Streetwize

Joy Mech Fight Special Full Changes

Mar 25th, 2021 (edited)
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  1. Terminology
  2. Stun: duration of hitstun/knockdown. Anything over 16 is usually a knockdown although that requires a separate property. Blockstun rolls over every 16 points; 64 is 16, but 65 is 1.
  3. Lift: Vertical property of an attack used as initial force for gravity; fall rate is 1 for attacks (explained below)
  4. Gravity: -6p3 means starting at 6 pixels upwards per frame while adding one point to that speed every 3 frames. The former number is jump power, latter number is fall rate/floatiness
  5.  
  6. Known issues
  7. • War Mode does not load proper palettes due to the new palette code
  8. • Both War Mode and Random Battle are locked to palette 1
  9.  
  10. Miscellaneous
  11. • Everyone is now unlocked by default. It will NOT break War mode. You can press Select+B on the title screen and choose the fourth option to reset your save data without locking out characters.
  12. • Each character has 10 colors selectable with left or right before confirming; both players cannot pick the same color
  13. • Column D was used for a fair number of new palettes, so the game now forces $0D (a color that makes some CRT monitors act unusual) to become $0F (the normal black) on fadeout to ensure compatibility
  14. • Color 1 is now the default on both sides, with whoever is on the same character second shifting to the next
  15. • Glow palettes are now unique for each color
  16. • Alternate skins of the initial eight characters can be chosen with Select before confirming
  17. • P2 can now use Select and Start on the CSS
  18. • Title screen updated with a new character and a proper mark for the special version
  19. • All 36 "stages" can now show up in rotation (10 are added)
  20. • Many specials and characters have had their names redone or fixed
  21. • The CSS after beating Special and the training stage also are recolored
  22. • CSS arrow colors are adjusted to reflect each character’s “primary” colors
  23. • Certain stages along with their UI have been recolored
  24.  
  25. System Changes
  26. • New code is implemented to allow for adjustable horizontal pushback
  27. • Blockstun cap reduced from 31 to 16 frames, and it is no longer possible for attacks to have no stun on block
  28. • Once the dizzy threshold is met it will not go below to ensure dizzy
  29. • To compensate, the rate dizzy decays is increased from one point every 8 frames to 7 frames
  30. • The number of inputs required (at 1 input/frame) to recover from dizzy no longer depends on how far you went over the threshold. It is now 32 inputs for everyone
  31. • Screen shake no longer occurs on non-KD attacks against airborne opponents unless they have a lift value above 0 (sends downward)
  32. • Guard failsafe removed. You can no longer block upon landing from the air nor after the first frame from hitstun. This is meant to encourage offense, create more combos, and make jumping riskier. You can still block on wakeup and do specials during the frames you cannot block.
  33. • Damage scaling revamped: In the original code, all damage was lowered by 1 after every 16 points of HP lost after reaching 63 HP, maxing out at 3. The new code works as follows:
  34. -If you have a a 2-0 heart lead over your opponent, all damage dealt is reduced by up to 4 points based on the attack's damage until you lose a heart. The reduction here is factored into the next section
  35. -If an attack sends you below 64 HP, the damage is first scaled based on the attack's base damage. That reduced damage then factors into how much HP remains for the final damage.
  36. • Crossups are reworked to function more dynamically and have counterplay with torso position being the main factor. Originally if both players faced the same direction any attack would be unblockable.
  37. -Being hit from behind remains unblockable
  38. -Facing the same direction while grounded but in front of the opponent, the attack can be blocked if the direction away from you is pressed within 4 frames of contact, with 11 frames of cooldown afterward to prevent mashing; down does not work here
  39. -Air crossups require your torso to be past the opponent to work. Timing is not needed to block, but they have to hold away or face the opponent while holding down
  40.  
  41. Damage Reduction Factors:
  42. • CF (Damage): 01-11=-1; 12-23=-2; 24-40=-4
  43. • Guts (HP): 88-65=±0; 64-49=-1; 48-33=-2; 32-17=-3; 16-01=-4
  44. • HP<65 (Damage): 01-06=+1; 07-11=±0; 12-16=-1; 17-24=-2; 25-32=-4; 33-40=-6
  45.  
  46. Controls
  47. • It is possible to do Back+P+K (4AB) specials out of guard, but not while holding down
  48. • You can now press Down+K on the same frame for Leg Sweep
  49. • Directional inputs for most specials now properly clear the buffer once performed
  50. • The proper direction must be held to use single-direction charge specials. Giant, Gaian, and Giganto are the only exceptions with their Wave and Tackle
  51.  
  52. Characters
  53. • Stun has been raised across the board for non-KD punches
  54. 4: Flame, Tiger, Neo, Senju, Sasuke, Eye, Sukapon, Zak, Bumpy, Geo, Gel, Skater, Legend, Hover, Shenlong, Star, John, SuperZak, Blaze, Leo, Nay, Ashura, Hanzo, Wai, Sukapokan, Houou
  55. 8: Giant, Old, Grak
  56. • Dizzy has been adjusted for the following characters:
  57. Old 80 > 82, Legend 72 > 68, John 72 > 74, Blaze 84 > 80, Leo 84 > 82, Nay 80 > 78, Ashura 84 > 80, Hanzo 80 > 78, Wai 84 > 82, Gaian 88 > 84, Sukapokon 80 > 76, Houou 90 > 82
  58. • All knockdown Kicks have their lift raised from -6 to -7: Jibber, Ghoston, Giganto, SuperZak, Blaze, Nay, Hanzo, Wai, Gaian, Sukapokon, Ra, Garborg, Houou
  59. • All Sweeps' lift reduced from -6 to -5 except Neo
  60.  
  61. Sukapon (スカポン)
  62. • JPunch hits with head
  63. • GPunch stays out 3 frames less, recovers 2 frames faster
  64. • Konaniran starts 6 frames faster, blockstun 0 > 16, sticks out 17 more pixels, approach speed 6 > 7
  65. • Sukapon Roll lift -4 > -5, bounce -6p4 > -7p3
  66.  
  67. Flame (ホノオ)
  68. • JPunch hits with head
  69. • GPunch recovers 2 frames faster
  70. • Sweep stays out four less frames, recovery decreased 4 frames (slower, but safer)
  71. • Fire Ball blockstun 0 > 16
  72. • Fire Wave takes 2 more frames to start up, recovers one frame faster
  73.  
  74. Tiger (タイガー)
  75. • Walk cycle altered to make a bit more sense
  76. • New jump punch is a knee attack with slightly better range but takes 2 more frames to fully extend
  77. • Eagle Kick stun 16 > 12, lift -2 > -3
  78.  
  79. Neo (ネオ)
  80. • Kick, JKick and GPunch lift -4 > -5, pushing out more (about half-screen)
  81. • Kick stun 8 > 16, pushback 3 > 4
  82. • JPunch hits with head and inner arm
  83. • JKick lift -4 > -5
  84. • Sweep stun 72 > 64 (block 8 > 16)
  85. • Neo Upper High version forward movement 6 > 8
  86. • Wave Shot startup reduced 2 frames, damage 10 > 11
  87. • Multi-kick part 4 uses low kick, recovery reduced 1 frame
  88.  
  89. Senju (センジュ)
  90. • JPunch hits with head and torso
  91. • Sweep lingers 7 less frames on recovery
  92. • Flying Drill landing now retains half the momentum, blockstun 0 > 16
  93. • Drill Attack passive cooldown timer removed
  94.  
  95. Sasuke (サスケ)
  96. • Jump -8p2f > -10p1f (same height, much faster; identical to Zak/Eye/Wai)
  97. • Punch pushback 1 > 2
  98. • GPunch extends one frame slower to prevent whiffing up close
  99. • Sweep pushback 3 > 4
  100. • Air throw range 104 > 96, vertical range 64 > 52, allowed height (from top) 64 > 72, lift 8 > 10, "hold" duration 20 > 96, releases once grounded
  101. • Kagidume pushback 5 > 6, hitbox reactivates when the other arm extends
  102. • Tomoe Toss stun 16 > 22, throw force -4 > -3 (gap after throwing is reduced notably)
  103. • Slide refreshes the hit check on startup to work after Kagidume
  104.  
  105. Eye (アイ)
  106. • JPunch hits with head
  107. • GPunch takes one frame longer to extend and return, stun 20 > 16
  108. • Eye Copter blockstun 0 > 16
  109. • Cutter Kick hits with torso
  110. Giant (ジャイアント)
  111. • Punch damage 5 > 6
  112. • Kick stun 8 > 12, lift -4 > -5
  113. • Headbutt can be done out of guard
  114.  
  115. Dachon (ダチョーン)
  116. • Pre-dizzy duration 82 > 94
  117. • Kick stun increased 4 frames
  118. • New JPunch: 8 damage/stun, great air-to-air, lifts a bit higher, but only stays out for a short period
  119. • Limp Spin animation reversed (dodges moves), forward reach extended slightly, full neck is a hitbox, has invincibility until 90° rotated (~5 frames)
  120. • Wild Rush hits every time it goes down, hits with upper neck, stun 72 > 68 (guard 8 > 4)
  121. • Hurricane can hit multiple times, damage 16 > 14, pushback retained
  122.  
  123. Zak (ザコ)
  124. • Movement for specials no longer relies on universal timer, making *when* it was done consistent, especially during multiple hits
  125. • The flag for air specials now disables when the down charge is 0. Once enabled, it will decay at half-rate from a maximum of 16 frames to ~30, doubling the window for all specials
  126. • Punch damage 2 > 3, startup reduced 1 frame, pushback 1 > 2
  127. • Kick damage 4 > 5, windup and recovery reduced 1 frame, pushback 2 > 3
  128. • JPunch damage 4 > 6, hits with head pushback 2 > 3
  129. • GPunch damage 4 > 7 stays out 3 frames less, pushback 2 > 3
  130. • Sweep damage 4 > 5, pushback 2 > 3
  131. • Super Punch stun 72 > 76m lift -6 > 20, pushback 5 > 3, (guard 8 > 12), startup linger lowered 3 frames, stays out 3 more frames
  132. • Super Kick foot extended 8 units, damage 16 > 20, stun 72 > 76 (guard 8 > 12), startup linger lowered 6 frames, takes 5 more frames to fully extend, takes 1 more frame to retract
  133. • Air Super Punch stun 72 > 80 (guard 8 > 16), ends 8 frames sooner
  134. • Air Super Kick -6 > 24, pushback 6 > 2, stun 72 > 80 (guard 8 > 16), damage 20 > 24, ends 6 frames sooner
  135.  
  136. Bumpy (ホコボコ)
  137. • Punch startup reduced 2 frames, pushback 1 > 2
  138. • Kick startup reduced 1 frame, pushback 2 > 3
  139. • JPunch hits with feet and head, pushback 2 > 3
  140. • JKick damage 4 > 6
  141. • GPunch winds up and extends 1 frame faster, damage 6 > 7, pushback 3 > 4
  142. • Panic Attack damage 4 > 6, missing hands added, stun 4 > 2, pushback 2 > 3
  143. • Head Spin lift -4 > -5, now returns if contact is made
  144. • Bumpy Ride damage 8 > 10
  145. • Hurricane now hits with his head, hopping has a 3-frame window
  146.  
  147. Geo (ジオ)
  148. • Normals use John’s damage; punch 4 > 6
  149. • Energy assets are now gem-shaped (Thanks, Spoox!)
  150. • Punch, Kick, and GPunch now use balls to attack
  151. • Punch startup and recovery slowed down 1 frame
  152. • Kick takes one frame longer to extend, stays out 2 frames less
  153. • Jump Punch hits with outer hand
  154. • GPunch has more range, stays out one more frame
  155. • Sweep lingers 2 less frames on startup
  156. • Jetstream hits with head, speed can be adjusted by holding left or right before doing the move
  157. • Geo Crush damage 8 > 10, lift 0 > -1, consistently moves 3 frames between each pose, reordered for better coverage
  158. • Suplex damage 13 > 12
  159. • Geo Wave startup reduced 10 frames, stun 16 > 48 (knocks down), lift -4 > -6
  160.  
  161. Grak (ガラック)
  162. • Punch damage matches Kick
  163. • JPunch is a new move that extends both claws out; the one with less range hits closer to the ground
  164. • JKick, Grak Attack, and Reverse Kick hits with all four legs
  165. • JKick stun 16 > 12, lift -4 > -3
  166. • Grak Attack stun 16 > 14
  167.  
  168. Old (オールド)
  169. • Punch, Kick, and JKick damage increased by 2
  170. • GPunch extends at a downward angle, stun 16 > 48 (KD, block intact), lift -4 > -5
  171. • Attack 1 startup slowed down, lingers less and retracts slower, damage 12 > 10, lift -4 > -5
  172. • Attack 3 damage 12 > 15, stun 72 > 68 (block 8 > 4), loops twice, recovers four frames faster, charge time 32 > 28 frames
  173. • Attack 4 stun 16 > 64 (KD, block intact), damage 12 > 14
  174.  
  175. Jibber (ジボル)
  176. • Punch stun 72 > 56 (block intact)
  177. • Kick lingers 2 less frames on startup, stun 72 > 76 (block 8 > 12)
  178. • JPunch loses knockdown, lift -6 > -4, stun 72 > 8 (block intact), hits with extra limbs
  179. • Sweep no longer starts as an anti-air
  180. • Thunder Arm startup reduced 3 frames, damage 12 > 15, secondary limbs now hit
  181. • Broken Arm:
  182. - Can hit multiple times, but hitboxes only activate once during each extend
  183. - Lingers for 3 frames before extending, recovery increased 6 frames, does 2 loops from 3
  184. - Damage 12 > 8. lift -6 > -4, stun 72 > 8 (block intact); loses knockdown
  185. - Now properly shows joints while retracting from the lower thrust
  186.  
  187. Gel (ジェル)
  188. • Kick loses inner foot hitbox, gains outer hand
  189. • JPunch loses torso hitbox, gains inner arm hitbox
  190. • JKick gains torso hitbox
  191. • GPunch gains head and torso hitboxes, damage 6 > 7, lift -4 > -5, stun 16 > 12, stays out 3 frames less, recovers 2 frames faster, pushback 3 > 4
  192. • Sweep hits gains torso and inner leg hitboxes, loses knee hitbox (it was inside the torso)
  193. • Knee gains outer foot hitbox
  194. • Gel Twister landing now retains half the momentum, gains head/torso and both extra limb hitboxes, lift -4 > -6, stun 8 > 24 (block intact)
  195.  
  196. Skater (スケーター)
  197. • Wheel graphics updated
  198. • Kick force 4 > 3, lift -4 > -5
  199. • JPunch updated with a new pose that covers in-front and below, hits with arms and tires, damage 8 > 9
  200. • JKick blockstun 0 > 16
  201. • Somersault is now a throw with P/K versions (10/16 damage)
  202. • Drive Kick hits with torso
  203. • Spin Upper is possible from guard, linger pose removed to attack faster, i-frames and hitbox toggle match new timing, extends four frames slower for better coverage, stays out 6 frames less
  204.  
  205. Ra (ラー)
  206. • All attacks hit with limbs that move except for JKick (ex. Sweep doesn’t work as an anti-air)
  207. • Punch has 1 less frame on windup, linger, and retract; damage 8 > 10
  208. • Punch and JPunch lose knockdown, lift -6 > -4
  209. • JPunch blockstun 8 > 12
  210. • GPunch lingers 4 less frames on startup
  211. • Sweep recovery reduced 15 frames
  212. • Sweep stun 72 > 64 (block 8 > 16)
  213. • Spinning damage 16 > 14
  214.  
  215. Legend (レジェンド)
  216. • Energy Tornado damage 20 > 18, pushback retained
  217. • Knee Attack stun 72 > 56 (guard unchanged)
  218. • Sonic Throw damage 13 > 18, stun 20 > 48
  219. • Heel Press damage 10 > 11, lift -4 > -5, bounce -6p2 > -5p2
  220.  
  221. Hover (ホバー)
  222. • Punch lower hand shifted 4 pixels down, range reduced 1 pixel
  223. • GPunch lower hands shifted 4 pixels down, range increased 1 pixel, lingers 2 less frames on startup, recovers 6 frames faster
  224. • Hyper Upper now keeps him afloat (vertical reach raised), damage 16 > 14
  225.  
  226. Shenlong (シェンロン)
  227. • Jump -7p3 > -6p3, matching John
  228. • Jump Punch hits with both hands to cover above him
  229. • GPunch lingers one less frame on startup, hand lowered slightly
  230. • Sweep lingers 3 less frames on recovery
  231. • Fire Breath startup reduced 2 frames, damage 16>15, stun 72 > 56 (block intact), lift -4 > -5
  232. • Dragon Spin stun 72 > 80 (block 8 > 16)
  233.  
  234. Star (スター)
  235. • Jump -8p3f > -9p2f (~10 frames faster and a bit lower)
  236. • Kick extension slowed down 2 frames
  237. • GPunch lingers 2 less frames on startup
  238. • JPunch torso added, damage 8 > 10
  239. • JKick pushback 4 > 5
  240. • Back Crush is now done using Back+Kick, vertical speed -16 > -14; horizontal speed 8 > 9
  241. • Cannon Hit gains torso hitbox, lift -6 > -7
  242. • Stardust hits with his entire body, vertical speed -11 > -10
  243.  
  244. Ghoston (ゴーストン)
  245. • Kick, JPunch, JKick, GPunch, Soul Shot blockstun 0 > 16
  246. • All attacks hit with all four balls
  247. • Kick damage 8>12, transitions in and out faster with a new and shorter animation
  248. • Sweep fixed: lowering the invisible "stands" makes the animation smoother and allows the lowest ball to hit at the end
  249.  
  250. Giganto (ギガント)
  251. • Damage of normals raised: JPunch 8 > 11, JKick 8 > 10, GPunch 8 > 13, Sweep 8 > 12
  252. • Kick, JKick, GPunch blockstun 0 > 16
  253. • JPunch loses inner hand hitbox; gains inner foot, head, and outer hand
  254. • JKick inner leg shifted back 9 pixels
  255. • CyclonePress gains head hitbox, damage 8 > 9
  256. • Tackle now hits with his outer hand, damage 24 > 22, pushback unchanged
  257. • Piledriver damage 24 > 28
  258.  
  259. John (ジオーン)
  260. • Sprites redrawn to look like a true hybrid between Geo and Bumpy
  261. • Damage of all normals but Punch lowered by 2; Punch 8 > 4
  262. • Kick starts and recovers 1 frame faster
  263. • JPunch stun 4 > 8
  264. • JKick hits with torso
  265. • GPunch startup reduced 1 frame
  266. • Sweep lingers 2 less frames before extending
  267. • Tantrum stun 6 > 4
  268. • John Wave is now a pseudo-projectile reusing Clown's Shuffle Ball special done with B,F,P: 8 damage, hits multiple times on block, no knockdown, other properties retained
  269. • John Toss is modified from Clown's "throw" complete with funny unused sound, releases one frame later, ends 4 frames later, throw force -4 > -5, damage 12 > 13
  270. • JohnCyclone now hits with his head, hopping has a 3-frame window
  271.  
  272. SuperZak (スーパーザコ)
  273. • Idle and Forward walk animations sped up (affects hurtboxes slightly)
  274. • Punch pushback 2 > 3
  275. • Kick pushback 3 > 4
  276. • Jump Punch hits with head, damage 6 > 7, stun 72 > 8 (loses knockdown; blockstun intact), lift -6 > -5, pushback 3 > 4,
  277. • JKick pushback 3 > 4
  278. • GPunch damage 6 > 8, pushback 4 > 5
  279. • Sweep pushback 3 > 4
  280. • Zak Upper startup reduced 3 frames, stun 72 > 76 (block 8 > 12) lift -6 > -9
  281. • Zak Kick damage 16 > 14, facing left movement -9 > -8, doesn't fly as often from jump version
  282.  
  283. Garborg (ガーボーグ)
  284. • Punch hits with inner joint, lingers 3 frames less on startup, takes one frame longer to fully extend, lift -4 > -5, loses knockdown
  285. • JPunch hits with both joints
  286. • JKick hits with head
  287. • GPunch startup reduced 7 frames overall
  288. • Sweep hits with both joints, duration reduced 8 frames: one less loop, but each rotation takes one more frame
  289.  
  290. Blaze (カエン)
  291. • GPunch extends 2 frames slower, stays out 1 less frames, lift -6 > -5
  292. • Sweep stays out four more frames, recovery increased 4 frames (Traditional Ryu/Ken Sweep)
  293. • Rainbow Tackle lift -6 > -7
  294.  
  295. Leo (レオ)
  296. • Walk cycle altered to make a bit more sense
  297. • Kick KD stun 8 > 72 (properly knocks down), lift -6 > -7
  298. • New jump punch is a knee attack with slightly better range but takes 2 more frames to fully extend
  299. • JKick lift -6 > -5
  300. • GPunch KD flag removed, lift -6 > -4
  301.  
  302. Nay (ネイ)
  303. • Nay JPunch Lift -6 > -5, gains head hitbox
  304. • Nay Upper damage 24 > 22
  305. • Bit Kick fix on hit 4 added
  306.  
  307. Ashura (アシュラ)
  308. • JKick stun 72 > 54 (guard 8 > 6)
  309. • Sweep lingers 7 less frames on recovery
  310. • Drill Attack passive cooldown timer removed
  311. • Needle takes 2 more frames to fully extend, recovery reduced 3 frames
  312.  
  313. Hanzo (ハンゾー)
  314. • GPunch extends one frame slower to prevent whiffing up close
  315. • Mist Toss damage 24 > 22 range 104 > 96, vertical range 64 > 52, allowed height (from top) 64 > 72, lift 8 > 10, "hold" duration 20 > 96, releases once grounded
  316. • Jet Slide damage 10 > 12f, blockstun 0 > 16, refreshes the hit check on startup to work after Double Slash
  317. • Tomoe Toss damage 12 > 14 stun 16 > 22, throw lift -6 > -5 (gap after throwing is reduced slightly)
  318.  
  319. Wai (ワイ)
  320. • JPunch hits with head
  321. • GPunch takes one frame longer to wind up (hitboxes delayed), extend, and return
  322. • Wai Copter stun 64 > 72 (block 0 > 8)
  323. • Slash hits with torso
  324. • Wai Suplex stun 59 > 56
  325. • Vulcan Claw stun 2 > 3, lift 0 > -2
  326.  
  327. Gaian (ガイアン)
  328. • Punch damage 10 > 9, stun 72 > 52 (block 8 > 4), lift -6 > -5
  329. • Kick damage 11 > 12
  330. • JKick stun 72 > 56 (block intact), lift -6 > -5
  331. • GPunch damage 16 > 14
  332. • Hammerhead can be done from guard, damage 20 > 18
  333. • Dash stays out 2 more frames, damage 24 > 22
  334. • Power Crash uses Piledriver code to bounce away, loses EX throw, damage 18 > 22, stun 64 > 72, other properties altered to make it look decent
  335.  
  336. Skapokan (スカポカーン)
  337. • JPunch hits with torso
  338. • GPunch recovers 2 frames faster
  339. • GPunch/Sweep damage 10 > 11
  340. • Left hand added to Insanity, stun 2 > 5, pushback 5 > 4
  341. • Pokan Toss damage 24 > 20
  342. • Pokan Roll bounce altered -6p4 > -7p3, flashes properly when doing EX input
  343.  
  344. Houou (ホウオウ)
  345. • Punch damage 8 > 7
  346. • Kick damage 12 > 10, lift -6 > -8, takes one more frame to extend, blockstun 0 > 16
  347. • JPunch, JKick stun 64 > 56 (block 0 > 8)
  348. • GPunch damage 14 > 12, extends 4 pixels lower, stun 64 > 58 (block 0 > 10), windup and extend increased 2 frames
  349. • Houou Upper damage 24 > 18, stun 104 > 88 (block intact), lift -16 > -14, head hitbox replaced with torso, startup increased 2 frames (moves out slightly more), recovery increased 4 frames
  350. • Houou Cannon damage 12 > 8, stun 72 > 16 (block intact, loses knockdown), recovery increased 4 frames, normal speed 8 > 6, fast speed 10 > 9, max vertical speed 4 > 3
  351. • Houou Break damage 18 > 16, sends up slightly higher to increase distance
  352. • Houou Crash damage 20 > 18, legs don’t stick out as much, facing left movement -9 > -8, startup 4 > 3, cannot hit during startup
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