON: so Blanka can favor it over a 2nd crouching Forward to cancel into Horizontal Ball, it will not do as much damage and dizzy and of course won't hit low, but it's now slightly easier to link into. This of course also doubles as a buff for this move when used in neutral, but I doubt it will make much difference, the very low amount of frames in which this move stays active really makes it hard to use, in general.

- Overhead Fierce Startup nerf: reverted the change that made it be 4f faster (than it was originally in WW).

REASON: it proved to be a little too good. This overhead already evades low moves, so it also being a fast overhead made it a be a little too good. Now it's 1f slower than Guile's new overhead (1+20f), and has the same startup speed as Fei's overhead (1+21f).

+ Overhead Fierce Damage buff: increased from 24 to 26.

REASON: a fierce move should do at least this much damage. Now it does the same as Guile's new Overhead, and now do more damage than Fei's overhead.

- Super Priority nerf: hurtbox expanded 1px upwards.

REASON: the previous change that expanded it 4px upwards was not enough, it has to be 5px for it to work as intended (i.e. so Dictator Psycho Crusher can always beat it from far away).

O.Blanka:

- Far Standing Strong Priority nerf: hitbox decreased 6px forward (now in between SSF2 and HF).

REASON: up until v0.7, O.Blanka had HF priority on this move (hitbox was 11px better at the front and 1px better at the back than how it was in ST), but it proved to be too good in the Zangief match-up. Now, it's still better than N.Blanka, but not as much as it previously was.

- Crouching Roundhouse Priority nerf: partially reverted the change that removed his extended hurtbox on startup and recovery, like it was in HF. Now he got that hurtbox back on recovery.

REASON: I decided to keep the extended hurtbox on recovery (not present in HF), just to keep the move from being too good. It should be obvious that the benefit of not having a hurtbox on startup is far greater than not having it on recovery, so the move is still a lot better than N.Blanka's.

N.Zangief:

+ Neutral Jumping Short Priority buff: hitbox now have the same dimensions as Diagonal Jumping Short (4px worse backwards, but 4px better upwards and 10px better downwards).

REASON: this move was almost useless. It could be used as an air tick into SPD on very rare situations, but otherwise it had no use. Now it at least is the neutral jumping move with the best downwards priority. The main reason for this change is so Zangief have a neutral jumping move that beats Cammy's Cannon Drill (since her move was buffed). Zangief can mix that up with Neutral Jumping Fierce (to beat a Thrust Kick). As for other impacts, they're meaningless for the most part: it now can trade with Honda's Headbutt, Dhalsim's Far Standing Fierce, and can beat (if close enough) Honda's Crouching Jab and command sweep, Chun's Crouching Rh, Zangief's Crouching Fierce and Rh, Dhalsim's slide, T.Hawk's Crouching Strong, Fei's Crouching Fierce. In general it won't have many uses though, since the horizontal range is not very good.

+ Neutral Jumping Forward Priority buff: hitbox now have the same dimensions as Diagonal Jumping Rh (1px worse forward and upwards, 11px worse backwards but 5px better downwards).

REASON: just so it's now in between Neutral Jumping Short (now improved, previously an useless normal) and Neutral Jumping Roundhouse (same as in ST, a fairly useful normal on some match ups). The main use for it I believe is it beating Honda's Crouching Jab. Other than that it doesn't have many uses though.

o FAB Behavior fix: fixed the bug in which Zangief started the super animation without holding the opponent.

REASON: Bug fixing. This happened because the grab supers work in a particular way: the game does 2 throwbox interactions checks: the 1st one is to trigger the super freeze, and the 2nd one is to "attach" the opponent to Zangief (which happens after the super freeze). Note that these 2 throwbox checks happen on the same "game tic" (the game "timeline" is frozen). The cause for the bug is that on a very specific situation it was possible for the 2nd throwbox to not connect (even though both throwbox interaction checks happened on the same "game tic" and both throwboxes had the same dimensions): that happened because game does a character position update (due to pushbox interactions) in between these 2 throwbox checks, so on situations in which Zangief grabs the opponent when the opponent is on a transition period of not having a pushbox to having a pushbox, it was possible for the opponent to be pushed to Zangief's back in between these 2 throwbox interactions checks (i.e. during the super freeze), which would result in the 2nd check to fail, due to the poor dimensions on the super's throwbox. A good example for this is when Zangief goes for a super after blocking a Fierce Psycho Crusher that have Dictator land at Zangief's back. This is fixed because the 2nd throwbox now extends at Zangief's back by some pixels (since it now uses the Roundhouse Suplex throwbox), so even when the opponent is moved to Zangief's back (due to the pushbox interaction), the throwbox will still connect. As a curiosity, this bug doesn't exist on T.Hawk's Super exactly because the throwbox on it also extends beyond T.Hawk's back. Also, the bug may still happen if playing with a hitbox display script, due to the script erasing the throwbox data incorrectly.

N.T.Hawk:

+ Tomahawk Buster Priority buff: 2nd active part expanded 2px backwards on the Strong version and 4px backwards on the Fierce version.

REASON: so the Fierce version will not whiff against Fei's Chicken Wing on Hawk's wake up. Hawk already suffers a lot in this matchup, it's very hard to get in vs a competent Fei, to be forced to deal with with this lame pressure on wakeup is just too much. The Strong version change is just for it to blend between versions.

+ Tomahawk Buster Priority buff: 3rd active part hitbox expanded 2px backwards.

REASON: so it will never whiff vs Sagat's Tiger Uppercut, when both moves are done point blank.

N.Boxer:

- Close Standing Strong Framedata nerf: startup 1f longer, active part 4f longer, recovery 4f longer.

REASON: just making the move slower overall, so if the move whiffs due to a failed grab attempt due to Claw escaping it with a 3K Back Flip, Boxer won't be able walk up and grab Claw anyway, when he's recovery from the Back Flip. Now, why is this needed? Because Boxer's Crouching Forward tick into walk up throw is extremely dirty and effective vs Claw specifically: it's basically impossible for Claw to counter throw because even if the Claw player does a reversal throw attempt (presses the button on the very first moment in which he recovers from the tick), the throw will not connect because Boxer is still too far away. And then on that situation Claw is grabbed during the startup of the normal (which comes out due to the throw not connecting). Also on that scenario Boxer will be grabbing Claw out of his throw range too so it's not like Claw could just time his button press instead. Now, it's true that he can escape with Scarlet Terror, but the problem is that, unlike most charge character's reversal move, Scarlet Terror it's not a down charge move (in other words, it's side dependent), so after the grab ends, Claw has to gamble on which side to charge (down forward or down back?) since Boxer has the option of switching sides if he wants. But it can be even worse than that: expert Boxers can do a double side switch which will result in Claw not having enough charge for a Scarlet Terror after the next blocked Crouching Forward kick, regardless of the side he chose to charge. Claw also has a slow pre-jump speed, so he can't jump out of the tick like Dictator can. And the back flips are not an answer either because Boxer can grab Claw during their recovery. This all meant that Claw had only one way to escape: a Reversal Throw during Boxers Crouching Forward kick (before blocking Boxer's normal), which requires a 1f precision. Now, despite the dirtiness of the setup, in ST the match is considered fair (minor disadvantage for Claw), but in NL Claw lost most of his bullshit, so it's only fair for the bullshit against him to also be adjusted. Now, with this change on Boxer's Close Standing Strong, Claw can escape the tick with a 3K Back Flip, and Boxer will not be able to walk up and grab Claw after the initial grab attempt fails to connect, creating a mix-up situation: after the tick Boxer can either go for a grab normally (which claw can counter with a 3K back flip), or he can just keep walking forward, to be able to grab Claw in case he does the 3k Back Flip (in which Claw can just counter with pretty much anything else). On other match-ups I believe the impact is minimal since it will be very uncommon for Boxer to whiff a Standing Strong when going for a grab, most likely he will either grab the opponent, or he'll eat a reversal. Of course it will still happen if Boxer mistimes the button, but then it's his own fault. Finally, due to the startup nerf, on hit this move can't be cancelled into Super anymore.

- Crouching Forward Recovery nerf: 2f slower.

REASON: just so it's a little worse as tick throw move. Not many people is aware, but doing a Crouching Forward into walk in grab is an extremely dirty setup, specially vs Claw, though it's also very good vs Dictator too (both are charge characters without invincible moves that only require a down charge). This is because if these 2 characters gets a throw on the first possible moment (i.e. a reversal throw) after Boxer's Crouching Forward, Boxer would still be too far away to be grabbed, and then Boxer would then grab them out of their Standing Strong/Fierce startup. The medium pushback and the fact that Boxer has to stand up after doing to move sets up this perfect spacing that makes it very hard to escape. In the case of Dictator, all he could do is try to jump back out of it, but Boxer can link a Crouching Roundhouse instead of going for a grab, which will hit Dictator before he can get out of the ground, which creates a mix-up situation (to jump or not to jump?). Add all that to the fact that Boxer's grab is loopable and that Crouching Forward hits low, and you got a very nasty setup. Now, with this change, Crouching Forward will not link very well into Crouching Roundhouse, allowing for Dictator to jump out of it more safely, if he decides to opt for that. Note that Boxer can use Crouching Strong instead, which will give similar frame advantage, he can use it to link into Crouching Roundhouse too, or to set a tick throw with that special timing/spacing, but at least it's not a move that hits low, which makes it not as cheap. As for Claw, he can't jump out of it still, but his problem is being addressed on the Boxer's Close Standing Strong framedata change.

+ Crouching Forward Damage buff: increased from 22 to 24 (was 26 in ST).

REASON: this deserves a small damage nerf (as most of his medium and heavy normals), but now with the recovery nerf the move was a little too nerfed in general. So i am making it a little less nerfed now, as a small compensation.

- Low Rush recovery nerf: Jab version 2f slower (now 4f slower than in ST), Strong version 1f slower (now 3f slower than in ST).

REASON: making it nerfed like it was on v0.3. I reduced the nerf back on v0.4 (mainly because the vs Zangief matchup), but now after some thought this was actually justified in general, Boxer being +10 on block (in ST) was just too much. As a compensation Boxer already received many tools to help a little vs Zangief, so it's just a mater of using them to compensate.

O.Boxer:

- Close Standing Strong Framedata nerf: active part 4f longer, recovery 6f longer.

REASON: just making the move slower overall, so if the move whiffs due to a failed grab attempt due to Claw escaping it with a 3K Back Flip, Boxer won't be able walk up and grab Claw anyway, when he's recovery from the Back Flip. Now, why is this needed? Because Boxer's Crouching Forward tick into walk up throw is extremely dirty and effective vs Claw specifically: it's basically impossible for Claw to counter throw because even if the Claw player does a reversal throw attempt (presses the button on the very first moment in which he recovers from the tick), the throw will not connect because Boxer is still too far away. And then on that situation Claw is grabbed during the startup of the normal (which comes out due to the throw not connecting). Also on that scenario Boxer will be grabbing Claw out of his throw range too so it's not like Claw could just time his button press instead. Now, it's true that he can escape with Scarlet Terror, but the problem is that, unlike most charge character's reversal move, Scarlet Terror it's not a down charge move (in other words, it's side dependent), so after the grab ends, Claw has to gamble on which side to charge (down forward or down back?) since Boxer has the option of switching sides if he wants. But it can be even worse than that: expert Boxers can do a double side switch which will result in Claw not having enough charge for a Scarlet Terror after the next blocked Crouching Forward kick, regardless of the side he chose to charge. Claw also has a slow pre-jump speed, so he can't jump out of the tick like Dictator can. And the back flips are not an answer either because Boxer can grab Claw during their recovery. This all meant that Claw had only one way to escape: a Reversal Throw during Boxers Crouching Forward kick (before blocking Boxer's normal), which requires a 1f precision. Now, despite the dirtiness of the setup, in ST the match is considered fair (minor disadvantage for Claw), but in NL Claw lost most of his bullshit, so it's only fair for the bullshit against him to also be adjusted. Now, with this change on Boxer's Close Standing Strong, Claw can escape the tick with a 3K Back Flip, and Boxer will not be able to walk up and grab Claw after the initial grab attempt fails to connect, creating a mix-up situation: after the tick Boxer can either go for a grab normally (which claw can counter with a 3K back flip), or he can just keep walking forward, to be able to grab Claw in case he does the 3k Back Flip (in which Claw can just counter with pretty much anything else). On other match-ups I believe the impact is minimal since it will be very uncommon for Boxer to whiff a Standing Strong when going for a grab, most likely he will either grab the opponent, or he'll eat a reversal. Of course it will still happen if Boxer mistimes the button, but then it's his own fault. Finally, due to the startup nerf, on hit this move can't be cancelled into Super anymore.

N.Claw:

o Scarlet Terror Behavior fix: my fix for the stored Scarlet Terror bug had a problem: after having the initial charge, pressing a P/K button that the same effect as putting the stick on neutral, resulting in Claw losing the Scarlet Terror charge.

REASON: i'm sorry for this. I knew something was weird but I didn't knew what it was...

N.Dictator:

+ Scissor Kick Behavior buff: push-back on hit during the 1st part slightly reduced.

REASON: due to the hitbox change made on v0.6 (as a buff for Dictator on the Blanka and Zangief matchups), one of the impacts is that it now could hit some stuff that before it couldn't. And that sounds like a buff, but there are situations in which this ends up being a problem because if the 1st part hits too soon and from too far away, the 2nd hit whiffs completely and then Dictator is left totally open. For example, doing a Rh Scissor kick from a little farther than round start distance when Sagat does a Low Tiger, now the Scissor would hit on the 1st active part, but then the 2nd whiffs. THis also doubles as a buff for the Short version, since that one used to whiff very frequently, specially on the Zangief matchup.

- Devil Reverse Startup nerf: Fierce version now has 3f of startup (previously it had only 2f, was 6f in ST).

REASON: 2f was a little too fast.

v0.7: 15/07/2022

General:

Stage speed fix. This fixes the frameskip, so every stage has the same speed. The speed have been normalized to match Cammy's Stage speed in ST. Code by grego2d, make sure to check his other amazing stuff at ArcadeAtavism (Tournament Battle port for ST, Final Fight Anniversary Edition (and its CPS2 port), UltraNET SNES adapter, etc)!

Reversal message for normal throws.

COMMENTS: while working on this I found out that there's some times (50%?), it's impossible to perform a normal throw as a reversal when you're recovering from blockstun. So when that happens, doing the throw on the reversal frame will result in nothing, and if doing it 1 frame later will work of course, but then there will be no Reversal message.

Fixed a very weird bug with the random select: if P2 held any Punch button, the P1 random select would stop, and if P2 held any Kick button, the P1 random select would speed up. That happened because I forgot to initialize a register with a 0 before doing a modulo operation.

Fixed a bug in the color conflict detection code in which if both players tried to pick color27, the last player would receive color01 instead of color28.

Alignment for original win quotes fixed + a second new quote for the CPS1 chars (since NC already got 2, the rest only got 1) + 4 new quotes for Akuma (so he now feels more like a complete character now).

Updated the Big Nameplate palette for old characters.

REASON: now looks closer to the CE logo colors.

N.Ryu:

o Hadouken 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.

O.Ryu:

o Hadouken 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.

N.Ken:

+ Passive Grab Animations Behavior buff: Knee Bash animation vs Sagat tweaked so now it's always a built-in safe jump.

REASON: even with all the nerfs N.Sagat received in ST, that was still a slightly disadvantage match-up for N.Ken. Now, with N.Sagat having better throw range as well as the dizzy nerf on Low Tigers being reverted, the match got arguably harder for NL N.Ken, even though he had received buffs as well. The new Tatsumaki duration does help, but not enough. Now N.Ken can attempt to loop Knee Bash on N.Sagat, which is of course very useful but far from being an inescapable loop since N.Sagat is a motion character, so he can always go for a Tiger Uppercut after blocking the safe jump. Of course, Ken can then counter that with a Jab Shoryu instead, which then N.Sagat can answer by just blocking. Also, don't forget that N.Sagat now has the same throw range as Ken too, so he could also default to throw mashing to get out of it too, which is not excellent but should work. So, considering N.Sagat not only has the advantage in the neutral game, but also has equal throw range than Ken, I think it's fair for N.Ken to have this little loop against him, just so N.ken has the clear advantage when up close. THis will be balanced by the fact that N.Sagat has more than enough tools to escape it, so this is more of a new mix-up that N.Ken is receiving on this match-up only.

O.Ken:

- Air Tatsumaki Senpuu Kyakuu Behavior tweak: now have a minimal activation height, like SSF2 Ryu.

REASON: The minimal activation height from HF proved to be too much of a nerf, which is why it was removed in v0.6. But, sadly, i didn't removed it the right way: I didn't noticed that by reverting the code back to how it was in ST, it resulted in O.Ken having no height restriction at all (in ST, only Ken has no height restriction on it, which is why his juice kicks are so good). Having no minimal height like SSF2/ST Ken doesn't look right with a horizontal air tatsu. It looks like a exploit and/or a bug, so it needs this minimal height for it to look OK.

N.E.Honda:

- HHS Priority nerf: 1st active part arm hurtbox expanded 2px upwards.

REASON: so Zangief's knockdown Standing Fierce is still able to trade with it (since Zangief's move had to be nerfed so it couldn't hit Dictator's standing kicks). Outside of the Zangief match-up, this change should be 99% meaningless due to the nature of the move (i.e. the active part is always changing - trades will happen frequently anyway).

o Butt Drop Framedata tweak: Rh version 2nd hit "startup" is now 3f slower.

REASON: just so it's easier for Zangief to beat it with a Lariat. In ST, Zangief could easily beat Short and Forward Butt Drops during the period in between hitting parts by doing a Lariat on reaction (i.e. when Honda is at the apex of the move and is "flipping" in the air), but on the Roundhouse version, a Lariat can't reach Honda during that moment, so the only way for Zangief to beat it on reaction was with a last moment crouching Lariat, which was fairly hard to do in a consistent manner (4f window). Now, with this change, Zangief can now beat every Butt Drop strength with a similar timing, since now the Rh version will descend a little bit before attacking, allowing Lariat's 1st active part to beat it. But, of course, this has an impact on all match-ups: everyone now have a few more frames to react with a close standing anti air normal, if they have one that can reach that high (e.g. Zangief's Close Standing Jab, Hawk's Close Standing Strong, Fei's Close Standing Fierce, Dhalsim Close Standing Strong etc), but otherwise this should be an indirect buff for Honda since now the frame advantage is better: in ST, if the opponent defaults to stand blocking it, this would leave Honda at +3 vs most characters (was +2 vs Hawk and Sagat, since they're taller), but now it's always +5. Regardless of it being considered a buff or a nerf, the positive impact it has on the Zangief match-up (one of the worst match-ups in ST) is big enough for this change to be justified. At first i thought about just making the move be -1 on block, so a Reversal SPD would always counter it, but i believe this would be a too big of a nerf to this move, which is perfectly fine on most match-ups anyway.

+ Super Behavior buff: last startup part is now an active part, has the same hitbox dimensions as Jab Headbutt's 1st active part. Previous startup animation slowed down so the move doesn't get any better as an anti safe jump move.

REASON: the change I made previously that gave the 1st active part the ability to also negate projectiles (like the airborne part) was not enough, because it was possible for the opponent to throw a very early meaty projectile (so that it would hit Honda around his back in case he wakes up blocking) that the 1st active part couldn't reach, and then when Honda goes to the airborne part of the move he would take the projectile hit and get knocked down. This new hitbox has more backwards reach so it can now always negate a projectile with such timing. This of course will also have other smaller impacts, but nothing too severe. It's not like Honda's Super was super OP so any positive impact will be negligible. At beast, it will now be able to beat badly spaced crossups now. As for the startup adjustment, it had to be slowed down by 1f now that the last startup part turned into an active part, otherwise the move would get an indirect startup framedata buff of 1f. So I am compensating it by slowing the startup down by that same amount, just so this doesn't get any better against safe jump attempts.

N.Blanka:

- Horizontal Beast Roll Behavior nerf: lands 2px closer to the opponent.

REASON: so if N.Ken blocks it STANDING, a Reversal Fierce Hadouken will always mean that Blanka can't jump towards him immediately after recovering from the Roll's knockback. This has no impact on other counters (still always safe vs Honda's Headbutt, etc).

N.Guile:

+ Crouching Short Behavior tweak: can't be chain canceled into Knee Bazooka, just like Standing Short also can't.

REASON: just so Guile can do a Standing Short without having to give up on the Sonic Boom charge (by whiffing a Crouching Short and then going for a Standing Short). This should be of use on the Blanka match-up. Blanka received so many buffs that I think Guile deserves this, though i doubt it will much of a difference. Guile won't be able to combo Crouching Short into Knee Bazooka anymore, but it's not like that was an important combo anyway.

N.Chun Li:

+ SBK Behavior buff: Forward and Roundhouse versions now hit crouching characters on the last rotation, like the Short version. The spinning part total duration was also reduced by 4f/9f for Forward and Roundhouse, respectively.

REASON: so the other versions can also be useful. The change in total duration is a consequence of it. Note that, just like the Short version, this will still randomly miss a crouching Blanka.

O.Chun Li:

+ Crouching Strong Startup buff: 1f faster.

REASON: so now it can be special cancelled. O.Chun in ST already could cancel this move no problem, but with her special cancel window being reduced (so she feels more like HF Chun), she ended up losing that. Increasing her special cancel window back to how it was is a bad idea because i want to avoid allowing her to cancel her Crouching Forward kick, now that her Kikouken is not a charge move i fear that could be too good.

+ SBK Behavior buff: Forward and Roundhouse versions now hit crouching characters on the last rotation, like the Short version. The spinning part total duration was also reduced by 4f/9f for Forward and Roundhouse, respectively.

REASON: so the other versions can also be useful. The change in total duration is a consequence of it. Note that, just like the Short version, this will still randomly miss a crouching Blanka.

+ SBK Priority buff: 1st active part is now vulnerable TO THROWS ONLY.

REASON: now O.Chun will not get beaten by other better special moves during that specific part, though she is still very vulnerable to being thrown there (the only exception being on wake up, since on that scenario there's the random throw invulnerability period).

+ SBK Behavior buff: spinning part now works like a tatsu (can give more hits).

REASON: just so O.Chun's version of this move can be more interesting.

- SBK Damage nerf: spinning part buff from previous NL versions reverted, and reduced it further to 12|12|12 (Short|Forward|Rh).

REASON: needed for balance, now that it can score more hits.

- SBK Dizzy nerf: spinning part buff from previous NL versions reverted, and reduced it further to 3~9, like Ken's Tatsumakis.

REASON: needed for balance, now that it can score more hits.

N.Zangief:

- Fierce normal grab Behavior nerf: removed the buff from a previous version that made it do 1 more hit than the Rh grab.

REASON: that change was made just so the Fierce grab wouldn't be totally inferior to Rh. But now with the change below, this grab now has an use, so I am now removing this buff.

+ Fierce normal grab Behavior buff: recovers 6f faster.

REASON: in ST this grab was totally useless. The crouching punch hold shines in the fact that it's the only normal throw that can be activated while crouching (it basically makes Zangief's immune to low-throw mix-ups), and the Rh hold was the best for damage, and it also was useful for the corner cross-under setups. But the Fierce had no quality whatsoever.... but not anymore, now holding up-towards to jump at the opponent as soon as he is released may be a built in safe jump, depending on the match-up. This will be most useful vs Guile (a bad match-up in ST, it should be a realistic option when baiting a Flash Kick. Safe jumping Guile is not hard though, so this doesn't add much to the match-up) and Honda (Zangief's worst match-up, will probably only be usable as a punish though, since Honda has way more throw range than this). It will also work vs Fei (another bad match-up in ST, it should be a meaningless change for the most part though, since we could just go for a HK hold instead, and we could easily time a safe tick after it, so this doesn't make much difference. Also, it's very easy to time safe jumps vs Fei anyway), Boxer (meaningless since it's easy to safe jump Boxer, and in NL it should also be risky to go for this grab since Boxer's grab range bug is fixed so his grab will have equivalent range to Zangief's normal throws), Dictator (also meaningless, if you're that close to Dictator he is already ruined), Zangief (mirror so it's OK), Dhalsim (bad match-up so it's OK, but I believe it's too risky, since Sim grabs have more range). This WILL NOT be a safe jump vs Ryu (very important, I don't want to mess with the balance on that match-up), Ken, Blanka (obviously), Chun (Rh Tensho), Cammy, T.Hawk, DeeJay(Rh Jacknife), Claw and Sagat.

o Standing Fierce Recovery nerf: 2f slower.

REASON: now sets a built in safejump against a cornered Claw and Sagat (they must be touching the corner). Otherwise it will be a little more easier to punish if whiffed.

N.Dhalsim:

- Crouching stance Priority nerf: body hurtbox expanded 5px upwards (and 1px downwards).

REASON: so Sagat's crossup work's better against Dhalsim.

+ Far Standing Short Priority buff: removed the nerf on the last startup and 1st recovery leg hurtboxes.

REASON: previously all 3 standing kicks had this nerf, but now, at a second thought, this was not really required on Short kick, since this move was never really that good to begin with.

- Neutral/Diagonal Jumping Jab Startup nerf: 4f slower.

REASON: due to the change that gave it a hitbox on the last active frame, the move ended up starting 4f faster. Because of that, the move turned into an overhead against a good amount of characters. This nerf is a compensation for it.

+ Super Behavior buff: final input window for the punch input to be detected is now bigger by 2f.

REASON: Dhalsim's Super had the smallest input window for the final input. So, even with the Reversal bug fixed, it was a little hard to actually time it properly as a Reversal. This change should make it a little easier to do the move, including in non-reversal scenarios. Note that I tried to buff only a little, if I made the window bigger like on most Supers then Dhalsim would be able to walk towards the opponent by a small amount before activating the Super, and this would be undeserved.

++ Super Behavior buff: reverted the change that made his startup be vulnerable to throws only (now it's 100% invulnerable on startup, like it was originally).

REASON: this change made sense on paper, but in game this actually looked very weird... so I'm reverting it. I'll nerf the recovery a little more instead, because his super shouldn't be super safe, specially now that it's usable as a Reversal.

- Super Recovery nerf: now -7 on block (was +1 till v0.6, and +10 in ST).

REASON: this is a better compensation for the fact that it can be used as a Reversal normally (the previous compensation was the change above, which was removed). Now, if the opponent blocks the super from point blank (e.g. if DHalsim is being safe jumped), Dhalsim is vulnerable after the super. Though if the super is blocked from a distance, then at most match-ups it will still be safe on block.

Here is the list of ideal punishers, from point blank:

Ryu: Shoryuken
Ken: Shoryuken, Super
E.Honda: Fierce Headbutt, Super
Blanka: Jab electricity, Fierce Roll, Crouching Forward xx Fierce Roll
Chun: Fierce Kikouken
Guile: Flash kick
Zangief: SPD
Dhalsim: Close Standing Strong
Cammy: Thrust Kick
T.Hawk: Tomahawk Buster (must be very close though)
Fei: Flame kick (must be reversal), Standing Jab xx Rekka Ken
DeeJay: Jacknife Maximum
Boxer: Super, Jab Straight Rush, Short Knockdown Rush, Crouching Strong xx Any Rush (hard to do)
Claw: Scarlet Terror (must be very close though), Crouching Strong
Sagat: Jab/Strong Tiger Uppercut (Fierce will only do 1 hit, so avoid it), Short Tiger Knee (must be reversal)
Dictator: Crouching Jab xx Scissor Kick (hard to do)
Akuma: Shoryuken, Forward/Rh Tatsu

Here is the list of practical punishers, if not as close:

Shotos: nothing!
E.Honda: Jab HHS
Blanka: Fierce Roll
Chun: Short LL (must be reversal)
Guile: nothing!
Zangief: Jab Green Hand (must be reversal), Standing Jab (it's a 2f normal)
Dhalsim: nothing!
Cammy: nothing!
T.Hawk: Standing Short (it's a 2f normal)
Fei: nothing!
DeeJay: nothing!
Boxer: Super
Claw: Crouching Strong
Sagat: nothing!
Dictator: nothing!

N.Cammy:

+ Crouching Roundhouse Recovery buff: 2f faster.

REASON: on hit it now set ups a built in safe jump vs Sagat. As an unintended impact it will also be a built in safe jump against Claw (just like Honda and Chun have against them). I hope this won't be too bad vs Claw.

O.Cammy:

+ Crouching Roundhouse Recovery buff: 2f faster.

REASON: on hit it now set ups a built in safe jump vs Sagat. As an unintended impact it will also be a built in safe jump against Claw (just like Honda and Chun have against them). I hope this won't be too bad vs Claw.

N.T.Hawk:

+ Far Standing Short Startup buff: 2f faster.

REASON: so now this is Hawk's standing normal with the fastest startup, giving it a purpose: good to use as a quick reaction to Cammy's Hooligans. This has the secondary effect of also making it be a special cancelable move, just like with O.T.Hawk, but as a canceled move this is not really useful so it's meaningless.

o Neutral Jumping Forward: reverted the change that gave it better priority, and implemented the same idea in a different way.

REASON: because the previous attempt was kinda lazy. This one is better (hitboxes match the sprite better).

N.Fei Long:

+ Close Standing Short Priority buff: hitbox expanded 8px forward and 1px upwards, reduced 3px downwards.

REASON: so it will whiff less from point blank. The upwards buff is for it to reach Blanka from a little farther.

- Diagonal Jumping Forward Behavior nerf: pushbox during startup and active frames decreased 8px downwards, hitbox decreased 6px backwards.

REASON: up until v0.6 I had buffed the hitbox by 9px but without the pushbox improvement, and it did solve the problem for the most part (Fei's crossup was very hard to use against certain characters), but then against the characters that Fei already could cross-up in ST (e.g. Hawk), now he could do it in very ambiguous ways, and that proved to be too good. So I had to rework the fix. Now the hitbox is only extended by 3px more (than in ST), and the pushbox was reduced downwards so the hitbox can actually make contact properly.

O.Fei Long:

+ Close Standing Short Priority buff: hitbox expanded 8px forward.

REASON: so it will whiff less from point blank.

O.Dee Jay:

o Close/Far Standing Jab Behavior tweak: Swap animations.

REASON: so there's another difference between New and Old DeeJay. This is in general not very impactful so I thought why not? Anyway, this has pros and cons: the Jab that used to be for close range has better horizontal priority, but doesn't has a lot of downwards reach. So, now with O.Deejay, you have a mashable Jab from far away with better vertical priority (even better to beat advancing charge moves, as well as general anti air), and from close range you have a Standing Jab that can hit some crouchers, which is good for strings, though you already could achieve a similar result with his Short kicks.

O.Boxer:

+ TAP Behavior/Priority buff: "Ones" and "Twos" 7th and 8th startup animations leg hurtbox decreased 34px upwards, 7th startup animation head hurtbox decreased 9px upwards and 22px forward but increased 20px backwards and 23px downwards, body hurtbox decreased 47px upwards and increased 11px downwards, 8th startup animation head hurtbox like on the initial startup frames and body startup decreased 19px upwards and 21px downwards.

REASON: so the Guile match-up is not a guaranteed defeat. In HF, this was a 2-8 at best, because Guile could react to Boxer passing through his Sonic Booms by either doing a Crouching Forward Kick or a back fist, which both would hit Boxer, making him take both the normal and the Sonic Boom hit, for good damage and almost dizzying Boxer. Now, if Guile reacts with a Crouching Forward Kick, it will whiff during the TAP startup, only hitting Boxer during the active part, which from most ranges means a trade. A BackFist can still work if close enough but otherwise it will only be able to hit Boxer when he's already on the active part, so it will also trade. And keep in mind this was a 2-8 on HF, where Guile's Sonic Booms had a 5f worse recovery. Anyway, since even O.Guile recovers relatively fast from his Booms, this change basically means that it's safer for Guile to block a TAP in case Boxer makes it on reaction to a Sonic Boom, at least for O.Guile. N.Guile recovers faster so he may try to do something, though that's risky. If O.Boxer did the TAP from a little too far, in a way that it doesn't reach Guile on it's 1st active frame, then it's possible for Guile to time a Crouching Forward kick in a way that it hits Boxer as he is approaching Guile during the active part, but that requires precise timing from the Guile player (though that will be a little easier to do with O.Guile, since he has more reach on his Crouching Forward kick). As for all the other characters, the hurtboxes were designed in a way so the TAP will not get any better vs their lows or their projectiles, so it's basically the same vs them.

N.Claw:

+ Crouching Strong Startup buff: reverted the nerf that made it have a 1f slower startup.

REASON: this nerf was made with the intention of worsening Claw's neutral game by a little. Problem is that this also makes the link after a Crouching Forward kick a little harder, and Claw usually cancels that into a Wall Dive, and considering the Wall Dive was already nerfed enough, making this link harder now seems like going a little too far. It feels like an undeserved nerf to his Wall Dive game, now that there's no loop anymore.

N.Sagat:

+ Diagonal Jumping Forward Priority buff: hitbox expanded 4px downwards (6px more if compared to how it was in ST).

REASON: now it works better as a crossup against Dhalsim and Honda, and can now reach every crouching character except for Blanka (i.e. can now reach a crouching Cammy).

+ Low Tiger Shot Dizzy buff: reverted the nerf that made it do 7~13 dizzy instead of 9~15.

REASON: this is being reverted as a test. After a discussion with muc I think he has a fair point: It's like an integral part of Sagat to have a high dizzy projectile. Sagat relies a lot more on his projectile on the neutral game than say Ryu, so maybe nerfing this dizzy was a little too much. I am still not sure though, so lets just see how this performs in this version. The dizzy on his air normals will still be nerfed to be like Shotos air normals, though, so NL Sagat is still nowhere close the dizzy machine that he was in ST.

- Tiger Uppercut Priority nerf: Reverted the buff on the Jab version that allowed it to pass through Yoga Fires and Sonic Booms.

REASON: I don't think balance wise it was a bad idea, it's just that seeing Sagat's Tiger Uppercut pass through projectiles is just... weird. Sagat will have to live without this one.

O.Sagat:

- Standing Roundhouse priority buff: due to a typing mistake, the hurtbox was not exactly it was on HF.

REASON: bug fixing. My bad, this was my mistake.

+ Low Tiger Shot Dizzy buff: reverted the nerf that made it do 7~13 dizzy instead of 9~15.

REASON: the projectile data is shared with N.Sagat so this ended up changing again. He's not as oppressive as ST's O.Sagat for multiple reasons so keep that in mind.

N.Dictator:

+ Scissor Kick/Super Priority buff: 1st active part hitbox expanded 1px downwards.

REASON: this is a complement to the change made on v0.6 that expanded it 8px downwards. It just happens that 8px were not enough, due to the global randomness in vertical movement present in the game (any vertical moment may differ by 1px from what is normal), so it ended up not having the desired effect on the Zangief match-up, but only sometimes. This small correction brings no additional impacts. The Super also being changed is just for consistency in hitboxes, for the most part this is only meaningful for the Short Scissor Kick.

O.Dictator:

+ Crouching Jab Priority buff: expanded 8px downwards.

REASON: needed for his strings to work vs a standing Chun. Linking a Crouching Short kick after 2 Crouching Jabs is still almost impossible on her though... but at least you can use these 2 jabs for spacing.

Akuma:

o Hadouken Cosmetic tweak: Akuma's blue projectiles are now purple.

REASON: looks cooler this way. The palette was taken from Alpha 3.

- Hadouken Startup nerf: 1f slower.

REASON: so now it has the same startup speed as N.Ryu's Blue Hadoukens. He having O.Ryu Startup on his normal hadous proved to be too good, specially when combined with the Red Hadous mix-ups when the opponent is cornered. considering the plethora of options Akuma still have, this shouldn't make Akuma that worse.

- Red Hadouken Damage nerf: Strong version reduced from 15+15 to 12+12 (was 7+7 in ST).

REASON: the previous damage buff proved to be a little too much.

- Red Hadouken Damage nerf, random damage buff: Fierce version reduced from 10(0)+10(0)+10(0) to 8(7)+8(7)+8(7) (was 7(8)+7(8)+7(8) in ST).

REASON: the previous damage buff proved to be a little too much. But now with the worst random damage table it ended up doing less damage on average than the Strong version, so i also have to adjust that.

- Shoryuken Damage nerf, random damage buff: Strong version damage changed from 24(0)+16(0) to 20(0)+14(0).

REASON: main reason is to limit the overall damage on his juggles combos, since comboing Tatsumaki into Strong Shoryuken did a lot of damage. But also because Akuma deserves a little nerf in his overall damage. Now, the 2 hits on it will do the same damage as a deep hit with N.Ryu's Strong Shoryuken.

- Shoryuken Damage nerf: Fierce version damage decreased from 12(0)+22(0)+12(0) to 4(0)+20(0)+14(0).

REASON: main reason is to limit the overall damage on his juggles combos. But also because Akuma deserves a little nerf in his overall damage. Now, the 3 hits on it will do the same damage as a deep hit with N.Ryu's Fierce Shoryuken.

+ Tatsumaki Damage buff: Short version damage increased from 12 to 24.

REASON: the Short version can't juggle so there was no reason for the damage on it to be so low. Now it does the same damage as N.Ryu's Short Tatsu. N.Ryu's Short Tatsu is still better by the way, since Akuma's doesn't has startup invulnerability.

- Tatsumaki Random damage nerf: Forward and Roundhouse versions changed from 12(1) to 12(0).

REASON: just decreasing a little the damage on juggle combos.

Stage Palettes:

Ken Stage:

New palette, made by Tyrone (homage to Final Fight 3).

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Dhalsim Stage:

New palette, made by Tyrone.

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Stage fixes:

Honda Stage:

Fixed black parts on the floor, on the right side of the stage.

REASON: this looked like a bug. Now it's finally fixed.

Zangief Stage:

Fixed missing tile on the red metal bar, on the left side of the stage.

REASON: this looked like a bug. Now it's finally fixed.

FeiLong Stage:

Background moved 4px upwards, fix by TzakShrike.

REASON: so there's no black border when jumping.

Cammy Stage:

No more pitch-black area on the mountains background.

REASON: looked very ugly.

Claw Stage:

Fixed the missing graphics around the stairs, on both sides (imported graphics from HF, adjusted the tilemaps).

REASON: this looked quite buggy. Now it's finally fixed.

Character colors:

E.Honda:

(Almost) all colors: small adjusts on the face paint color for the lose portrait.

(Almost) all colors: small adjusts on the face paint color for the lose portrait.

Blanka:

Red skin, milky white hair: skin color tones -1 on B channel.

REASON: now it's more of a real red, before it had a touch of magenta on it, and because of that it didn't fit very well with the creamy white color on pants/hair.

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Ken:

Orange: moved to the slot previously used by the Dark red. This slot now contains a new medium-red, which is his new signature color (i.e. color 11).

REASON: this new red looks cool and fits better as a signature color.

Dark red: moved to the slot previously used by the Lavender.

REASON: the lavender will replace the cadillac pink from the previous version, and I prefer to have the Dark red in this slot because i believe this is a better color so it should be closer to the initial slot.

Lavender: moved to the slot previously used by the cadillac pink, which is being removed.

REASON: Ken had too many pinks. I am effectively replacing this color with the new Red, although i also reordered the color slots a bit.

Dark teal: replaced with new lemon yellow.

REASON: this one was too close to the original teal color. The new lemon yellow is a more unique color. Ken now has 3 kinds of yellows, which could be seen as too much, but at least each yellow is relatively unique.

New purple: slightly more saturated.

REASON: Ken colors should be more vivid. Now it fits Ken a lot better.

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Viridian green: now more saturated, now more like an emerald color.

REASON: ken colors should be more vivid. Now it fits Ken a lot better.

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New Color: Medium red - by Born2SPD

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New Color: Lemon yellow - by Born2SPD

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Chun Li:

Dark purple: 2 brightest costume colors +1 on the R channel.

REASON: looks slightly better this way.

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Zangief:

Wine red: darkest costume color +1 on R the channel.

REASON: small fix, looks slightly better this way.

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Orange: armbands color changed from creamy color to dark gray.

REASON: looks a lot better this way.

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Carbon with white armbands: changed to cannon ball gray with pink armbands.

REASON: this new color is much better.

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Leaf Green: armbands color changed from olive to light blue.

REASON: looks a lot better this way.

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Olive: armbands color changed from creamy white to dark orange, darkest costume color +1.

EASON: looks a lot better this way.

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Dark purpley blue: darkest costume color +1.

REASON: small fix, looks slightly better this way.

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Dhalsim:

Yellow skin with pink shorts and lavender facepaint: shorts color changed to lilac.

REASON: looks a lot better this way.

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Brown skin with creamy white pants and white facepaint: green-ish skull tone is now brighter by +2.

REASON: small fix, looks slightly better this way.

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Red skin with black shorts and teal facepaint: green-ish skull tone changed to a creamy white tone.

REASON: small fix, looks slightly better this way.

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Purple skin with blue shorts and light blue facepaint: darker skin tones are now slightly darker.

REASON: small fix, looks slightly better this way.

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Cyan skin with black shorts and magenta facepaint: shorts color changed from black to pink, facepaint color changed from magenta to black.

REASON: looks a lot better this way.

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Boxer:

Gray, dark red gloves: -1B on the 3rd darkest skin color, -1 on the 2nd darkest skin color.

REASON: small fix, looks slightly better this way.

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White, purple gloves: moved to secret2 slot.

REASON: the skin it has fits well with the overall idea but it also makes it look "weird" for a normal boxer color, so I decided to move this to a secret spot and then move the new creamy white color that was added on v0.6 to this slot.

Salmon, light blue gloves: small improvement on the gloves color.

REASON: small fix, looks slightly better this way.

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Light blue, green gloves: new green hue for gloves, new skin tone.

REASON: this new green tone looks much better, plus the previous green was too similar to the green used on the green clothes with green gloves color.

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Leaf green, green gloves: swapped slots with the purple with dark green gloves.

REASON: just so when cycling colors we don't see 2 colors that have clothes and gloves with a similar color one after the other.

Purple, dark green gloves: swapped slots with the leaf green with green gloves.

REASON: see above.

Milky-white with red gloves: gloves color now brown, new skin tone, moved to the slot previously used by the white clothes with purple gloves.

REASON: I realized that boxer already had enough red gloves due to his original colors all being red-ish colors. Also, its previous slot now has the new Washed out red with olive gloves color.

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Cherry red clothes, black gloves: replaced with the new Talcum pink with dark-silver gloves.

REASON: the new Washed out red with olive gloves is just a superior red looking color. Not only the color itself is better, but that's also better for variety.

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Dark green, light gray gloves: slightly adjust to the gloves color.

REASON: small fix, looks slightly better this way.

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New color : Washed out red, olive gloves - By Zass, skin tone by Born2SPD

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Claw:

Pink, cyan sash: small correction on the 2nd brightest skin tone (sprite + portrait).

REASON: was too green. Now it looks slightly better.

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Teal, magenta sash: Teal tweaked to be lighter, and more washed out on the lighter tones.

REASON: i was never happy with this one. Now it looks much more pleasant to the eyes.

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Salmon, pink sash: sash color changed to gray.

REASON: this looks better.

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Leaf green, strawberry red sash: costume color changed to Lime yellow.

REASON: looks better, and is better for variety.

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Secret 2: darker skin.

REASON: looks better with the darker costume.

Dictator:

Old alt (color 10): new psycho punch and crusher colors.

REASON: the previous version with the bright blue looked good, so there was no problem with that, it's just that this new psycho punch glow color looks even better.

Orange, black armor: moved to the slot 17, which previously had the Garnet red with golden armor.

REASON: The garnet fits better as color 11.

Garnet red, golden armor: moved to the slot 11, replacing the Burgundy pink color.

REASON: fits better as color 11 (i.e. the color11 slot is usually a "remix" of the original color).

Military green with bronze armor: psycho punch glow adjusted again.

REASON: previously it was a little too bright, like it had a "bloom effect". Now it looks more alike the other psycho punch glows.

Cammy:

Steel colored bodysuit, red beret: replaced with new lavender bodysuit with purple beret, swapped color slots with the cherry red.

REASON: this was a good color, but in terms of variety to the overall set it did very little, since it was a little too similar to the original black with red beret.

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Cherry red bodysuit, black beret: costume color altered, beret color changed to green, skin tone adjusted, swapped color slots with the color above.

REASON: it looked a little too close to the first new red. Now with it having a green beret, it look way more unique. Also, the beret color is now being reused on the new yellow color (see below).

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Cyan bodysuit, orange beret: replaced with the new yellow bodysuit with black beret.

REASON: it looked too close to one of the original colors. This was a filler color, and its finally being replaced by something more appropriate.

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Secret2: costume color changed from gold to garnet-red.

REASON: looked a little too close to the khaki color MMK made.

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T.Hawk:

Dark blue: lightest costume color +1R-1B (less contrast).

REASON: so the color transition with the lightning effect is slightly better.

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Fei Long:

Dark silver: improved the dark silver color gradient.

REASON: small fix, looks slightly better this way.

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Wine red: replaced with the new Lime yellow color.

REASON: too many red-ish tones, this one was specifically too close to the first new red (color 12). Also, Fei was lacking a color like this.

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Dee Jay:

Old and Old-alt: difference in necklace color in portrait is now more evident.

REASON: before, their portraits looked almost the same.

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Purpley blue: new skin tone.

REASON: the previous skin tone clashed too much with the dark blue.. it never was the right fit for this color.

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Ochre: replaced with new icy-white color.

REASON: the dark ochre was somewhat too close to the original HK/Rh color, so this replacement is an improvement in variety. Also, this color looks nice.

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Sprite changes:

Fixed stray pixels on the following sprites:

Claw:

Standing animation, 3rd frame (around armpit, easy to spot with NL color 13)

Pre-jump animation, 1st frame (transparent pixel on elbow)

High Sky Claw non-button press attack (shoes)

Blanka:

Standing animation, 2nd frame (crotch area stray pixel shouldn't be the darkest skin color, easy to see with NL color 17)

Standing animation, 3rd frame (shorts/wrist: fabric pixel were it clearly shouldn't be, easy to spot with NL color 13)

Sprite fixes:

Ryu:

Standing animation, 4th frame (his ear was 1px shorter vertically, making it "flash" in the animation)

Overhead/rush punch (various frames had Ryu's eyes with the same color as his gi, one frame also had a a colored mouth)

Rush punch (various frames had Ryu's eyes with the same color as his gi)

Diagonal Jumping Strong (various frames had Ryu's eyes with the same color as his gi)

Portrait fixes:

Honda loss portrait (removed teeth colors on his forehead, this was very noticeable on the secret1 color)

Dictator normal portrait (removed skin tone stray pixel from collarbone area, this was very perceptible in NL colors 20 and 22)

Stage fixes:

Ken Stage:

Tweaked the horizon line (edge between ocean and sky) so it looks correctly with the new stage palette.

Fixed stray pixels at the side of the arm of the dude with sunglasses and weird hair.

Other fixes:

Fixed some stray pixels on the globe below Oceania (only easily seem with palmods, i am doing this for the future, just in case this screen is recolored), on the Char select screen. Also smoothed some edges on the globe.

"VS" graphic on vs screen (fixed small problem with the "lightning" effect on the last frame).

"SUPER" graphic on vs screen and lose screen (right "leg" on the R now has the proper length).

Small fixes on the character small nameplates (inconsistency on shadows). Though the rightmost shadow sometimes couldn't be fixed since that would require a new 16x16 piece just for that, and that would be a headache (e.g. Dhalsim, E.Honda).

CPU character changes:

Fixed an issue that made CPU Akuma have insanely long recovery on Red Hadouken.

REASON: this was due to me fixing the recovery bug that made the recovery on Akuma's projectiles (in the case of the playable version of Akuma) to be determined by the strength of the last normal. The CPU version relied on this behavior though, which is why this problem surfaced. Thanks to my friend WallGarants for reporting the bug.

v0.6: 08/02/2022

General:

New color picking menu. After picking a character, left/right will cycle through the colors. Press a P/K button a second time to confirm (or START, for Old character).

Random Select will now refresh every 4f, instead of refreshing on every frame.

REASON: was a little too frenetic. Now it matches the same speed of the new Random Color option. Plus, on Final Burn Neo/Fightcade 2 there's a delay of 1f for the palette update. As a result, the portrait would almost every time have a buggy palette, since each character only stayed selected for a single frame (except for the case of a repeated random value, which obviously is rare).

Random Select can now give you Akuma (1/17 of chance).

Random Select cycling animation now never gives the same character twice in a row. Special thanks to TzakShrike.

Akuma's flag reverted back to japan. Dot on the map also points to the same location as Ryu.

REASON: decided to revert it back to vanilla behavior. Previously it was pointing to Thailand, because his "stage" was the same as Dictator's. But now at second thought, i can just display the Thailand flag when going for his stage, but keep his flag as it was. IMO this makes more sense.

Now the NL boot up text will be displayed independently of which region the game is set to.

REASON: bug fixing.

Now the "Grand Master Challenge" text on the logo screen will not be displayed behind the "NEW LEGACY" text, in case the game region is set to Japan.

REASON: bug fixing.

More new character color palettes.

Character palette on the Character Select Screen now defaults to the 1st NL color, instead of the new ST Color.

Fixed a bug on Blanka and Cammy's palettes during the "full cast of characters with a win pose" ending. Thanks TzakShrike for the bug report.

CPU characters can now use the new colors. CPU Dictator now defaults to the first NL color, and in case that can't be used, the 2nd NL color is used (Dic is an exception in the game code, due to the animation of when you face CPU Akuma, in which Akuma beats Dictator before the round starts, when that happens, Dictator is actually a scenario object, which is part of the stage).

Fixed a bug that allowed both characters to use the same color palette in an Akuma mirror against the CPU.

New default Hi-Score initials with new scores.

Hi-Score display during a match is now properly aligned in the center (moved 6px to the right).

Big nameplates (on Char select Screen AND VS Screen) are now properly aligned.

REASON: this was a problem on original ST, specially on the VS Screen (the game has a table with the alignment values, but all the values are the same for all characters lol. And some people don't believe ST was rushed...). On a few cases this was very obvious on the char select screen too, like for Chun on the P1 side. Thanks to Tyrone for sending me the offset values.

Big nameplates now have a different palette when using an Old Character. Palette made by Tyrone.

REASON: in ST, the visual clue for the old character outside of a match was the palette on the portrait. But, in NL you can use every palette regardless of character version, so, to solve any confusion, the Big nameplates now have a different palette in case it's a Old character. Thanks to Tyrone for the art related help (he came up with the CE colors for it).

CPU Cammy and CPU DeeJay now uses the correct sound on their special moves (i.e. the Japanese sounds).

Stage Palettes:

Ryu Stage.

New palette, made by Tyrone.

OBS: for now, only Ryu's stage got a new palette. The plan is to keep adding new palettes in future updates, and when every stage get a new palette, then I'll implement an option to choose stage palettes (i.e. there will be multiple palettes per stage).

N.Ryu:

- 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.

+ Tatsumaki Behavior tweak: Forward version spins 1 time less, so now the number of spins are now 1|3|5 (Short|Forward|Roundhouse), instead of 1|4|5.

REASON: now that I fixed the Claw's pushbox during fast knockdowns, it is now viable to cross him over with tatsus, for example. I was looking for ways to give certain characters some sort of an advantage against it. This is what i managed to come up for N.Ryu. It's not like the Forward tatsu was useful anyway, so I don't see harm in this change. Now, depending from the distance that you cancel the sweep into the tatsu, it may land in either side, so this is kinda of a "mixup". Will not be a game changer, but it's something fun to do on this unfavorable match-up.

O.Ryu:

- 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.

+ Air Tatsumaki Behavior buff: removed the nerf that increased the height restriction on the downwards part of the jump to 16px to 40px.

REASON: removed because the Old Shotos Air Tatsus are already worse for the most part.

N.Ken:

- Passive Grab animations Behavior nerf: Knee Bash animation vs Claw tweaked so now it's not always a built-in safe jump.

REASON: since Claw lost the store ability on Scarlet Terror (it was one way he had to escape Knee Bash loops) and can't do Wall Dive loops anymore (they were usable vs Ken in ST, Claw just had to get a knockdown first - it's only neutral dives that were not usable), it's only fair that N.Ken's loop is also removed on this match-up. Before, Ken had a granted built-in safe jump after a Knee Bash, he just had to hold up-forward, and that jump would always be a safe jump. That allowed him to loop Knee bashes over and over against Claw. Claw could escape it by counter throwing (hard to time), or he could charge for Scarlet Terror while taking the knee bash hits and then beat the subsequent tick throw with the stored Scarlet Terror. Now, if Ken jumps right after the Knee Bash ends, that jump will not always be a safe jump (depends on which frame was the last one on the Knee Bash animation), meaning if Ken jumps, he is gambling.

- 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.

+ Far Standing Short Priority buff: hitbox increased 4px forward.

REASON: so it's a little better as a counter to Chun and Cammy Crouching Forward kick. They still have obvious counters for this move by the way (Standing Forward kick works for both of them), so now the footsies can be more of a "mix-up" than just spamming the same move.

+ Far Standing Short Damage/random damage buff: increased from 14(0) to 18(6).

REASON: so in case it trades with Chun or Cammy Crouching Forward kick, it's more even.

+ Standing Roundhouse Priority buff: active part "leg" hurtbox decreased 1px vertically.

REASON: so it now whiffs against Boxer's Crouching Forward. Boxer's move beating mid level normals made no sense IMO. And he still has Crouching Strong that was always better at that anyway.
IMPACTS: other moves that will now whiff vs it: ChunLi Far Standing Jab (she has plenty of other ways around it so this is not bad, and she still had the advantage anyway), FeiLong Crouching Fierce (it was very unsafe to challenge Fei like that anyway, if Ken spams his Standing Rh, he will be very vulnerable to Rekka Kens) and DeeJay's Far Standing Short (not very meaningful).

O.Ken:

- 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.

+ Air Tatsumaki Behavior buff: removed the nerf that gave it a height restriction on the downwards part of the jump.

REASON: removed because the Old Shotos Air Tatsus are already worse for the most part. Now O.Ken can at least cancel it from Jumping Jab for a combo against a grounded opponent.

N.E.Honda:

o Far Standing Fierce Behavior tweak/fix: properly set as a standing move.

REASON: so after the animation of these moves are over, Honda goes directly to a standing up state, as he should. Also, if he's hit during these moves, the normal standing heel animation will be displayed instead of the crouching one.

o Far Standing Fierce Cosmetic fix: 1st startup and last recovery animation sprites changed to a in between standing and crouching sprite.

REASON: so the animation is more smooth. This has no impact in balance.

o Far Standing Short Behavior tweak/fix: properly set as a standing move.

REASON: so after the animation of these moves are over, Honda goes directly to a standing up state, as he should. Also, if he's hit during these moves, the normal standing heel animation will be displayed instead of the crouching one.

o Far Standing Short Cosmetic fix: 1st startup and last recovery animation sprites changed to a in between standing and crouching sprite.

REASON: so the animation is more smooth. This has no impact in balance.

o Far Standing Forward Behavior tweak/fix: properly set as a standing move.

REASON: so after the animation of these moves are over, Honda goes directly to a standing up state, as he should. Also, if he's hit during these moves, the normal standing heel animation will be displayed instead of the crouching one.

o Far Standing Forward Cosmetic fix: 1st startup and last recovery animation sprites changed to a in between standing and crouching sprite.

REASON: so the animation is more smooth. This has no impact in balance.

o Crouching Short Behavior tweak/fix: properly set as a crouching move.

REASON: so after the animation of these moves are over, Honda goes directly to a crouching up state, as he should. Also, if he's hit during these moves, the normal crouching heel animation will be displayed instead of the standing one.

o Crouching Short Cosmetic fix: 1st startup and last recovery animation sprites changed to a in between standing and crouching sprite.

REASON: so the animation is more smooth. This has no impact in balance.

o Crouching Forward Behavior tweak/fix: properly set as a crouching move.

REASON: so after the animation of these moves are over, Honda goes directly to a crouching up state, as he should. Also, if he's hit during these moves, the normal crouching heel animation will be displayed instead of the standing one.

o Crouching Forward Cosmetic fix: 1st startup and last recovery animation sprites changed to a in between standing and crouching sprite.

REASON: so the animation is more smooth. This has no impact in balance.

O.E.Honda:

+ Buttslam Priority buff: 1st active hitbox is now based on HF dimensions, but the Short version is decreased 2px downwards, Forward version is expanded 2px downwards, and Rh version is expanded 4px downwards.

REASON: So it's how it was in HF. The slightly changes on the Forward and Rh versions are for it to be able to always hit all crouching characters, except for Blanka and Cammy.

+ Buttslam Behavior buff: last startup and 1st active parts pushbox moved 10px downwards and expanded 42px backwards.

REASON: just so the Rh version will not switch sides after the 1st hit against a crouching character that is point blank. That was a problem because the 2nd hit would often miss, and for it to not miss I would have to extend the hitbox on the 2nd part too much on the back, so that wouldn't work right.

+ Buttslam Priority buff: hitbox on the 2nd active part now is like on HF, but expanded 11px horizontally.

REASON: So it's how it was in HF. The additional buff is needed for the new 2-hit ability to always work.

+ Buttslam Behavior buff: 1st hit now does Fierce/Roundhouse (heavy) block-stun.

REASON: so if the move is blocked, there will be enough pushback for Honda to not be punished with a Shoryuken.

N.Blanka:

- Gut reel animation Priority nerf: head hurtbox on the 2nd animation moved 8px upwards, head hurtbox on 3rd animation removed.

REASON: so Boxer's Kick Super can combo normally against Blanka. The head hurtbox removal on the 3rd animation just means that he doesn't have a head hurtbox 8px higher on the 3rd frame, only on the 2nd. Note that due to the change below (on the last frame of this same animation), the body hurtbox (which is shared on the 2nd, 3rd and last frames) got big enough to cover the the whole area that the head hurtbox used to cover, so by removing it on the 3rd frame, the priority stays the same.

- Gut reel animation Priority nerf: body hurtbox on the last animation expanded 20px forward.

REASON: so Fei combos work properly vs Blanka.

- Standing reel animation Priority nerf: body hurtbox on the 3rd animation expanded 6px forward.

REASON: so Fei combos work properly vs Blanka.

- Full knockdown animation Behavior nerf: proper (i.e. smaller) pushboxes.

REASON: now it fits the sprites better, although it's only two frames that were off. It does allow Shotos to cross over with a tatsu, but the timing is quite strict so it's not very useful. The only meaningful effect is that O.Blanka can cross over with his Horizontal Roll.

+ Close Standing Short Startup buff: 3f faster (7f faster than ST).

REASON: so if done after a crossup it can be work as a link. The buff from 3f that I gave it previously still wasn't enough. This move truly was total trash in ST. Now hopefully it can be usable.

+ Close Standing Forward Startup buff: 1f faster (5f faster than ST).

REASON: it's the fastest that it can be without it being super cancelable. Just so it can be used after a crossup for a simple combo a little better. Shouldn't be very meaningful.

+ Standing Roundhouse Priority buff: hitbox expanded 4px downwards.

REASON: can now hit Boxer's Low Rush/Sweep and DeeJay's Crouching Strong. A Crouching Jab from Boxer can be used to beat it to get some space from Blanka in case he's spamming his move, and DeeJay can use his slide to beat it cleanly. By the way, this is the maximum buff that still allows it to whiff against a Crouching Dhalsim (tallest crouching character).
IMPACTS: trades with Chun's Far Standing Short (meaningless), trades with Zangief's Crouching Strong and Fierce (but Strong only from very close - Zangief received a buff on that move, so it actually wins from farther. In ST, both moves whiff. Zangief's Crouching Jab still beats it cleanly), beats Guile's Donkey Kick (Blanka already could beat it with other normals if he knew this was coming so not much impact here), beats T.Hawk's sweep (only with very specific timing, as if it was done on reaction; if a little sooner or a little delayed Hawk still wins), trades with Cammy's Crouching Fierce and beats Roundhouse Cannon Drill, beats Fei's Far Fierce from farther (extremely vulnerable on whiff to a Rekka sequence though), beats Claw's Crouching Jab and Strong (but claw can easily whiff punish it with a sweep or a Standing Fierce, so it's a gamble on Blanka's part).

+ Electric Thunder Priority buff: body hurtbox during active part reduced 2px forward.

REASON: never loses to Honda's Super/buffed Strong Headbutt. Now a trade is granted. This is a very small change, it will still lose to Dictator's Psycho Crushers, as it should.

+ Horizontal/Vertical/Backstep Beast Roll Priority buff: 2nd and 3rd parts of the grounded landing animation now got its head hurtbox back (it were removed till v0.5), but it's now moved 32px downwards, reduced 4px vertically but expanded 2px horizontally.

REASON: Blanka must not have a hurtbox on his head area for the safe on hit properties to work as intended (see change below). Till v0.5 he had no head hurtbox, but starting in v0.6 he got his head hurtbox back, but it's now placed very low, which still allows its safe on block properties to be like it was intended, but also addresses one problem that the move had previously: Claw needs to be able to punish it easily enough when the Roll is blocked, otherwise the move is too good on that match-up. So, with this change, Claw can now punish it on block (but not on hit) with a slide. Another positive impact is that Dictator's Super can now be used as a punish on block, like he could in ST. This makes very little impact elsewhere, the only notable impact left is that Dhalsim can now punish (on block) with his Far Crouching Punches, but he still could with his Standing Roundhouse, so this is meaningless. O.Guile can also walk up Crouching Forward kick it, but the timing is very strict, and if missed he's left open, so not really usable. Also, note that this also affects his whiffed Beast Roll, but I doubt this will have much impact on that.

- Horizontal Beast Roll behavior nerf: now -16 on hit and -20 on block (was -14 on hit and -19 on block till v0.5), bounce distance on block/hit also adjusted.

REASON: so now on mirror matches it's easier to punish a blocked roll. I must stress though, the move still is safe against Honda's Fierce headbutt (barely, but still is), Ryu's Fierce Hadouken and Fei's Jab Rekka into Fierce Rekka. It's also a little easier to be punished by Dictator (if compared to NL v0.5) so that's good as well (Forward/MK and Roundhouse/HK Scissors work now, assuming Dic blocked the roll).
IMPACTS: not safe on block anymore vs Sagat, because a reversal Rh Tiger Knee can be used to punish it now... it has to be reversal though. Not ideal but I guess it's OK. It's more important to have the mirror match fixed, so Blanka players will have to live with this one.

+ Horizontal Beast Roll recovery buff: grounded recovery on hit is 1|2|3f faster (Jab|Strong|Fierce) (was 0|1|2f faster until v0.5).

REASON: needed for the above change to still work as intended.

O.Blanka:

- Gut reel animation Priority nerf: body hurtbox on the last animation expanded 20px forward.

REASON: so Fei combos work properly vs Blanka.

- Standing reel animation Priority nerf: body hurtbox on the 3rd animation expanded 6px forward.

REASON: so Fei combos work properly vs Blanka.

- Full knockdown animation Behavior nerf: proper (i.e. smaller) pushboxes.

REASON: now it fits the sprites better, although it's only two frames that were off. It does allow Shotos to cross over with a tatsu, but the timing is quite strict so it's not very useful. The only meaningful effect is that O.Blanka can cross over with his Horizontal Roll.

+ Vertical Beast Roll Input fix: fixed a bug introduced in NL that made the Rh version have a 1f smaller window to execute.

REASON: this actually was my mistake.. I'm sorry for that. Now it should be the same level of difficulty of N.Blanka's Vertical Roll.

N.Chun:

- Standing Gut Reel Priority nerf: 3rd and 4th parts's head hurtbox expanded 8px forward.

REASON: so Fei Long can combo a Close Standing Fierce after a Chicken Wing against Chun. Considering that Chun can now escape the Chicken Wing block string trap in the corner easily, it makes sense for the move to combo properly against her in case she takes the hit. This kind of consistency is one of the philosophies of NL, and unless there is some very important balance reason, its better to make common combos to work normally against everyone.

+ Passive grab animations Behavior buff: last grab animation vs Dhalsim tweaked so now he bounces properly from a softened throw when a cornered Chun throws him away from the corner.

REASON: a good amount of cheap stuff that Chun had was fixed/nerfed, so it's only fair that cheap stuff that other characters have against her are also fixed.

+ Crouching Fierce Startup buff: 1f faster.

REASON: so it can be super cancelable. This is just to boost Chun's super game a little bit. Doubt this will be too good but who knows.. we'll see.

+ Crouching Forward Priority buff: active part body hurtbox nerf reverted, nerf on recovery unchanged.

REASON: the reason for the nerf was for Zangief and Dictator to have more horizontal range on their Standing Kicks, so they can compete a little better on footsies. Problem is that it also affected the anti-air usage of Chun's move, so now the nerf is only present during the recovery frames.

o Super Priority tweak: 3rd active part hitbox expanded 20px backwards and 4px downwards.

REASON: connects against every crouch-blocking character but Blanka and Cammy. Before, it only could reach a crouch-blocking Boxer, T.Hawk and DeeJay.

o Super Priority tweak: 5th active part hitbox expanded 6px backwards and 1px vertically.

REASON: connects vs crouch-blocking Shotos, Guile, Cammy and Claw.

O.Chun:

- Standing Gut Reel Priority nerf: 3rd and 4th parts's head hurtbox expanded 8px forward.

REASON: so Fei Long can combo a Close Standing Fierce after a Chicken Wing against Chun. O.Chun can escape the Chicken Wing block string trap with her Spinning Bird Kick, so it's OK for Fei's combo to work properly on her.

+ Passive grab animations Behavior buff: last grab animation vs Dhalsim tweaked so now he bounces properly from a softened throw when a cornered Chun throws him away from the corner.

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

N.Zangief:

+ Passive grab animation Behavior buff: removed the nerf on the last SPD animation vs Boxer that made Boxer land farther.

REASON: there's 2 reasons for this. First, the sprite looked weird (Zangief is barely holding on Boxer's Legs), and making new sprites just for this is not practical, for technical reasons. Second, the reason for the nerf was that the Low Rush recovery was nerfed greatly, but then on a later version it was partially reduced. So, this change somewhat had lost it's purpose.

- SPD Behavior nerf: super meter given decreased from 20 to 16 points.

REASON: it was OK in ST for him to get meter very fast since his super was garbage, but now that his super has decent range, he shouldn't get meter that easily. Plus, this also helps in making the Suplex a little more interesting option than it was (it still gives you 24 points, which is half of the Super meter).

O.Zangief:

+ Passive grab animation Behavior buff: removed the nerf on the last SPD animation vs Boxer that made Boxer land farther.

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

N.Guile:

- Gut Reel animation Behavior tweak: 2nd frame 1f longer, 3rd frame 2f longer.

REASON: so Fei's combos work properly against him.

+ Crouching Forward Priority buff: the nerf on the body hurtbox during the recovery frames that expanded it 26px forward is now reduced to 18px.

REASON: the nerf was made with the intention of giving Zangief some help on footsies against Guile, since that was a very bad match-up in ST. As a result, it gave Zangief 16px of horizontal advantage with his Standing Forward against Guile's move, which turned out to be too much, it was just "too easy", specially considering Zangief's other buffs for this match-up (Kick Lariat being able to block Sonic Booms, and Jab Green Hand recovering slightly faster). So I decided to reduce the nerf so the range advantage is cut by half, because the idea is still interesting and worth experimenting with, the tricky part is getting the right amount of change.

o Crouching Forward Priority tweak: hitbox decreased 4px downwards.

REASON: just so it can't reach Blanka's new and very low placed hurtbox during his Beast Roll landing frames. That change on N.Blanka's Beast Roll was made so Claw could have a decent counter in case the roll is blocked, which is now his slide (Standing Fierce doesn't work anymore because the roll was made safe from Honda's Headbutts). That change worked as it was intended on most match-ups, the only exception was Guile, since he could walk up Crouching Forward as a punish. It was hard to do but was certainly possible (specially with O.Guile, since his Crouching forward has the buffed range from CE/HF), so this is why this adjustment is needed. Don't worry, this has absolutely no impacts anywhere else.

+ Super Framedata buff: very last active frame stays active for 3f (2f longer).

REASON: this helps a little at getting an extra hit if the super connects against an airborne opponent. It may still miss though, but I can't increase it too much or it will look "weird" (or, too much like O.Guile's HF inspired Flash Kick), and I don't want that.

- Super Priority nerf: landing recovery now uses Sonic Boom's leg hurtbox.

REASON: so Guile has a bigger leg hurtbox backwards by 10px, so in case Guile escapes a Dictator cross-up with a wake up Reversal Super, Dictator can punish it with a reaction slide more reliably. Dictator could still walk up and punish with a Standing Roundhouse, but the slide is easier to react with. Also, the leg hurtbox will be bigger forward by 12px as well, but this is meaningless.

O.Guile:

- Gut Reel animation Behavior tweak: 2nd frame 1f longer, 3rd frame 2f longer.

REASON: so Fei's combos work properly against him.

o Crouching Forward Priority tweak: hitbox decreased 4px downwards.

REASON: just so it can't reach Blanka's new and very low placed hurtbox during his Beast Roll landing frames. That change on N.Blanka's Beast Roll was made so Claw could have a decent counter in case the roll is blocked, which is now his slide (Standing Fierce doesn't work anymore because the roll was made safe from Honda's Headbutts). That change worked as it was intended on most match-ups, the only exception was Guile, since he could walk up Crouching Forward as a punish. It was hard to do but was certainly possible (specially with O.Guile, since his Crouching forward has the buffed range from CE/HF), so this is why this adjustment is needed. Don't worry, this has absolutely no impacts anywhere else.

+ Sonic Boom Priority buff: projectile hitbox expanded 4px downwards (like in all HF/SSF2).

REASON: just giving him something that he had in all other SF2 iterations. Yeah, he even had that in SSF2 (NC), but for some reason he had it nerfed in ST for O.Guile too. The reason is because new and old characters share the projectile data, so when they decided to nerf N.Guile's Booms so Blanka could slide under them, they ended up nerfing O.guile's Booms too, indirectly.
IMPACTS: Blanka's slide will not pass under it anymore (which is OK, O.Guile's Booms have the HF slower recovery so Blanka can jump over them without many problems, as he could in HF). Also, it's now impossible for DeeJay to slide under it too. It can also reach O.Fei's Crouching Fierce too (N.Fei's Crouching Fierce was nerfed in NL for the Zangief match-up). This would also fix the Dhalsim match-up due to it reaching his Crouching Punches properly, but I already nerfed both Old and New Dhalsim's moves so that's not a problem for New Guile too. I'm sure there other smaller impacts, but what I listed above should be the main things to keep in mind.

+ Flash Kick Behavior buff: removed the nerf that made it have a longer charge requirement by 5f, like it was in HF.

REASON: it was actually unneeded for balance, it was more of a nuisance than anything.

+ Flash Kick Recovery buff: removed the nerf that made it had increased it from 5|7|8 to 10|11|12 (Short|Forward|Rh), like in HF.

REASON: it was actually unneeded for balance, it was more of a nuisance than anything.

N.Dhalsim:

- Fast knockdown animation Behavior nerf: proper (i.e. smaller) pushboxes.

REASON: now it fits the sprites better. The main effects of it are: Shotos can crossover with tatsus and O.Blanka with Horizontal Rolls (like they already could on full knockdowns), it's slightly easier for Sagat to cross by using a Tiger Knee (although Sagat has to be pretty close for it to work, so it's not that useful) and Dictator can now corner pass with a Scissor from a slide knockdown, like he already could from a full knockdown.

+ Super Priority buff: 1st projectile hitbox expanded 4px downwards, 2nd projectile hitbox expanded 10px backwards and 3rd projectile hitbox expanded 8px backwards.

REASON: so it now combos properly against a crouching Cammy that is on point-blank distance. Also, the 1st hitting part can now reach a Crouching Blanka.

O.Dhalsim:

- Fast knockdown animation Behavior nerf: proper (i.e. smaller) pushboxes.

REASON: now it fits the sprites better. The main effects of it are: Shotos can crossover with tatsus and O.Blanka with Horizontal Rolls (like they already could on full knockdowns), it's slightly easier for Sagat to cross by using a Tiger Knee (although Sagat has to be pretty close for it to work, so it's not that useful) and Dictator can now corner pass with a Scissor from a slide knockdown, like he already could from a full knockdown.

+ Far Crouching Jab/Strong/Fierce priority buff: reverted the change that gave it an additional head hurtbox during the last startup and first recovery parts.

REASON: the change that makes his body hurtbox taller by 2px during his laying down frames is already enough for N.Guile's Sonic Booms to reach it, so this felt like an over nerf now, specially considering that this takes away additional benefits of using O.Dhalsim over N.Dhalsim.

N.T.Hawk:

+ Close Standing Roundhouse Priority buff: hitbox moved 3px forward.

REASON: now it has the same horizontal range as it had in ST. This change was literally a mistake on my part (i swapped a 0x8 with a 0xB by accident).

- Diagonal Jumping Roundhouse Dizzy nerf: from 11~17 to 3~9, like Shoto diagonal jumping heavy attacks.

REASON: the new priority on this move can be very good on a few match-ups. Knowing this, it's only fair if this is not as good at dizzying the opponent.

N.Cammy:

o Hooligan Combination Behavior fix: player can't select which throw to use if the opponent is on the air.

REASON: in ST, the logic that determined which Hooligan Throw to use was based on character height difference. Till the previous NL version, that logic was improved, that is, the player could choose which throw to use: ← + K results in the leg flip throw, → + K results in that crazy tumbling throw. But I had made a mistake: the original code had a special case that forced to always go for the tumbling throw in case the opponent was airborne, and I removed that checking. As result, it was always possible to get the leg flip throw, which looks totally bugged in case the opponent is high in the air. So, i brought back the old restriction back, that is, if the opponent is on the air, you'll always get the tumbling throw now.

+ Cannon Drill/Spiral Arrow Priority buff: hitbox expanded 4px upwards.

REASON: with the hitbox buff Dictator received on his Scissors, it can now beat Cammy's Short Cannon Drill very often. This change is to compensate on it, the Short version can now sometimes trade, and the Forward version can beat it in a consistent manner.
IMPACTS: on mirror matches it can now trade with Far Standing Forward, against Boxer the Rh version can now sometimes trade wit ha TAP (meaningless), vs Claw it can also beat his nerfed Far Standing Forward (doubt it will be too bad), Zangief's Neutral Jumping Rh now loses to the Short Drill (meaningless).

+ Super Priority buff: "cannon drill" hitting frames hitbox expanded 4px upwards.

REASON: just so it's consistent with the normal Cannon Drill.

N.Feilong:

- Knockdown animations 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 more easily, the same goes for O.Blanka with Horizontal Rolls, and for Sagat with Tiger Knee. But, with all that said, the change on Fei is not as impactful as on other characters, i am doing this just for the sake of consistency.

+ Close Standing Forward Priority buff: hitbox expanded 4px upwards.

REASON: so it can beat Claw's wall dive when he's right above Fei. Fei's Close Standing Fierce and Roundhouse don't work really well if Claw moves in direction of Fei's back, because the hitbox on these Fei normals are placed at his front. This will come into play mainly to negate Claw's wall dive loops now that the Flying Barcelona Attack gives a fast knockdown (i.e. like a sweep) on hit.

- Diagonal Jumping Forward Priority nerf: hitbox decreased 3px backwards (now it's only 9px bigger backwards than in ST).

REASON: the reason for the buff was to make it a little easier to space as a crossup. Specially vs Shotos, it was too hard to space it on ST. But i now believe i had buffed it a little too much. Now, it's still way easier to space it than it was in ST, but at least it's not too forgiving.

+ Diagonal Jumping Forward Priority buff: hitbox expanded 15px forward, leg hurtbox also expanded forward by 24px and downwards by 2px.

REASON: so it has a better reach against Dhalsim's slide (since Fei's move doesn't has enough downwards range to reach his leg hurtbox). It also now matches his sprite somewhat, which is also a plus, since it was weird as it was. The nerf in the hurtbox is for it to be kept in check, otherwise the move could be too good.

O.Feilong:

- Knockdown animations 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 more easily, the same goes for O.Blanka with Horizontal Rolls, and for Sagat with Tiger Knee. But, with all that said, the change on Fei is not as impactful as on other characters, i am doing this just for the sake of consistency.

N.Deejay:

- Knockdown animations 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 it's now slightly easier for Sagat to do it with a Tiger Knee, although the difference is minimal. Also, if there's no change of sides, Dictator can now corner pass DeeJay with a Scissor now, although a Crusher always worked against Deejay, so this is meaningless. This is done mainly thinking of the Ken match-up, although it also affects Ryu (which is not very good for balance, but it's not that impactful).

+ Super Behavior buff: 3rd hit now do Medium BLOCK stun/push-back (just like the 1st and 2nd were changed for that too).

REASON: will get all 4 hits of chip damage if the 1st part is blocked.

O.Deejay:

- Knockdown animations 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 it's now slightly easier for Sagat to do it with a Tiger Knee, although the difference is minimal. Also, if there's no change of sides, Dictator can now corner pass DeeJay with a Scissor now, although a Crusher always worked against Deejay, so this is meaningless. This is done mainly thinking of the Ken match-up, although it also affects Ryu (which is not very good for balance, but it's not that impactful).

+ Machine Gun Upper Priority buff: 1st active part hitbox expanded 1px vertically.

REASON: so it can reach Shoto's tatsu.

+ Machine Gun Upper Priority buff: body hurtbox on the active frames decreased 6px downwards.

REASON: so it can avoid Low Tigers more reliably, like New DeeJay can with his Short Jacknife Maximum. Note that Sagat can mixup High and Low Tigers to counter this (like on most match-ups), since High Tiger's can hit O.DeeJay's head unlike all the other projectiles in which O.Deejay can evade with a MGU.

N.Boxer:

- Crouching Forward Priority nerf: hitbox decreased 2px upwards.

REASON: main reason is that it makes no sense for a low move to beat standing kicks. Now it misses N.Ken's Standing Roundhouse (requires the change on N.Ken - it's OK for balance IMO, Ken still loses this match-up unless he can abuse his knee bash setups successfully), ChunLi's Far Standing Short (not ideal to the match-up balance, but Boxer can just use Strong instead so this shouldn't be too significant), Dictator's Standing Kicks (good for balance IMO, it made no sense for trades to happen, Dic should be winning this exchange cleanly), Guile's Donkey Kick (not sure about this one, but Guile already favored Sobats for this anyway), T.Hawk's Far Standing Forward (doesn't really matter, since T.Hawk could use Far Standing Strong instead, which has the same range but also has the benefit of not losing to Boxer's Crouching Strong), DeeJay's Far Standing Roundhouse (not sure about that one too).

+ Behavior buff: meter gain on rushes reworked: Low rush nerf reverted (back to 6, from 5), Knockdown rush buffed (from 5 to 6, so now both low versions give the same meter), Straight rush buffed slightly (from 6 to 7), Upper rush also buffed (from 5 to 7).

REASON: the reasoning for the initial nerf was to delay Boxer's access to Super, since he had the best super in ST and was also a very oppressive character in general. His ability of charge partitioning really made him a monster, so nerfing the meter gain on his Low rushes was a way to delay a bit the access to his super. The only problem with that logic is that this is not all true in NL anymore: his super is still the best in punishing stuff from far away, but the nerfed recovery on block basically means Boxer must adopt a totally different mentality: before the Boxer player could often just "waste" it, and if it didn't connect, that was OK too, since it helped Boxer in getting in while cornering the opponent. Now, wasting it means being punished (in most match-ups at least), with the punish being pretty big on some. So, with that in mind, I believe it's better for him to not have the super meter gain punish on his low rushes. I also buffed the other rushes, so the standing versions give more meter, working as an incentive for the player to whiff them here and there for meter, just as an incentive to use these rarely used moves.

O.Boxer:

+ Special cancel window buff: reverted the nerf that decreased the special cancel window from 5 to 4.

REASON: just buffing O.Boxer, because most often he is underpowered. Now, he can special cancel Crouching Strong and Crouching Forward.

- Far Standing Forward Startup nerf: removed the 1f faster buff.

REASON: the buff was made at first so it was something he had in CE, so he would be more CPS1ish. But now that he doesn't has his special cancel window nerfed anymore, he would be able to special cancel this move, and i want to keep that a N.Boxer exclusive.

N.Claw:

- Fast knockdown animation Behavior nerf: proper (i.e. smaller) pushboxes.

REASON: now it fits the sprites better, although it's only a single frame that was off. The only meaningful effect is that O.Blanka can cross over a little easier with his Horizontal Roll.

+ Claw dropping Behavior buff: the claw weapon still gets dropped in front of claw, but now it lands 60px closer (roughly, moves away 1/3 less than what it used to be).

REASON: the overall idea of making the weapon land at the front of Claw so the opponent can zone it out is fine, considering how oppressive this character is and how significant the impact was on the priority of certain moves (which is even more significant in NL, since the Wall Dive doesn't knockdown grounded opponents if the weapon is dropped). But, with the latest change on the Wall Dive that finally gets rid of the loop, this nerf felt like too much, and unlike some people may feel, there's no intention of "getting revenge on Claw" for being so broken and cheap in ST (the intention is really for all characters to be viable) so I am reducing the effect of the nerf. This change should make it a little easier to retrieve the weapon.

+ Claw dropping Behavior buff: minimum amount of hits taken/blocked before the random chance of getting the claw dropped increased from 4 to 7 (was 8 in ST).

REASON: the previous nerf was too exaggerated, specially now that the Wall Dive loop is gone.

+ Close Standing Fierce Startup buff: 1f faster (now 3f faster than ST).

REASON: so it can be linked into from Crouching Forward just as easy as Claw can link into the Crouching Punches in ST. The previous buff of 2f is what made it special cancelable, so this doesn't change anything regarding that.

- Close Standing Fierce Recovery nerf: 3f slower.

REASON: this move can't remain with +6 of frame advantage anymore now that it can reach most crouching characters, because Close Standing Roundhouse would then be useless, since it having +6 and hitting crouchers is the only selling point of that move. So, in NL, while both Close Fierce and Close Roundhouse can reach most crouching characters, it's Fierce that can be linked into easily and can be special cancelable, and it's Roundhouse that gives good frame advantage, so each move have it's own uses.

+ Close Standing Fierce Priority buff: hitbox expanded 5px downwards but reduced 1px upwards.

REASON: so now it can reach most crouching characters (only whiffs against Cammy and Blanka). This allows Claw to do block strings like: Crouching Forward (point blank), Close Standing Fierce xx Wall Dive/Rolling Crystal Flash/etc. I am doing this just so it's a way to give NL Claw something interesting, otherwise NL Claw would be only about nerfs. I doubt this will be revolutionary, but at least Claw got something new now (a heavy normal that is special cancelable).

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

REASON: a good portion of cancelable Close Fierce moves on this game have this property, to keep them in check (e.g. Shoto's, Fei). Some don't have it though (e.g. Cammy's, Chun's). Claw is already receiving a buff that he doesn't really deserve so I'm doing this just to play it safe. Maybe this isn't really needed but I'm not sure.

o Far Standing Fierce Behavior fix: 2nd startup animation frame now have a pushbox.

REASON: just bug fixing.

-- Flying Barcelona Attack (kick dive) Behavior nerf: gives a fast knockdown (i.e. like a sweep) when hitting a opponent that is on the ground (still gives full knockdown against aerial opponents).

REASON: with this change the wall dive loop is finally gone. All the other rebalance ideas proved to not work properly so I am finally doing the last resort kind of change. With that said, this really feels very "natural" still, unlike in HDR that removed the knockdown completely. I should have done this sooner. Anyway, with this change the followup game from a wall dive is nerfed greatly, but at least Claw still gets the space and momentum advantages of having the opponent being knocked down, so going for it in neutral on the match ups that it was useful is still a valid option.

+ Flying Barcelona Attack (kick dive) Priority buff: reverted the change that increased his arm hurtbox 4px forward while the move is active.

REASON: now that the loop is gone there's no need anymore for this move to be more easily beaten. On some specific match-ups this could still be a problem (e.g. Zangief), but these were addressed with small changes on these characters instead.

+ Flying Barcelona Attack (kick dive) Behavior buff: reverted the change that made the little "hop" right before the grounded recovery move Claw half as much as it did farther from the opponent in ST.

REASON: now that the loop is gone I believe it's ok for the move to be as safe on block as it was in ST.

+ Flying Barcelona Attack (kick dive) Behavior buff: reverted the change that reduced the blockstun and pushback to be the same as a medium move.

REASON: now that the loop is gone I believe it's ok for the move to be as safe on block as it was in ST.

+ Flying Barcelona Attack (kick dive) Dizzy buff: reverted the change that reduced the dizzy from 9~15 to 7~13 (when wielding the weapon). The nerf that reduced it from 9~15 to 5~11 when not wielding the weapon is still kept.

REASON: now that the loop is gone, there's no need anymore for that nerf. But i kept it when the claw is dropped just to emphasize Claw's dependency on it.

+ Flying Barcelona Attack (kick dive) Damage buff: reverted the nerf that had reduced it from 28(3)|30(3)|32(3) (Jab|Strong|Fierce) to 24(3)|26(3)|28(3).

REASON: now that the loop is gone, there's no need anymore for that nerf.

+ Izuna Drop (dive grab) Damage buff: reverted the nerf that reduced it from 34 to 32.

REASON: now that the loop is gone, there's no need anymore for that nerf.

+ Sky High Claw (punch dive) Behavior buff: removed the nerf that made it do less block stun.

REASON: now that the loop is gone on the kick dive, there's no need anymore for the nerf on this move, since the "mix-up" with the dive versions is now weaker overall.

+ Sky High Claw (punch dive) Behavior buff: no pushbox during the off the wall frames.

REASON: so it's now like the other horizontally moving moves (Blanka's Horizontal Beast Roll, E.Honda's Headbutt, Dictator's Psycho Crusher) in the sense that it can cross over in case it doesn't hit the opponent. This move was coded to make Claw land abruptly if there's a pushbox collision without a hitbox to hurtbox collision, and when that happened Claw was very easy to be punished. Now, Claw will just continue moving forward without hitting anything instead of landing, since that's preferable. I know, Claw is a very strong character and probably doesn't need buffs, but he received a very meaningful nerf (the loss of Wall Dive loops), so, just for NL Claw to not only be about nerfs, I think he deserves a few small buffs to make him unique in some good ways.

+ Scarlet Terror Startup buff: removed the nerf that made it have a 1f slower startup (from 5f to 6f).

REASON: this have to be removed otherwise the change that removes the granted built-in safe jump Ken has after a Knee Bash won't work properly.

O.Claw:

- Fast knockdown animation Behavior nerf: proper (i.e. smaller) pushboxes.

REASON: now it fits the sprites better, although it's only a single frame that was off. The only meaningful effect is that O.Blanka can cross over a little easier with his Horizontal Roll.

o Far Standing Fierce Behavior fix: 2nd startup animation frame now have a pushbox.

REASON: just bug fixing.

N.Sagat:

- Diagonal Jumping Fierce Priority nerf: hurtbox expanded 6px downwards.

REASON: just toning it down a little. Now it will trade instead of beating Blanka's Electricity, DeeJay's last active part on his Slide and Claw's Crouching Fierce. Also, now it loses to Cammy's Crouching Fierce, T.Hawk's Crouching Fierce as well as to a properly timed Honda Close Standing Fierce, although a trade may happen as well. Note that the hitbox is still positioned very low, so he still can beat Dhalsim's slide with this move.

N.Dictator:

- Fast knockdown animation Behavior nerf: proper (i.e. smaller) pushboxes.

REASON: now it fits the sprites better, although it's only a single frame that was off. The only meaningful difference is that O.Blanka's Horizontal Roll can cross over more easily. Otherwise, this change has very few impacts, i am doing this just for the sake of consistency and perfectionism.

+ Crouching Fierce Framedata buff: active part stays longer for 2f, recovery is faster by 2f.

REASON: the previous change that made it have fast startup also altered the timing required when using this move as an anti air. The change on the active frames duration is for it to be usable with a similar timing, and the recovery change is for it to still have the same frame (dis)advantage on hit.

+ Scissor Kicks Priority buff: 1st active part hitbox expanded 8px downwards, "leg" hurtbox expanded 5px downwards.

REASON: there are 2 main reasons for the hitbox change: 1) it can hit a crouch blocking Blanka (but it will also affect the Cammy match-up, which is not optimal); and 2) Short Scissors will reach Zangief's leg crouch blocking hurtbox, instead of only being able to reach his body, so Scissors have more reach in this match-up, and a block string with the Short Scissor will often leave Dictator farther, meaning his block strings are better at keeping Zangief away. This will also allow it to reach some low moves that it previously couldn't: Honda's Crouching Punches (originally, Honda's move would beat Scissors if it could reach the hurtbox around Dictator's butt lol, otherwise it would trade/lose as soon as the 2nd hitting part of Scissos comes out; now, with both changes on the hitbox and hurtbox, it can beat Scissors if not from too far away since it can now reach Dic's leg hurtbox (but it can lose if case it comes out late, due to the pre projected hurtboxes on Honda's move, which can now be hit by this hitbox buff), but if from far away, the small height difference can make Scissors win, specially if it's the Forward or Rh Scissors, with the Rh version doing 2 hits consistently - all in all it can be bad and good for Dictator, it all depends on the timing) and Honda's Standing Fierce (meaningless), Chun's Crouching Forward (new body hurtbox on recovery she received on NL - and this can be bad sometimes, due to only the first hit connecting - will not be an issue with the Rh Scissors though), N.Dhalsim Far Crouching Punches (due to the new head hurtbox Dhalsim received on these moves - shouldn't be too much of a problem), Dhalsim Far Standing Strong/Fierce (meaningless), Cammy's Short Cannon Drill (kinda bad, but I made some adjusts on Cammy so at least Forward Drill can beat it), Fei's Crouching Strong arm hurtbox (meaningless), Dictator's Crouching Fierce arm hurtbox (it's a trade at best though, it often loses to it still).
The hurtbox change is just to keep the hitbox change from being too good on some situations, mainly against Cammy's Drills (beats Short Drill depending on the timing, but at least Forward Drill is consistent). Other impacts are: will not beat Honda's Crouching Punches cleanly when close (as explained above), can sometimes trade with Sagat's Crouching Punches (similar to what happens vs Honda), Dictator's buffed Crouching Strong can be used to beat it (... I don't know what to think about this, but it's a mirror match anyway so I guess it's OK?). By the way, this is the maximum nerf the hurtbox can receive while still whiffing vs Shoto Crouching Strong.
This has absolutely no impact against Shotos, Blanka, Guile, T.Hawk, DeeJay, Boxer, Claw. Also, the impacts against Chun, Fei, Dhalsim and Sagat are small enough to not really be important.

o Super priority buff: 1st active part hitbox expanded 2px downwards.

REASON: just so it's consistent with the Scissor Kicks change as well as with Super's 3rd active part.

O.Dictator:

- Fast knockdown animation Behavior nerf: proper (i.e. smaller) pushboxes.

REASON: now it fits the sprites better, although it's only a single frame that was off. The only meaningful difference is that O.Blanka's Horizontal Roll can cross over more easily. Otherwise, this change has very few impacts, i am doing this just for the sake of consistency and perfectionism.

Akuma:

- 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.

+ Damage Scaling Factor buff: reduced from 29/32 to 28/32 (was 27/32 in ST).

REASON: the idea of making Akuma a glass cannon type of character still stands, it's just that the previous damage penalty was a little too exaggerated. Now it should be more appropriate (still takes more damage than everyone, including Dhalsim and Claw, but not too much like before).

+ Air Hadouken Behavior nerf: projectile trajectory changed: Jab version is very angled, Strong is in between Jab and Fierce, Fierce stays the same as in ST. All projectiles now have the same travel speed as the Strong version used to have.

REASON: this move required tons of changes to be made balanced. The Unaltered angle on Fierce will be balanced by making it dissipate sooner (e.g. like Chun's Kikouken - see the next change below). Jab has his angle inverted, so Akuma shoots it very downwards (which is also a way to balance it). Finally, Strong has an intermediate angle between Jab and Fierce, and also dissipates before it reaches the ground (unless Akuma throws it low in the air) so it can't hit Zangief's Kick lariat leg hurtbox, or a sliding Dhalsim, for example. Also, every version has now the same travel speed as the Strong Air Hadouken used to have, this is for the Jab version to not give exaggerated frame advantage.

- Air Hadouken Behavior nerf: projectile dissipates after some time (40f), like Chun's Kikouken.

REASON: it's a requirement for the very angled Fierce air projectile to be balanced. Thanks to Supcio6073 for helping me with this idea.

- Air Hadouken Priority/Behavior nerf: after throw animation now have Akuma with his arm extended for longer, leg hurtbox during the last recovery animation reduced by 4px.

REASON: there's 2 reasons for the animation change: first is that the animation looks more "fluid" now. Second, now there's more frames in which Akuma have a bigger head/arm hurtbox at his front, meaning it is a little more vulnerable to certain moves. As for the change on the very last recovery part, it sounds like a buff (and in some situations it will indeed function as one), but the intent here is for Akuma to only be hit by Zangief's Crouching Roundhouse and E.Honda's Command sweep when Akuma touches the ground so he can be knocked down properly. The change is very minimal so I don't think this will be of much benefit to Akuma overall. By the way in ST this only happens on backward jumps, but because of the added "leap" added when he throws the projectile, it can now happen on all 3 forms of jumps.

+ Air Hadouken Dizzy/dizzy timer buff: increased from 0~4 to 3~9, timer increased from 20 to 90.

REASON: now with the proper nerfs that his move received, there's no reason for it to do so little dizzy.

+ Shoryuken Bug/hit amount fix: Fierce version 3rd active part now combos properly if the 2nd part whiffed.

REASON: just bug fixing. Now a deep anti air will basically always do at least 2 hits. Before, if it was a very deep hit it would only have the 1st part to hit, the 2nd would miss due to hitbox positioning and the 3rd would also whiff due to the bug.

+ Kick Teleport Behavior buff: kick version travels 5f faster, distance traveled decreased by 7px.

REASON: I am making it faster so it's a little better as an offensive tool - the idea is to make Akuma stronger offensively so he be a better "glass cannon" type of character. The difference in distance traveled is because it's hard to tweak the speed while keeping the distance the same, this was the closest to the original distance I was able to make it while keeping the 5f faster travel (it's the same parameter that controls the overall speed and distance traveled - changing the distance is not done on purpose).

Character colors:

Ryu:

All colors: blood on lose portrait adjusted slightly (brightest blood color is not orange anymore).

REASON: just so it's more realistically red. This is a small tweak.

Gray gi/dark-red headband: small adjust on the headband color.

REASON: previously, the middle tone had a slightly touch of blue in the portrait which made it look slightly purple-ish. Sprite also changed, though the impact on it is almost unnoticeable.

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Dark purple gi/green headband: readjusted (again) the headband.

REASON: the change from v0.5 was a mistake.

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Pink gi/ white headband: brightest gi color +1 on G and R channels, 4th gi color -1.

REASON: looks slightly better this way. Now the gradients are more smooth as well as more similar to the other colors.

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New Colors:

Metallic teal gi, salmon headband - by Born2SPD and street spriter

Dark red gi, milky white headband - by Born2SPD

Muted light green gi, light blue headband - by Born2SPD

Washed out orange gi, olive green headband - by Born2SPD

Creamy brown gi, red headband - by Tyrone

Ken:

All colors: blood on lose portrait adjusted again (don't have orange tones anymore).

REASON: I am getting rid of orange blood everywhere. In my opinion it looks better this way.

Blue silver gi: replaced with new Silver gi.

REASON: looks better in my opinion. Now Ken has a grey looking option.

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Gold gi: darkest gi colors R channel decreased.

REASON: before it had a "red outline" effect. This should now be fixed.

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New Colors:

Teal - By Born2SPD

Purple - By Born2SPD

Viridian green - By Born2SPD

Cadillac pink - By Born2SPD

Military green, dark blonde hair - By Tyrone

E.Honda:

New Colors:

Orange, green face paint - By Zass

Magenta with purple stripe, creamy brown face paint - By Thenarus, stripe and face paint color by Born2SPD

Gray with red stripe, dark blue face paint - By Combofate

Black, light orange face paint - By Born2SPD

Olive, white face paint - By Combofate, skin tone by Born2SPD

Blanka:

Original START color (teal skin, green hair/shorts): blood on lose portrait adjusted (blood is now red instead of orange).

REASON: I am getting rid of orange blood everywhere. In my opinion it looks better this way.

Red skin/orange hair: blood on lose portrait adjusted (blood is now red instead of orange).

REASON: I am getting rid of orange blood everywhere. In my opinion it looks better this way.

Lemon green skin/cyan hair: slightly adjust on skin tone. Also swapped spots, it's not the "NL signature" color anymore.

REASON: the slight adjust makes the gradients look more detailed. As for the swap of spots, there's a new dark green skin/dark red hair color just included that fits better.

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Olive skin/creamy white hair: replaced with a new dark green skin with dark red hair color.

REASON: it's not that this color was bad, but it was somewhat of unoriginal design, since it was just the original HK color with the skin and hair colors swapped, and that was bothering me for a while.

Green skin/purple hair: skin tone adjusted so the darker tones are now a little less green.

REASON: to differentiate it from the new dark green color.

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Sky blue skin/pink hair: slightly adjust on the skin tones.

REASON: so the gradients look more detailed.

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Red skin/cyan hair: replaced hair color with a new milky white color, skin tone is now darker.

REASON: too many blue haired Blanka colors. Plus, this one is also an interesting combination.

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White skin/dark red hair: replaced hair/shorts color with a purple.

REASON: this one improves the set variety considerably. the dark red hair did looked good IMO, but it was little too close to the original gray/red color (i.e. the komoda color).

Dark blue/orange shorts: 4th skin tone shade -1, on portrait.

REASON: slightly improvement.

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New Colors:

Dark green skin, red hair - By Born2SPD (replaces the 'Olive skin/creamy white hair' color)

Yellow skin, black hair - By Born2SPD

Talcum pink skin, luminous green hair - By Born2SPD

Light orange skin, teal hair - By Born2SPD

Luminous light green skin, creamy white hair - By Born2SPD

Lilac skin, lime yellow hair - By Born2SPD

Guile:

Leaf green: 3rd brightest skin tone +1 and the the 2 darkest skin/boots tones are now brighter. Also swapped spots, it's not the "NL signature" color anymore.

REASON: the skin tone change is a very small change, but this should fix the "gradient" on his skin tone. The other change is because his boots looked too dark. It looks better now for sure. As for the swap of spots, there's a new dark green color that looks so good that it felt like it deserved to have this spot.

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Blue: small adjust on camo/boots tones.

REASON: his boots were too dark.

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Orange: color was remade from scratch, now it has a more colorful orange, a slightly tanned skin tone and white-ish hair.

REASON: it looks like an orange worth picking now.

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Purple: skin tone reworked, now it's a pale skin.

REASON: purple with white is a very nice color combination. So, with Guile having a very pale skin, it works like the white for the combination and the result is better than the very dark skin it had previously.

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Gray: blood color fixed on portrait.

REASON: for some reason it was different from all the other guile colors...

Mint: new red-ish skin tone.

REASON: gives more "charm" to this color.

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Dark yellow: skin brightened by +1.

REASON: it was a little too dark IMO.

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Teal: skin tone rework.

REASON: looks better and more unique this way. The pale skin it had before didn't fit very well.

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Lilac: new pink-ish skin color.

REASON: looks better and more unique this way. The pale skin it had before didn't fit very well.

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Yellowish green: replaced by the new dark green color which now has the "NL signature" color spot.

REASON: it didn't looked very good IMO. This new dark Green looks very good, so it deserves to be included.

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New Colors:

Dark green - By Zass, skin tone by Born2SPD (replaces the 'Yellowish green' color)

Jeans light blue, tanned skin - By Born2SPD

Dark pink - By Born2SPD

Purpley blue, tanned skin - By Born2SPD

"Cannon ball" black, tanned skin - By Born2SPD

Lime yellow - By Zass, small tweaks by Born2SPD

Chun Li:

Sea green: slightly darker skin tone. Also, 2nd darkest costume color +1 brighter.

REASON: the skin change is for it to not be a copy paste from the original green color. The costume change is for the transition to be more smooth.

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Gold yellow: fixed a very small mistake on one of the gold shades.

REASON: just fixing.

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Brown: fixed a very small mistake on one of the brown shades. Also a very small adjust on her skin (she had one color with a little too much red).

REASON: just fixing.

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New Colors:

Light yellow - By Born2SPD

Green - By Born2SPD

Peach orange - By Born2SPD

Carbon black - By Born2SPD

Purple - By Born2SPD

Zangief:

All colors: blood on lose portrait adjusted slightly (brightest blood color is not orange anymore).

REASON: just so it's more realistically red. This is a very small tweak, i believe it will pass unnoticed for most people.

Original Fierce/HP color (cyan clothes, pink skin): clothes color on portrait now properly match the sprite, instead of being a copy from the Strong/MP color.

REASON: it was lazy and didn't made much sense.

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Blue-ish purple/white bracelet: replaced with a new purple.

REASON: a lot superior aesthetically IMO.

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Teal/white bracelet: bracelet color is now more of a milky white color.

REASON: this kind of white looks better with this kind of blue. Also, it's better for variety (there's already a good number of 'neutral' white bracelets).

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Muted-purple: use new carbon/ash clothes color.

REASON: it was a little too similar to the new purple, and that one is a must so I decided to change this color sightly... I am pleased with the result.

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Bright orange: scar skin tones -1 (sprite and portrait).

REASON: looks slightly better this way.

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Military green: scar skin tones -1 (sprite and portrait).

REASON: looks slightly better this way.

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New Colors:

Milky white, sea green bracelet - By Born2SPD

Burgundy red, white bracelet - By Born2SPD

Dark purpley blue, tan skin and golden bracelets - By Zass, new skin tone and small clothes tweak by Born2SPD (yes, this color is returning, but it's slightly different)

Dark green, white bracelet - By Born2SPD

Lime yellow, pale pink skin and light blue bracelet - By Born2SPD

Dhalsim:

All colors: blood on lose portrait adjusted slightly (brightest blood color is not orange anymore).

REASON: just so it's more realistically red. This is a small tweak.

Old alternative: skin tone changed, again.

REASON: this was changed the first time just so this was not too similar to the main Old palette. It's being changed again because the first attempt didn't looked right, now it should be better.

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Green-ish skin/blue silver shorts: replaced with a new creamy white skin, purple shorts and lavender face paint color.

REASON: the blue/silver shorts color it had is now instead used on the tweaked yellow color (see below). So this now required to be a brand new color.

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Yellow skin/purple shorts: now has a blue silver shorts and an orange face paint.

REASON: it looks much better now.

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Pink skin/pink shorts: small fix on the shorts color.

REASON: so the gradients are smoother.

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Brown skin/milky white shorts: new skin tone.

REASON: this one looks so much better and is more fitting.

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Red skin/blue shorts: shorts now are black-ish colored, face paint is now teal.

REASON: with the addition of the purple skin/blue shorts color (see below), Dhalsim got too many blue shorts. Plus this also looks nice, maybe it's not necessarily an improvement, but I don't think its an downgrade either.

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Purple: skin tone is now less saturated, shorts color is now blue, and face paint is now icy blue.

REASON: looks better, the old purple was somewhat rushed. This is inspired by one color by vibromaster, although i did made it from scratch (only the face paint tones were copy pastes).

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New Colors:

Copper shorts, cement gray skin, teal facepaint - By Born2SPD

Gray shorts, baby blue skin, pink facepaint - By Born2SPD

Light blue shorts, creamy brown skin, yellow facepaint - By Born2SPD

Green shorts, orange skin, red facepaint - By Born2SPD

Peach orange shorts, dark blue skin, red facepaint - By Born2SPD

Boxer:

Original Fierce/HP (orange clothes, green gloves), Forward/MK (red clothes, dark-teal gloves), Roundhouse/HK (purple clothes, red gloves), Old and Old alternative colors: blood on lose portrait adjusted slightly (don't have orange tones anymore).

REASON: just so it's more realistically red. This is a small tweak.

Gray/Silver clothes/dark red gloves, Lilac clothes/gray gloves, Yellow clothes/black gloves, Creamy brown clothes/pink gloves: blood fix on portrait (don't have orange tones anymore).

REASON: just so it's more realistically red. This is a small tweak.

Blue clothes/green gloves: swapped spots, it's not the "NL signature" color anymore.

REASON: the new gray/silver clothes with dark red gloves is a better combination for that.

White clothes/purple glove: new "purple-ish" skin tone, small color adjust on portrait's darkest clothes color. Also blood fix on portrait.

REASON: i think it looks better this way. I know this changes the color a lot, but to me the way it was it was like something was off. Now i know that there was too much "difference" in the clothes color and the skin tone used. When I first made that color back in the day I thought this contrasting skin tone looked good but now at a second look i think i was wrong. This color needs more harmony in my opinion for it to really work. Also, this new skin fits a black character and looks cool IMO.

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Orange clothes/blue gloves: gloves color receives global -1 on portrait. Also, blood fix on portrait.

REASON: the portrait color didn't match well enough the sprite palette.

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Green clothes/green gloves: gloves color receives global -1 on portrait.

REASON: the portrait color didn't match well enough the sprite palette.

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Cyan clothes/dark teal gloves: new skin tone and gloves color, clothes color -1. Also blood fix on portrait.

REASON: the old skin tone used made the whole palette look too cold. The new one should be an improvement. Slightly different gloves color so it's not a copy paste from the original Forward/MK color. Clothes colors made less bright so it doesn't has a "luminant" look.

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Salmon clothes/pink gloves: use new icy blue colored gloves.

REASON: boxer had too many colors in which both the clothes and the gloves were similar (3 in total, till v0.5). I don't mind having that since that's unique by itself, bu 3 was too much. I tried to adjust all 3 of them, and this one was the best change I could make.

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Yellow clothes/black gloves: fix on the bruises on lose portrait.

REASON: now has the same values as on all other Boxer colors.

Dark gray clothes/golden gloves: skin slightly darker, clothes received a global -1 on red channel and +1 on blue channel. Also, blood fix on portrait.

REASON: before, it had exactly the same clothes color as the original dark gray color on ST, so that was very bad for variety. Now it's more of a "dark silver" color. As for the skin, i think it looks better this way, it goes better with the new clothes color (yeah this is a totally subjective reasoning, but overall this should be a net positive for the set).

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New Colors:

Purple, green gloves - By Born2SPD

Cherry red, black gloves - By Born2SPD, based on a color made by fatboy

Dark green, gray gloves - By Born2SPD

Lavender, dark blue gloves - By Born2SPD, based on a color by Zass

Creamy white, red gloves - By Born2SPD

Claw:

All colors: blood on lose portrait adjusted.

REASON: the blood colors varied a lot. On some palettes, it was orange, on others it was pink. Now they're all properly blood looking. Claw may be weird, but he's not an alien.

Creamy white clothes/blue sash: darkest clothes color -1.

REASON: the transition was clearly not right. Now it's like on other colors.

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Teal clothes/pink sash: teal values are now +1 brighter, also adjustments on portrait.

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New Colors:

Brown, maroon sash - By Turbo Annihilator

Creamy black, creamy white sash - By Born2SPD

Dark green, black sash - By AMC, small tweaks by Born2SPD

Orange, cyan sash - By Born2SPD

Lilac, dark blue sash - By Born2SPD

Sagat:

All colors: blood on lose portrait adjusted again, slightly (brightest color is now a bright red tone instead of orange).

RESON: this is a complement to the previous change. The previous change had already improved this a lot, this is just a very small improvement on top of it.

Orange with yellow stripe: new darker skin.

REASON: just using the update by Thenarus. He also had also made a small change to the orange shorts, but I prefer the way it was already, so i didn't replicated that one.

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Pink with purple stripe: new gray stripe.

REASON: not that the previous was bad, in fact it was very good IMO. But I think this pink/gray combination looks very very good on Sagat.

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White with green stripe: new purple stripe.

REASON: i think it the combination white/purple works better.

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New Colors:

Light blue, black stripe - By Born2SPD

Tomato orange, blue stripe - By Born2SPD

Dark green, silver stripe - By Born2SPD

Yellow, green stripe | SFA3 V-ism K / CVS LK+HK / CVS2 HP - By Born2SPD

Brown, black stripe - By Born2SPD

Dictator:

New Colors:

Creamy white, metal green armor - By Born2SPD, crusher by Tyrone

Magenta, creamy white armor - By Zass, armor color by Born2SPD, crusher by Tyrone

Dark blue, green armor - By Born2SPD, crusher by Tyrone

Silver, golden armor | SVC K - By Born2SPD, crusher by Tyrone

Burgundy pink, purple armor - By Born2SPD, crusher by Tyrone

Cammy:

Lemon yellow: yellow gradient reworked.

REASON: was too flat before.

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Orange: now has a olive beret.

REASON: the old lilac beret didn't worked very well.

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New Colors:

Steel bodysuit, red beret - By Born2SPD

Khaki bodysuit, pink beret - By MMK

Cherry red bodysuit, black beret - By Born2SPD

Cyan bodysuit, orange beret - By Born2SPD

Muted pink bodysuit, creamy white beret - By Born2SPD

T.Hawk:

Red: all costume colors -1 on B channel.

REASON: removes the "almost pink" look that it had. Now it looks perfectly red.

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New Colors:

Yellow - By Born2SPD

Lavender - By Born2SPD

"Cannon ball" black - By Born2SPD

Emerald green - By Born2SPD

Flame red - By Born2SPD

Fei Long:

All colors: blood on lose portrait adjusted.

REASON: the blood colors varied a lot. On some palettes, it was orange, on others it was pink. Now they're all properly blood looking.

Light green: new skin tone.

REASON: it was "too green" before.

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Dark blue: -1 on the B channel, darkest clothes tone -2. Also, blood fix on portrait.

REASON: so it looks more like a teal... this increases the color variety because ST already has one blue that was somewhat close to this.

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Pink: small fix on the darkest pink tones.

REASON: just fixing

-_-' -_-'

Burgundy pink: slightly different skin tone.

REASON: just so it has its own unique skin tone. Before, it was a copy pasta from the other pink.

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New Colors:

Peach orange - By Born2SPD

Dark green - By Born2SPD

Cement gray, pink tanned skin - By Born2SPD

Salmon - By Born2SPD

Wine - By Born2SPD

Dee Jay:

All colors: blood on lose portrait adjusted again (don't have orange tones anymore).

REASON: this is a complement to the previous change. The previous change had already improved this a lot, this is just a improvement on top of it. As said before, I am getting rid of orange blood everywhere.

Magenta: reworked clothes color.

REASON: looks better in my opinion.

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Sky blue: new skin tone.

REASON: this one looks better. The previous one made the color be too cold.

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White: clothes color reworked, now it's more of a milky/creamy white.

REASON: looks better this way.

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New Colors:

Lavender - By Born2SPD

Wine - By Born2SPD

Viridian green - By Born2SPD

Steel - By Born2SPD

Light brown - By Born2SPD

Akuma:

Dark yellow/ochre: small adjust on the darkest clothes tones

REASON: the gradient looked ugly, now it should be better.

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Pink: replaced with a new color that has the original USF2 color #5 skin/hair but with USF2 shin color #7 clothes. Old pink that was in this place moved to a new slot.

REASON: so it's more faithful to the USF2 color order. This new pink is more similar to the original one, but doesn't look like trash. I gave it a gradient fix, just like on the Dark yellow/ochre.

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New Colors:

Pink gi, red hair | USF2 Color 7 - By Devilman and Born2SPD

Dark green gi, white hair - By Born2SPD

Dark yellow gi, red hair - By Born2SPD

Emerald green gi, orange hair | USF2 Shin Color 7 (normal skin) - By Born2SPD

Lilac gi, orange hair | USF2 Shin Color 6 (normal skin) - By Born2SPD

v0.5: 11/06/2021

Global:

Proper Akuma mini portrait and nameplate graphics. Big Portraits will also be included in the future.

The graphics were made by Tyrone.

-_-'

Last step of the secret color code is now LP+LK+HP+HK (now a 4 button press).

REASON: dunno what I was thinking when i made it the way it was before. Sorry! Now you can easily do it with 2 fingers (index+middle) from each hand.

N.Ryu:

+ Diagonal Jumping Short Priority buff: hitbox expanded 1px downwards.

REASON: due to an adjustment on N.Sim's slide, this move required another 1px buff to beat anti air slides reliably.
IMPACTS: it can now trade with Chun's Close Standing Forward. This is good for balance in Ken's case, but probably not so much in Ryu's case, but at least it still trades so it's not terrible for Chun. This still performs basically the same against Guile's Crouching Fierce. Finally, this is also slightly harder for Dhalsim to anti air from up close, which is also a good impact.

O.Ryu:

+ Ground Tatsumaki 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.

N.Ken:

+ Diagonal Jumping Short Priority buff: hitbox expanded 1px downwards.

REASON: due to an adjustment on N.Sim's slide, this move required another 1px buff to beat anti air slides reliably.
IMPACTS: it can now trade with Chun's Close Standing Forward. This is good for balance in Ken's case, but probably not so much in Ryu's case, but at least it still trades so it's not terrible for Chun. This still performs basically the same against Guile's Crouching Fierce. Finally, this is also slightly harder for Dhalsim to anti air from up close, which is also a good impact.

+ Fierce Shoryuken Dizzy buff: Fierce version changed from 1~7+1~7+1~7 to 1~7+5~11+2~8 (it was 1~7+9~15+1~7 in ST).

REASON: at first I had nerfed it (due to the 3 hits on it being reliable now), but at a second thought, that was not that needed because it's not like Ken can hit confirm into it so it's still a gamble to go to this after a crossup, which means that you pretty much deserve the dizzy in case the crossup connects, specially considering how vulnerable Ken will be in case it doesn't.

+ Roundhouse Crazy Kick Dizzy buff: 1st active part increased from 0~4 to 1~7, like the 2nd part.

REASON: for some odd reason the 1st part did very low dizzy, which was very weird.

N.Chun Li:

+ Diagonal Jumping Jab Priority buff: startup frames uses the smaller head hurtbox from Diagonal Jumping Short/Forward 1st startup frame.

REASON: to complement the change below. Now, in case it's badly timed, Chun will at least score a trade against a Chicken Wing, which will be enough to end the loop (Fei won't be able to do it again right after).

+ Diagonal Jumping Jab Startup buff: 2f faster than v0.4 (now 4f faster than ST).

REASON: the 2f buff wasn't good enough for it to be reliable as a counter to the Chicken Wing loop on the corner. Now, this is a proper counter to the Chicken Wing loop, but keep in mind that the Chicken WIng loop has to be activated from not too close (i.e. it must be at least the 2nd Chicken Wing of the loop), if that is the case, the new counter must be the slightly faster Close Standing Roundhouse.

+ Diagonal Jumping Roundhouse Damage buff: changed from 14+14 to 16+16.

REASON: it's fair for it to do a little more damage, because before the difference in damage from using a Fierce when going for an air combo was negligible at best. Now it's more noticeable and a more appropriate reward for timing the Rh.

+ Aerial/Ground Spinning Bird Kick Behavior buff: super meter given increased from 8 to 10 points.

REASON: Just to give an incentive for using this move, and this also serves as an indirect buff to her super (which is not as good now that the store bug is gone).

- Spinning Bird Kick Priority nerf: head hurtbox during spinning part moved 1px downwards.

REASON: So Sagat's Crouching Punches can beat it. Now that SBK knocks down, it got somewhat decent against Low Tigers. To compensate that, Sagat deserves an easy and reliable counter. Realistically this will hardly help Sagat, but it's not like the new SBK changed the match-up that much anyway. I tested the move against all the Crouching normals in the game and there's no other impacts, so with this change being so risk free regarding bad balance impacts I just see no reason to not do it.

+ Super Behavior buff: 1st active part movement speed increased slightly.

REASON: This seems to be a decent way of compensating the lack of stored super, since without the store it's hard for Chun to activate the super while being close enough to the opponent. With a small bump in movement speed it will allow Chun to get the first hit to touch the opponent more frequently. It will still miss from full screen though, but this small increase seems to make a considerable difference. The actual amount of speed increased may need additional adjustments though, but I think this is an approach worth testing. With all that said, I must make it clear that this is a very experimental change, I still don't know how good this is, specially against other fireball characters.

+ Super Damage buff: increased from 12*6 to 12*2 + 14*4 (on ST it was 16*6).

REASON: the super felt like it did a little too low damage on some scenarios due to the damage scaling (as well as not having the 1st hit to connect, since the stored bug is gone, it's common now to have the super to connect without the 1st hit). To keep the damage from being too much again, you can only get one extra juggle hit from a Tenshou (see changes below).

- Super Behavior nerf: 5th hit is now a juggle launcher.

REASON: so the opponent is launched to the air 1 hit sooner, meaning the 6th hit will count as a juggle hit. This way Chun can only get one extra hit with a Tenshou. This is needed to adjust the total super damage, otherwise the super would do very low damage on the situations in which a Tenshou doesn't connect. By allowing only one extra hit, I can keep the total super damage relatively high still while keeping the total sequence (super + extra juggle) balanced.

o Super Priority tweak: 3rd active part hitbox expanded 8px backwards.

REASON: needed for it to always combo properly against Guile, Dhalsim, Fei and Sagat, due to the pushback changes.

o Super Priority tweak: 5th active part hitbox expanded 4px backwards.

REASON: needed for it to always combo properly against Guile and Sagat, due to the pushback changes.

o Super Priority tweak: 6th active part hitbox increased 10px upwards.

REASON: needed for the 6th hit to connect as a juggle against everyone now that the 5th hit is as juggle launcher. Without it, the 6th active part would only reach Zangief, Chun and Blanka.

O.Chun Li:

+ Far Standing Short Priority buff: hitbox moved 16px downwards, 16px towards.

REASON: the downwards change is for it to hit all crouching opponents, like New Chun's. The towards change is for it to match the sprite and now it has a little better range than New Chuns, although it has worse vertical priority (downwards and upwards).

N.Zangief:

+ Close Standing Roundhouse Priority buff: 2nd active frame leg hurtbox decreased 24px backwards, body hurtbox now the same as on neutral stance.

REASON: my hope is that this may be used against a crossing up Wall Dive. Won't be a game changer, just adding something to that (still) bad match-up.

O.Zangief:

++ Punch Lariat Startup buff: now a 0f startup move, like in HF.

REASON: It was a vital aspect of CPS1 Zangief that was worth reproducing. Can be used effectively as a trade anti air now. I had this implemented up until v0.2 but then I later reverted it back in v0.3 due to it beating T.Hawk's dive, which somewhat broke the matchup. Now, i decided to revert it instead and then nerf it slightly so it doesn't beat a well spaced Hawk Dive anymore (see change below).

- Punch Lariat Priority nerf: 1st active part head hurtbox expanded 16px forward.

REASON: so it doesn't has enough horizontal priority to beat T.Hawk's Dive. This is important for balance now that O.Zangief has no whiff on his SPD, because the Typhoon/Dive mixup (which was very important in the match up) is gone now (O.Zangief can just always go for negative edge SPD), so the least to expect is that at least the dive is somewhat harder to counter.

- Both Lariat Damage nerf: 1st active part nerfed from 32 to 24, like in HF, random damage table nerfed from (3) to (2), like in CE.

REASON: this is needed to keep this move in check. The fact that it's a trade anti air (see change below) that works almost every time makes it a lot stronger. This nerf is specially needed IMO on the Hawk match-up: it should do less damage than the Dive in case it trades.

N.Dhalsim:

+ Slide Priority buff: Head hurtbox reverted to how it was in ST, Body hurtbox moved 2px downwards and expanded 1px vertically (so it's 1px shorter vertically than it was till v0.4).

REASON: the reason for the nerf in v0.1 was for more characters to have aerial moves that can beat it. The problem with my change was that N.Sim couldn't slide under Honda's Headbutts anymore, and I know that this wasn't a terrible impact, but it always felt weird to have the Headbutt beating Dhalsim's slide instead of just passing over it. In ST the head hurtbox already had the maximum height that allowed it to pass below Headbutts, so I am reverting that back. Also, till v0.4 the body hurtbox was 1px taller than its head hurtbox in ST, meaning it was still vulnerable to Honda's headbutts so I am making the body hurtbox have the same height as the head hurtbox as well. Luckily, most moves air moves that could beat it still can, the only exception is N.Shotos Jumping Short (with my buff, they couldn't in ST), which will receive the required adjustments. Note that the bad impact of it being hit by some of Ryu's frames on Fireballs is also gone.

- Neutral/Diagonal Jumping Strong Priority/Behavior nerf: 3rd startup animation frame (now last startup frame, see change above) sprite/hurtboxes swaped with the 1st recovery animation frame.

REASON: due to the change above, this move was too good in aerial trades, due to it having no pre projected hurtboxes on startup. With this change now this move has again pre projected hurtboxes on startup, but it wont be awful like it was in ST.

N.T.Hawk:

- 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".

O.T.Hawk:

- 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".

N.Cammy:

- Thrust Kick/Cannon Spike Behavior/Priority nerf: knockback animation vertical velocity change (horizontal velocity nerf is still in) and grounded recovery hurtboxes/duration changes from v0.1 reverted.

REASON: the main reason for the change was to make it safe against Honda's Headbutts. I am 100% sure this was fair and appropriate on that match-up. The problem is that it's impossible to make it safe on block against Honda's Headbutts without also making it safe against Ryu's Hadoukens, and that was a problem. As a result, the Shoto match-ups (as well as a few others) were really dumb, I couldn't foresee this, my bad. It was dumb because Cammy was too safe and "yolo": Cannon Drills are now safe on block, Spinning Back Fists were still safe on block (like in ST) while also now having a faster startup (which can be hard to react to sometimes), and on top of all that even Thrust Kick was safe on block. Don't get me wrong, I do believe this is fair against Honda, but against Shotos and a few others this was too much. See it this way: If, while pressuring the opponent, Cammy decides to go for a Thrust Kick (instead of any other special move or a Crouching Forward) then it's because she needs the invulnerability on it to try to read the opponent's counter to her other moves, so if Cammy does a bad read the opponent should be able to punish it.

o Thrust Kick/Cannon Spike Framedata tweak: 1st frame of the knock back animation now longer by 1f.

REASON: Now with the changes above reverted, this is needed otherwise Deejays Rh Jacknife Maximum could reach Cammy's new hurtboxes.

- Spinning Backfist Framedata/Recovery nerf: Jab version stays as is, Strong version active part longer by 1f, 1st recovery also longer by 1f (so it's +4 on block instead of +6), Fierce version active part longer by 2f, 1st recovery part also longer by 2f (so it's +2 on block instead of +6).

REASON: due to it being +6f on block it was possible to link it into a Crouching Forward (which then could be canceled to special moves) which was a little too good of a block string. Note that you can still do it with the Jab version, but that will require Cammy to activate the move from a lot closer (since the Jab version does not move Cammy towards the opponent as much as the other versions). If the Strong and Fierce versions are used, there's now a gap between the moves, allowing the opponent to attempt a reversal to break the string.

- Spinning Backfist Damage nerf: reduced from 12+28|14+30|16+32 to 12+20|12+22|12+24 (Jab|Strong|Fierce).

REASON: i completely forgot to adjust the damage of the move. This move always did huge damage, but since it would never connect in ST this was not a problem. But now the move is actually usable so the damage had to be adjusted.

- Spinning Backfist Dizzy nerf: reduced from 1~7+9~15 to 1~7+5~11.

REASON: hitting it once was enough to fill around half of the internal dizzy meter, it was a little too much, considering how the move is useful now.

- Spinning Back Fist Framedata/Priority tweak: 1st landing frame has no leg hurtbox and has its duration reduced from 2f to 1f, 2nd landing frame increased from 5f to 6f (so the total duration of the move is unaffected).

REASON: so sweeps done on reaction will not result in a air reset anymore. Before this change, if the opponent reacted too quickly with their sweep it would result in an air reset instead of a knockdown. Considering the move has a fast startup now, the opponent deserves the knockdown if he reacts fast enough for it.

o Spinning Backfist Priority tweak: 1st active part hitbox reduced 8px upwards and moved 8px backwards.

REASON: so it's impossible for the 1st active part of the move to connect against the Shoto's Hadouken after-throw pose and then whiff later on the 2nd hit. Now, in that scenario, the max range of the 1st part is exactly the same as the 2nd part's. This problem now only happens against Sagat's Low Tiger, and there isn't much to be done about it, but at least it will happen less often as well.

+ Spinning Backfist Priority buff: 2nd active part hitbox expanded 2px backwards (now 6px more in comparison to ST).

REASON: So it can combo properly vs Guile from point blank range. This wasn't a problem on ST, only on my hack now that the move does no push-back on hit. Previously I had made a change of only 4px, but on some rare situations that wasn't enough.

N.Dee Jay:

+ Super damage buff: damage restored to how it was in ST (20*4, till v0.4 it was 16+18+16+18).

REASON: the reason for the nerf was because the complete sequence (4 super hits + 2 Juggle hits with the up kicks) was a little too much. The problem with my change is that on situations in which you couldn't get a juggle hit (e.g. in corner) the damage would be too low when compared with other supers. So, I opted to revert the super back to how it was and then limit the total of juggle hits you can get instead. This way the super damage is more consistent.

- Super Behavior nerf: 3th hit is now a juggle launcher.

REASON: so the opponent is launched to the air 1 hit sooner, meaning the 4th hit will count as a juggle hit. This way DeeJay can only get one extra hit with a Jacknife Maximum. This is needed to adjust the total super damage, otherwise the super would do very low damage on the situations in which a Jacknife Maximum doesn't connect. By allowing only one extra hit, I can keep the total super damage relatively high still while keeping the total sequence (super + extra juggle) balanced.

+ Super Framedata tweak: animation frame before the 4th hit duration reduced by 1f.

REASON: so the last hit can actually reach the juggle opponent (important now that the 3rd hit juggles).

o Super Behavior tweak: remove the hitbox from the first 2 frames of the 3rd hit.

REASON: so it doesn't hit the opponent too soon (important for the full combo to connect properly now that the 3rd hit juggles).

+ Super Priority buff: 4th active part hitbox increased 10px upwards and 2px downwards.

REASON: so it still combos properly against all characters now that the 3rd hits juggles. Other than that it will also affect the priority of the 4th hit (better "anti air"), but I doubt this will bring bad impacts since it's the last hit. I do know that it can beat Lariats now, but that shouldn't be a problem for Zangief really, since if DeeJay whiffs it, Zangief can easily react with a Lariat before the 4th hit.

N.Boxer:

+ Kick Super Priority fix: Kick version hitbox expanded 3px vertically.

REASON: so if the Boxer player defaults to the kick hits (for the not nerfed damage), the super will combo properly against Fei. With this fix, it combos properly against everyone but Blanka (it would require too much of a change for it to work on him, plus Boxer still has advantage vs him anyway - you'll have to default to the Punch version on this case).

O.Boxer:

+ Priority buff: reverted the leg hurtbox nerf from v0.3 (now it's invulnerable to lows again, like it was in HF).

REASON: this was my mistake. In HF this move is not only important at avoiding projectiles, but also up close to dodge lows, so my change made no sense. Thanks Eggsnbacon for pointing it out.

O.Sagat:

+ Close Standing Jab Damage buff: increased from 12(1) to 14(1), like in CE.

REASON: just to give a reason to use it over the Short buttons (that can also hit low). With this change, now Jabs have a clear use: more damage when a combo is granted.

+ Far Standing Jab Damage buff: increased from 12(1) to 14(1), like in CE.

REASON: just to give a reason to use it over the Short buttons (that can also hit low). With this change, now Jabs have a clear use: more damage when a combo is granted.

+ Crouching Jab Damage buff: increased from 12(1) to 14(1), like in CE.

REASON: just to give a reason to use it over the Short buttons (that can also hit low). With this change, now Jabs have a clear use: more damage when a combo is granted.

+ Crouching Short Priority buff: hitbox expanded 17px forward.

REASON: so it has only 1px less range than Crouching Forward, meaning he now has a better move to cancel into Tiger Shots. Note that due to it being a weak normal (i.e. light), if cancelled from max range, it will not be a real string, unlike Cancelling from a Crouching Forward in ST would be. Also, it still won't reach as far as Standing Short's 2nd hit does in ST, so while he now can cancel from farther than HF Sagat, it won't be near anything like Old Sagat can in ST.

- Crouching Short Priority nerf: leg hurtbox during the active frames expanded 44px forward (same leg hurtbox as Crouching Rh).

REASON: to compensate the better range. Now it has bad horizontal priority, similar to Standing Short's 2nd active part.

+ Standing Roundhouse Priority buff: 2nd active part hitbox expanded 4px downwards.

REASON: so it combos properly for 2 hits against Shotos, Honda, Chun and Cammy.
IMPACTS: there are a few unintended impacts, but sincerely they're meaningless: it can now beat Honda's Headbutts, which is obviously not worthy the risky (requires very precise timing, chances are it will trade instead), it now trades (instead of being beat) by Blanka's Far Standing Rh (which is also meaningless), beats(or trades with) T.Hawk's Crouching Fierce, beats Cammy's Far Standing Strong.

N.Dictator:

+ Crouching Fierce Startup buff: 3f faster.

REASON: so it can be Super cancelled. This is a personal request from riz0ne. I don't think this is necessary for balance (and to be fair, a good number of my own changes aren't) but it does add a new flashy thing to do with Dictator so I think it will be OK. Usually if Dic lands a combo you're screwed anyway, this shouldn't really make much difference honestly. As for the sped up startup, this move was mainly used as an anti air against Guile, but Guile's jump is very slow anyway so I see no harm in this change, it's not like it was a challenge to anti air him in ST. Also, this will be useful when anti airing T.Hawk's new Diagonal Jumping Rh too.

+ Super damage buff: damage restored to how it was in ST (20*4, till v0.4 it was 18*4).

REASON: the reason for the nerf was because the complete sequence (4 super hits + 2 Juggle aerial Strongs) was a little too much. The problem with it is that on situations in which you couldn't get a juggle hit (e.g. in corner) the damage would be too low when compared with other supers. So, i opted to revert the super back to how it was and then limit the total of juggle hits you can get instead. This way the super damage is more consistent.

- Super Behavior nerf: 3th hit is now a juggle launcher.

REASON: so the opponent is launched to the air 1 hit sooner, meaning the 4th hit will count as a juggle hit. This way Dictator can only get one extra hit with a Jumping Strong. This is needed to adjust the total super damage, otherwise the super would do low damage on the situations in which a Jumping Strong doesn't connect. By allowing only one extra hit, I can keep the super damage relatively high still while keeping the total sequence (super + extra juggle) balanced. I know that only getting one extra hit from juggles may look odd at first, but I think it's a good compromise to make, considering the balance. By the way, the corner carry is also a little reduced due to it, but Dictator's Super's excellent horizontal movement will still corner the opponent from around round start position which is still a lot so I think it's OK. Oh, and by the way, now it's sometimes possible (depends on the match up) to actually get the additional Juggle hit with the opponent cornered (requires very good timing tho), so in these situations this actually works as a buff.

o Super Priority tweak: 4th active part hitbox expanded 2px upwards.

REASON: so it still combos properly against Fei and Boxer now that the 3rd hits juggles.

+ Super Priority buff: 1st active part hitbox expanded 6px downwards, 3rd active part hitbox expanded 8px downwards.

REASON: so it can hit a crouch blocking Blanka, but it will also affect the Cammy match-up, which is OK.

++ Super Behavior buff: bigger pushbox during the whole super sequence.

REASON: so it's always safe on block due to Dictator never crossing over a crouch blocking opponent during the Super. The main problem with it crossing over is that the opponent could easily make the Super totally unsafe on block by stand blocking the first 2 hits and then crouch blocking the rest, causing the 4th hit to whiff, which then leaves Dictator at -4 instead of +4. This is a problem because, if Dictator has no Reversal outside of his Super, then it should be fair for his Super to be indeed a real escape from bad situations, specially against the grappling characters, which only got better in NL. This also has the benefit of giving guaranteed corner carry even when it's blocked.

Akuma:

o K.O. sound is also fixed (i.e. plays the Boxer KO sound) when akuma loses by a throw.

REASON: the K.O. sound was literally done last minute before releasing v0.4 so this passed unnoticed. Now it's fixed.

+ Red Hadouken Damage/dizzy buff: Jab version damage increased from 18(2) to 24(2), dizzy increased from 5~11 to 9~15.

REASON: so now the Jab Red Hadouken now does the highest single hit damage as well as dizzy of all of the 6 ground hadouken variants (same amount as high tigers and yoga fires). Hopefully this now will be usable? Now, a simple 3 hit air combo with it can dizzy if you use the right normals (Jumping Forward kick into Strong xx Hadouken), although it will not always dizzy. It also does more damage than the Fierce Blue Hadouken, just so it's another selling point on it.

+ Red Hadouken Damage/dizzy buff: Strong version damage increased from 7(7)+7(7) to 15(7)+15(7), dizzy increased from 0~4+0~4 to 1~7+1~7.

REASON: so Strong is somewhat in between Jab and Fierce Red Hadoukens.

+ Red Hadouken Damage/random damage/dizzy buff: Fierce version damage increased from 7(8)+7(8)+7(8) to 10(0)+10(0)+10(0), dizzy increased from 0~4+0~4+0~4 to 0~5+0~5+0~5.

REASON: so the fierce now does a little more damage than fierce yoga flame, so it does the highest damage of all 6 ground Hadouken types. I think this is a fair balance for the move, considering its startup and recovery. The dizzy was buffed a little but it still does very low dizzy, so it does the least dizzy of all 3 versions. Also, the random damage had to be adjusted, otherwise it could (randomly) do around TYphoon damage on hit, and that was crazy.

+ Teleport Startup buff: 4f faster.

REASON: now that it's not fully invulnerable during the moving part anymore, it was hard to make it usable. I believe it had a slow startup because of the huge window of invulnerability it had, but this is not the case anymore so I believe it's fair to make it startup faster now that Akuma is vulnerable during the moving part of the move.

+ Teleport Recovery buff: 3f faster.

REASON: now that it's not fully invulnerable during the moving part anymore, it was hard to make it usable. I believe it had a slow recovery exactly because of the huge window of invulnerability it had, but this is not the case anymore so I believe it's fair to make it recover faster now that Akuma is vulnerable during the moving part of the move. With this (as well as the startup change above), this move is now an offensive move (instead of a defensive one, like it was on ST): the 3K version can be used in case you predict a whiffed move in neutral or a badly timed projectile to get close to the opponent and punish him for it (it must be by anticipation though, it wont be fast enough i done on reaction). Also, the 3P version can now be used for corner mix ups like Dictator can with Psycho Crusher/Scissors on the corner to change sides with the opponent (think of CVS2/A3).

Character colors:

Ryu:

Purple with green headband: updated to the last version of the color by Thenarus (headband slightly darker).

REASON: that's the last version of the color by Thenarus.

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Orange with white headband: replaced with the pink with white headband color made by Hopetal.

REASON: Ryu was lacking one pink color, since he had none.

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Ken:

Neon yellow: replaced with a new "gold yellow" made by me (Born2SPD).

REASON: that neon yellow was trash. I couldn't make anything better at the time but thankfully that is gone now.

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Honda:

Dark green with red facepaint: small fix on his skin.

REASON: the portrait specially was a little too contrasting.

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Blanka:

Old Alt color: now has a green skin (made by Thenarus).

REASON: the previous tweak i made was garbage honestly, dunno what i was thinking when i made that.

-_-' -_-'

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Brown with yellow hair/shorts: improvements on the portrait.

REASON: now the shading around the clavicle area is much better.

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Green with purple hair/shorts: brightest skin color darkened a little

REASON: looks slightly better this way.

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Purple with electric blue hair/shorts: brightened the skin tones, also improved the portrait shading.

REASON: looks much better this way.

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Cyan with yellow hair/shorts: new pink hair color.

REASON: it was a good color on it's own, but i noticed it was too close to the original CE color (i.e. Strong/MP color) so now with this change the variety is increased as well, since Blanka was lacking colors with pink, plus the color on its own is good still.

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Dark blue with orange hair/shorts: slightly skin adjust.

REASON: sprite is almost the same, but now the portrait looks much better now, specially around the clavicle area, just like the changes on Brown and Purple Blanka mentioned above.

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Zangief:

Wine red with yellow belt: small portrait palette change.

RESON: just fixing the gradient on his clothes color, otherwise it's the same.

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Purple with orange belt: changed the belt from orange to white.

REASON: the orange one was a little too weird now at a second look. I know this is a downgrade in variety, but i couldn't make this purple work with any other belt color (other than yellow, but I'd like to avoid having yet another yellow belt/bracelet).

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Brown with white belt: now uses a gray-ish blue belt.

REASON: Blue goes well with brown so i consider this as an improvement, though not a big one.

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Blue with white belt: desaturated the blue and added a touch of green so it looks more like a teal.

REASON: not that the color was bad before, i think it was pretty good, it's just that it was a little too close to the original blue IMO, since both were medium blues. Now it's a little more like a teal which still looks good, with the plus of adding to the variety.

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-_-' -_-'

Washed out orange with yellow belt: new skin (not as dark).

REASON: even though that skin tone color was done by me, after some time i started to dislike how it looked like, now i think the whole combination has much more harmony to it.

-_-' -_-'

-_-' -_-'

Hot pink with red belt: skin adjustments.

REASON: was too bright.

-_-' -_-'

-_-' -_-'

Gray with green belt: changed belt to dark red, changed skin tone.

REASON: this color was a total disaster, dunno what i was thinking. Now this look much better in my opinion.

-_-' -_-'

-_-' -_-'

Purpley blue with golden belt: replaced with a new olive color made by me (Born2SPD).

REASON: Zangief needs more "Neutral"/not too colorful color options, plus he has enough blues already.

-_-' -_-'

-_-' -_-'

Dhalsim:

Gray with pink shorts and strawberry red facepaint: small fix on the facepaint colors on the portrait.

REASON: just fixing. Now the transition is more smooth.

-_-' -_-'

Light blue with cream shorts and pink facepaint: small fix on the facepaint colors on the portrait.

REASON: just fixing. Now the transition is more smooth.

-_-' -_-'

Brown with brown shorts and yellow facepaint: change the skin tone to purple.

REASON: Dhalsim had tons of brown skinned colors already, since this was the weakest one i decided to modify it. The results are quite good in my opinion, since purple goes well with brown. Plus, he was lacking a new purple, the closest thing to it was the original CE color (i.e. Strong/MP color) but even then that was not quite an purple.

-_-' -_-'

-_-' -_-'

T.Hawk:

Jeans blue: decreased the Blue channel by 1.

REASON: some people complained that this color was a little too close to the original Old character color, so now with this change this is relatively more distinct while still keeping the spirit of what i envisioned when i made this color.

-_-' -_-'

-_-' -_-'

Dark purple: small tweak on exactly one color.

REASON: so the gradients look better.

-_-' -_-'

-_-' -_-'

Wine: small tweak on exactly one color.

REASON: so the gradients look better

-_-' -_-'

-_-' -_-'

Neon yellow: replaced with a new green-yellow made by me (Born2SPD).

REASON: that neon yellow was trash. I couldn't make anything better at the time but thankfully that is gone now.

-_-' -_-'

-_-' -_-'

Secret color: changed the costume color from white to talcum pink.

REASON: before the secret color didn't looked special enough. Now it's more fitting of a secret color.

-_-' -_-'

-_-' -_-'

Fei Long:

Hot pink: replaced by the other pink, and then receive a global +1.

REASON: so now it's in between the 2 pinks, giving me one free color slot to put a new color.

-_-' -_-'

-_-' -_-'

Wine: replaced by the new burgundy "pink".

REASON: i think this one looks good and is also unique in the set. This looks more wine than the previous by the way.

-_-' -_-'

-_-' -_-'

Dark teal: replaced with the new emerald color made by me (Born2SPD).

REASON: looks better.

-_-' -_-'

-_-' -_-'

Electric blue: replaced with the new milk color made by me (Born2SPD).

REASON: Fei was lacking more "neutral"/not too colorful options.

-_-' -_-'

-_-' -_-'

Dee jay:

Medium Blue: clothes color changed to teal.

REASON: he already had a medium blue in ST, so this was sort of bad for variety.

-_-' -_-'

-_-' -_-'

Dark olive: received the skin tone from the old Dark yellow/Ochre color.

REASON: he was "too green" before. This should fix it.

-_-' -_-'

-_-' -_-'

Dark red: brightest trouser color is now slightly brighter.

REASON: looks better this way.

-_-' -_-'

Magenta: brightest trouser color is now slightly brighter, blood fix for loss portrait.

REASON: looks better this way.

-_-' -_-'

Light teal: replaced with a new bright/sky blue color.

REASON: so all his blues are more distinct now.

-_-' -_-'

-_-' -_-'

Dark yellow/Ochre: trousers color received a global change of -1 in the green channel, receives new skin tone color.

REASON: the previous color was too close to the original Roundhouse color. I tried to avoid it looking like a brown as much as i could, i guess no one wants a brown DeeJay. Also, now has new skin, because old one is now used on the Dark olive.

-_-' -_-'

-_-' -_-'

Boxer:

Yellow with black gloves: slightly less saturation.

REASON: it was standing out too much. It should look better now.

-_-' -_-'

-_-' -_-'

Claw:

Teal with strawberry red sash: receives a new red-ish skin tone.

REASON: now the color is more in harmony.

-_-' -_-'

-_-' -_-'

Dark blue with gray sash: veeeery small adjust in one shade of blue.

REASON: just fixing it.

-_-' -_-'

-_-' -_-'

Sagat:

Teal with white stripe: changed stripe color to dark blue.

REASON: otherwise there would be too many white stripes, due to the new Sand color added.

-_-' -_-'

Dark red with teal stripe: changed the stripe color to purple.

REASON: not that it was bad before, it's just that now it looks like that awesome color from SVC Chaos. Plus it decreases the number of colors with blue stripes, to make up for the change above.

-_-' -_-'

Thailand orange: replaced with a new sand color with white stripe.

REASON: looks kinda unique, plus Sagat was lacking in the not-so-colorful color department.

-_-' -_-'

-_-' -_-'

Dictator:

Old alt: new psycho punch and crusher colors, plus tiny detail on portrait armor.

REASON: so it looks even more distinct from the original Old character color.

Military green with bronze armor and orange psycho punch: changed the psycho punch color to lime yellow.

REASON: the change for Bronze armor was a last minute change... with both the armor and the psycho punch being orange, the color was too orange. It looks much better now.

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