NEWLEGACY.FR

THE CHANGELOG

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- O.KEN -

O.Ken on SRK Wiki (ST)

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Ken on SRK Wiki (HF)

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GOAL OF THE CHANGES

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

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

Colors

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

MISC

Jump Animation:

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

REASON: can't evade meaty Low Tigers on wake up by back jumping anymore. It wasn't broken or anything, but it looked silly. Such a thing has no place on NL. The only special move Ken could use in that situation was a Shoryu, so as a compensation, the startup frames on his Tatsus were buffed so now he can evade Low Tigers too, just like Ryu (will not be able to evade the other projectiles though).

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.

Fast knockdown animation:

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

REASON: now it fits the sprites better. The main effects of it are: Shotos can crossover with tatsus and O.Blanka with Horizontal Rolls (like they already could on full knockdowns). Also, if there's no change of sides, Dictator can now corner pass with a Scissor from a slide knockdown, like he already could from a full knockdown.

GROUND NORMALS

Far Standing Strong:

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

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

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Far Standing Fierce:

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

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

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Far Standing Short:

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

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

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Close Standing Forward:

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

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

Far Standing Forward:

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

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

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

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

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Close Standing Roundhouse:

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

REASON: I'm buffing all 2-hit normals that do very little damage on one of the hits. Most of these normals are trash, this is just a way to maybe make them more usable.

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30+4 ➔ 30+12

AERIAL NORMALS

Diagonal Jumping Strong:

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

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

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H ➔ M
Neutral Jumping Fierce:

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

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

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Neutral Jumping Roundhouse:

- Priority nerf: hitbox decreased 2px downwards.

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

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Diagonal Jumping Roundhouse:

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

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

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SPECIAL MOVES

All Specials:

o Behavior tweak: Input window is no longer random and is fixed at the minimum value.

REASON: The input window on all special moves is now fixed to the minimum value of 7f instead of being random at 7~14f. Having random input timers makes no sense.

o Behavior tweak: 1st input's timer now stays at the maximum value while the 1st input is being hold.

REASON: I am doing this to all non charge special moves. This fixes a problem that affected even the best players on the world regarding walk in DPs: depending on the timing you go for downward (2nd required input for a DP), a walk-in DP would always fail. Lemme explain: on the 1st frame that you input towards (1st required input for a DP), the input COUNTER will be updated and the input TIMER will receive a value that will be decremented on each frame (this is the input timer, this was semi-random on unmodified ST, but is now a fixed value on my hack), meaning you have up to 6 frames to input downwards (2nd required input for a DP). If you input downwards before that timer reaches 0, the counter will be updated again, the timer will also receive a new value again and will then wait for the 3rd input direction required (down-forward). But there's a problem: if you spent all these 6 frames walking forward and then input downward on the 7th frame, the input window will not be increased because at that moment the DP input counter would be back to 0 and is now expecting the 1st input direction again. If you do it on 8th frame it will work though. And that's only considering a frame perfect scenario, a human player will spend more than 1 frame to go from forward to down so there are more than enough chances of missing. So that means that walk in DPs will fail around 10%~20% of the time, not even the Grand Masters can avoid this fact.
With my change, this problem is solved: it's now possible to be 100% consistent with walk-in DPs. I also applied this same change to all non charge special moves as well, since there isn't really a reason to not do it. Normal anti-air (stationary) DPs are not any easier though.

Hadouken:

- Bug fix: recovery amount is now set properly (value was being set based on the strength of the last normal used, instead of the button used for the special move).

REASON: Bug fixing. The bug is present on the code but it has no effect since all strengths are set to have the same recovery. I'll fix it anyway.

Shoryuken:

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

REASON: Just giving something that he has on HF.

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

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

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

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

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

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

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

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

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

+ Priority buff: startup frames now use proper hurtboxes.

REASON: now Ken can evade Low Tiger Shots on wake up with his tatsu. This is also a compensation for the fact that the bug(?) that allow Shotos to evade meaty Low Tigers by jumping backwards is now fixed. Lastly, and less importantly, the hurtboxes now actually match the sprites.

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

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

++ 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.

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Aerial Tatsus:

- Behavior fix: remove the unblockable bug.

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

- Behavior tweak: moves horizontally, as in HF.

REASON: Just giving something that he has on HF.

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

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

- Behavior tweak: 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.

- Random Damage nerf: from 12(2) to 12(0).

REASON: with the minimal activation height buff, O.Ken can now get J.Fierce xx Rh Tatsu to connect fairly easily, and that did just too much damage most of the time. This should at least nerf it a little.

- Dizzy/dizzy timer nerf: dizzy reduced from 3~9 to 0~4, timer reduced from 90 to 30.

REASON: with the minimal activation height buff, O.Ken can now get J.Fierce xx Rh Tatsu to connect fairly easily, and that did just too much dizzy most of the time. This should nerf it considerably.

+ Priority buff: bigger hitboxes, as in HF.

REASON: Just giving something that he has on HF.

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