home *** CD-ROM | disk | FTP | other *** search
- ---===| SF2IBM Hyper Fighting Edition! |===---
- ---===| History and Log of changes |===---
- ---===| by Brian Chan |===---
-
- This file records the changes made since version 1.0. Besure to check
- out the log of changes at the second half of this text file for the log of
- changes made in SFLIU V2.00!
-
-
- SFLIU V1.0 over the origional SF2
- =================================
- In General:
-
- -Faster gameplay!
- -Hyper Fighting moves added! ( Blanka's vertical roll, etc.)
- -Computer can perform combos and does "pattern" moves like the arcade
- (e.g. Ken does 3 DP's in a row, jumps back and forth, Fierce/DP combo)
- Pattern moves inflict massive damage, making the computer a real threat!
- -Intense .VOC's! Recorded from Capcom SF2 soundtrack! Country Names! Sound
- effects for punches/kicks!
- -True interruptible moves! Try your favorite combos! (Fierce/Fierce/DP!)
- (Fierce/Fierce/Blade kick!) All combos in the arcade are possible here!
- -Attacks only hit once (no more quadruple jumping shorts, double fierces)
- -Damage index lowered (no more redizzies like Fierce/Double DP until death!)
- -Shortened block recovery time (this makes it possible to block high attack
- followed by low attack)
- -Dizzy period varies with character (e.g. Zangief shorter, Chun Li longer)
- -Increased delay time after "charge" type attacks, as no charging is needed
- in SF2IBM
- -Characters jump higher/longer/further when jumping backwards
- -Fixed everybody's winning/losing pose
- -Many other fixes regarding things like knockdowns, hit ranges of moves,
- adjustment of movements during attacks, interruptability of moves, jumping
- and walking speed, special move speed and power or all characters, slide
- back time after getting hit, etc.
-
- -In general, a much more fun SF2IBM! Human vs. Human is much more playable,
- and even Human vs. Computer is fun! (The computer beats me if I'm not
- careful!)
-
- RYU
-
- -Cyclone Kick knocks down, with invincibility during start
- -Cyclone Kick over Dhalsim's Yoga Fire
- -"Deep" DP does more damage (as in the 1000 point DP for the arcade)
- -Faster Fireball
- -Faster Fireball Recovery
- -Small and Medium Dragon Punch knocks you down
-
-
- KEN
-
- -Faster Cyclone Kick
- -Cyclone Kick over Dhalsim's Yoga Fire
- -Expanded Dragon Punch Range
- -Faster Dragon Punch
- -"Deep" DP does more damage (as with Ryu)
- -Small and Medium Dragon Punch knocks you down, Large one hits twice
-
-
- GUILE
-
- -Sonic Boom comes out first, making combos possible, then a delay is added
- -Added Blade Kick recovery time
- -Added Hopping Knee
- -Roundhouse Blade Kick hits twice
- -Easier to do air slam
- -Back Breaker is harder to do, but does more damage
- -Adjusted blade kick hit time/vulnerability time
- -Shortened Backhand (as in arcade)
- -Removed standing (far) jab (as in arcade)
-
-
- CHUN LI
-
- -Added Fireball
- -SBK hits on way up, and way down (can be a combo)
- -SBK invincible on way up
- -Small Lightning Kick hits less often, vice versa for large Lightning Kick
- (on the old one the Large L. Kick simply lasts longer)
- -Added Bui Joong Tek (slam with Roundhouse) (sorry! Don't know english name,
- or even if there is one! Any ideas?)
- -Added Flip Kick (slam with forward)
- -Easier to do air slam
- -Increased jump straight + roundhouse range
-
-
- E. HONDA
-
- -Added Sumo Butt Crush
- -Added halt time after Sumo Torpedo and Sumo Butt Crush
- -Small H.H. Slap hits less often, vice versa for H.H. Slap
- (on the old one the Large Hand Slap simply lasts longer)
- -Added double knee (slam with forward)
- -Fixed standing forward (before, it was some sort of half kick)
-
-
- BLANKA
-
- -Added Vertical roll
- -Added halt time after horizontal and vertical roll
- -Horizontal Roll now knocks down (beats having it hit you 4 times + dizzy, eh?)
- -Large Electricity Lasts shorter than the small one
- -Removed double roll-standing (close) fierce. (as in arcade)
-
-
- ZANGIEF
-
- -Spinning Lariat walks forward, knocks down, not invincible, more damage
- -Added Super Spinning Lariat, walks forward slowly, knocks down, invincible,
- less damage
- -Added SPD
-
-
- DHALSIM
-
- -Added Teleport
- -Yoga flames do not last as long, stronger button results in more damage
- but has more recovery time
- -Screen does not jump up and down when Dhalsim floats (winning pose)
-
-
- SFLIU V1.1
- ==========
-
- GENERAL IMPROVEMENTS:
-
- -Getting up is now interruptable (eg. you can now "break out" into DP while
- getting up. This should stop people standing by you waiting for you to get
- up so they can slam you. Just do a DP motion as you get up)
- -EXE changed so the score bar doesn't overflow when the score turns negative
- (Thanks to Stan Warman for this one!)
- -Honda's hair in losing pose fixed (Thanks to Duc Tran for this one!)
- -HYPCHAR.SF2 now has correct (metric!!!) stats
- -New music from SF2IBM 1.96!
- -Getting hit by electricity/fire, falling dizzy subroutines adjusted to
- match more closely with the arcade
- -Can now air slam with neutral direction. Air slam with up removed. This
- change was implemented since unlike the arcade, one usually does not hold
- onto a direction when jumping.
- -Blanka's jumping fierce, Dhalsim and Zangief jumping attacks no longer hit
- below the ground
- -Some computer combos upgraded in strength
-
-
- RYU/KEN
-
- -Dragon Punch now hits Dhalsim's slide
- -Ken now has "instant" DP (Do a crouching fierce/DP and you'll see what I
- mean)
- -Added standing (close) forward attack
- -End of crouching fierce was accidentally made interruptable. Fixed.
- -Standing (far) fierce was accidentally made interruptable. Fixed.
- -Ken's DP descending speed rewritten
- -Vertical range of CK increased
-
-
- E.HONDA
-
- -Now able to block standing (close) roundhouse
- -Start of Sumo Head Butt now invincible, Jab Head Butt is now able to go
- go through projectiles
- -Sumo Butt Crush completely rewritten. Also, the delay after the Butt
- Crush was shortened, and a high punch can now hit the recovery.
-
-
- BLANKA
-
- -Now flips at the end of the bite
- -Electricity range decreased (Before, it was a little too hard to hit Blanka
- out of electricity)
- -Crouching strong changed to crouching-fierce-type graphic
- -Decreased delay times after both rolls
-
-
- GUILE
-
- -End of standing (close) fierce accidentally made interruptable. Fixed.
- -Removed sound effects when slamming opponent
- -Now crouched opponents cannot be hit with jumping punches
- -Blade kick range adjusted (it was too easy to hit someone behind you)
- -Blade kick descending graphic changed
-
-
- CHUN LI
-
- -Jump straight + forward changed to a step kick attack
- -Jump straight + roundhouse range increased
- -Step kick range decreased
- -Ascending SBK range decreased (it was too easy to hit twice before)
- -Standing (close) strong now misses crouched opponent
- -Standing (close) roundhouse now hits a crouched opponent
- -Jumping straight height decreased
- -Rewrote flip kick attack
-
-
- ZANGIEF
-
- -SPD changed to Up + Fierce (a lot of people were complaining that the SPD
- was too hard to do. We discovered that the difficulty was not due to the
- diagonal direction required, but rather due to a bug in the extended-throw
- range flag the SPD was given. Fixing the bug required the keystrokes change
- to just Up + Fierce. In any case, it should be a lot easier to do a SPD now)
-
-
- DHALSIM
-
- -Walking/jumping speed adjusted to HF speeds
- -Crouching fierce can no longer go under a Sonic Boom
- -"Dead spot" for Yoga Fire decreased
- -Teleport speed increase (it was too easy to hit Dhalsim after reappearing)
-
-
-
- SFLIU V2.0alpha
- ===============
-
-
- -Updated for 1.96 compatibility
- -Character's movements, attacks, special moves, reeling back frames, hit
- damages, hit ranges, winning poses, losing poses all edited
- -Attacks modified to hit only once
- -Attacks modified to be blockable (Many attacks in the original SF2IBM 1.96
- were unblockable)
- -Combos are still possible for the 10 SF2 characters, but on a 486, they are
- hard to execute, if not impossible, due to the game not slowing down when
- one gets hit. Hopefully they will be easier to execute in the final release.
- -Computer combos are unchanged for the original 8 characters, the new
- characters do not have computer combos yet.
-
-
- BALROG/TERRY BOGARD
-
- -Key sequences for special attacks/slams changed to mirror FF more closely
- -Dash backwards now invincible
- -Losing (lying on floor) pose now does not move
- -Exploding Power Wave now does not disappear when it hits
- -Burning Knuckle now knocks down
- -Power Wave does not knock down anymore
- -All punches and kicks are interruptable, but not comboable
- -See "In General"
-
-
- VEGA/ANDY BOGARD
-
- -Key sequences for special attacks/slams changed to mirror FF more closely
- -Dash backwards now invincible
- -Losing (lying on floor) pose now does not move
- -All punches and kicks are interruptable, but not comboable
- -Hishoken now does not travel all the way across the screen
- -See "In General"
-
-
- SAGAT
-
- -Close up standing kicks hit twice
- -See "In General"
-
-
- M.BISON
-
- -Now falls completely down when hit out of Torpedo by special move
- -See "In General"
-
-
-
-
-
- --==| Log Of Changes Made In SFLIU V2.00 |==--
-
- To thank: Chan Chee Meng (*)
- Stan Warman (**)
-
- List of changes since SFLIU2.0α : (hope we got them all!)
-
-
- ------------------------------------------------------------------------------
-
- MAJOR BUG FIXES
- ===============
-
- 1. SF2196 has a bug where it is possible to slam a opponent that has fallen,
- reeling back, getting up, or in block stun. Now is it not able to slam
- an opponent that is lying down or getting up. This change does have its
- side effects, such as Chun Li losing her Flipping Neck Kick when the
- opponent is lying on the ground. But we felt that this change in gameplay
- took more priority than the drawbacks. However, it is not possible
- to fix slamming during reeling back or in block stun, so take it easy on
- the ticking!
- **2. The bug that caused the game to crash in an Andy vs. Andy or Terry vs.
- Terry match has been fixed. Thanks to Stan Warman for this fix.
-
-
- ------------------------------------------------------------------------------
-
- GRAPHICS/SOUNDS
- ===============
-
- IN GENERAL
-
- 1. Balrog is here!!!!
- 2. Edited FACEW: Winning faces, selection cursor, vs sign, countdown sign
- 3. Edited FACEX: Losing faces
- 4. Edited 4KING: Boss winning/losing faces, small/greyed faces
- 5. Edited SFACE: Small faces, greyed faces, plane, x mark.
- **6. Terry and Andy now have electricity/yoga fire/torpedo hit frame, thanks
- to Stan Warman.
- **7. Got rid of that annoying "blip" in Zangief's standing pose. Thanks to
- Stan Warman for this fix.
- 8. Captured fireball dissipation for all projectile characters.
- 9. Added/modified sound effects:
- -Tiger
- -Tiger Uppercut
- -Sagat's slam
- -Terry/Andy's attacks
- -You win/lose
- -Round x, Fight
-
-
- RYU/KEN
-
- 1. Captured Knee Attack (Close Standing Forward)
-
-
- E.HONDA
-
-
- BLANKA
-
-
- GUILE
-
- 1. Captured crouching fierce.
- 2. Captured first frame of Sonic Boom, new Sonic Boom frames.
- 3. Captured Hopping Knee.
-
-
- CHUN LI
-
- 1. Captured Fireball.
- 2. Captured Flip Kick frame.
- 3. Captured Flipping Back Kick frame.
-
-
- ZANGIEF
-
-
- DHALSIM
-
- 1. Captured crouching fierce.
-
-
- SAGAT
-
- 1. Captured Tiger Fireballs.
- 2. Captured Tiger Knee.
- 3. Captured standing Jab.
- 4. Captured standing forward
-
-
- M.BISON
-
- 1. Captured slide kick delay.
-
-
- ------------------------------------------------------------------------------
-
- GAMEPLAY
- ========
-
- IN GENERAL
-
- 1. When characters are "overlapping", (which doesn't happen in the arcade
- anyways, just in SF2IBM) the hit ranges were edited so the following will
- now hit:
- -Ken/Ryu's crouching fierce
- -E. Honda's crouching fierce
- -Zangief's crouching kicks, standing punches
- -M. Bison's standing kicks
- -Guile's standing strong, fierce
- -Sagat's standing kicks
- This should take care of all the annoying times you've tried to hit an
- opponent but missed.
-
-
- RYU/KEN
-
- 1. Crouching fierce is now better for air defense, and knocking other
- Ken/Ryu's out of their Cyclone Kick.
- 2. Crouching short/FB is now a combo.
- 3. Delay time after standing (far) short increased so that it is no longer
- comboable.
- 4. Ken's cyclone kick now hits Ken/Ryu's fireball pose.
- 5. Standing close and far jabs now hits Ken/Ryu's fireball pose.
- 6. Standing (far) strong will miss crouched, while standing (close) strong
- will hit crouched.
-
-
- E.HONDA
-
- 1. Now rebounds further after Sumo Head Butt. (This was actually implemented
- in SFLIU11, but we forgot to mention it in the 1.1 docs)
- 2. Sumo Head Butt will now miss a Low Tiger.
- 3. Crouching jab/strong/short/forward will now hit Chun Li's SBK.
- 4. Hundred Hand Slap moves faster.
- 5. Fierce Hundred Hand Slap now slightly easier to do.
- 6. Only jab torpedo can hit twice now.
- 7. Easier to go through fireballs with jab torpedo and Sumo Butt Crush.
- 8. Sumo Butt Crush ascends faster.
-
-
- BLANKA
-
- *1. Vertical range of electricity increased for better air defense.
- 2. Horizontal roll will now get hit by a Low Tiger.
- 3. Jump straight + fierce now lasts longer and comes out quicker for easier
- attacks.
- 4. Now slightly easier to hit jumping opponents with standing roundhouse for
- better air defense.
- 5. Standing fierce comes out quicker for better air defense.
- 6. Standing (close) jab comes out faster, making combos easier.
- 7. Standing (close) strong comes out faster, making combos easier.
- 8. Standing fierce no longer hits crouched opponents.
- 9. Horizontal roll no longer hits a crouched Blanka.
-
-
- GUILE
-
- 1. Blade Kick delay has been decreased slightly, making it somewhat easier to
- jump in and combo.
- 2. The second fierce of Fierce/Fierce/Sonic Boom combo now connects more
- easily. Before, it would miss too often.
- 3. Upside down kick (slam with roundhouse) now hits fireball pose, misses
- crouched opponents, and starts up faster.
- 4. Standing (far) forward now hits fireball pose, misses crouched opponents.
- 5. Standing (close) forward now hits fireball pose, misses crouched
- opponents.
- 6. Standing (close) fierce no longer hits a crouched E. Honda.
- 7. Jumping punches no longer misses Ken/Ryu's fireball pose.
- 8. Standing (far) roundhouse no longer misses Ken/Ryu's fireball pose.
-
-
- CHUN LI
-
- 1. Standing (far) fierce no longer hits a crouched E. Honda.
- 2. Crouching roundhouse hit range extended.
- 3. Spinning Bird Kick can now be hit by Zangief and M. Bison's crouching
- punches, and E. Honda crouching jab/strong/short/forward.
- 4. Spinning Bird Kick now starts slightly faster.
- 5. Jump straight and roundhouse now hits easier.
- 6. Standing (far) roundhouse hits crouched, while standing (far) forward will
- not.
-
-
- ZANGIEF
-
- 1. Delay after Super Lariat increased since it is a totally invulnerable
- attack. The delay will no longer cause the opponent to block.
- 2. Lariat/Super Lariat has been changed to only Strong + Fierce, or Forward +
- Roundhouse. This makes it much easier to do. Also, the key change
- results in the computer doing less lariats and more computer combos.
- 3. Standing (far) roundhouse hit duration decreased. Before, it would be
- able to hit for far too long.
- 4. Decreased priority of Lariat and Super Lariat.
-
-
- DHALSIM
-
- 1. More teleports! See SF2MOVES.TXT for more information.
- 2. Short slide/Yoga fire is now a combo. Note short slide/Yoga flame is not
- a combo.
- 3. Vertical hit range of slide increased.
- 4. Standing kicks will now missed crouched opponents yet hit Ken/Ryu's
- fireball pose.
-
-
- TERRY
-
- 1. Defined hit ranges for attacks. Before, the whole image would be an
- attack area.
- 2. Burning Knuckle rewritten. It is now blockable, the height and speed has
- been reduced, the recovery frame no longer hits, and it will no longer hit
- crouched opponents.
- 3. Super Power Wave upgraded in damage.
- 4. Added longer delay after Power Wave since delay was almost non-existent
- before, making it too easy to "fireball" trap.
-
-
- ANDY
-
- 1. Defined hit ranges for attacks. Before, the whole image would be an
- attack area.
- 2. Super Kuhadan been upgraded in damage.
- 3. Added longer delay after Hishoken since delay was almost non-existent
- before, making it too easy to "fireball" trap.
- 4. Zaneiken delay will no longer hit an opponent.
-
-
- SAGAT
-
- 1. Adjusted walking and jumping speed, hit ranges, TU, TK, slam, slam sounds,
- winning pose to match arcade HF. (Some suggestions from Chan Chee Ming)
- 2. High Tigers will no longer hit crouched, also Blanka can walk under High
- Tigers.
- 3. Standing punches will no longer hit crouched opponents.
- 4. Tiger Knee horizontal movement and hit range decreased.
- 5. Swapped the damage that the two hits of standing roundhouse will cause.
- 6. Standing roundhouse now hits Ken/Ryu's fireball pose.
-
-
- M.BISON
-
- 1. Adjusted jump path, jump speed, hit ranges, torpedo, scissor kick,
- head stomp to match arcade HF.
- 2. Head stomp and subsequent aerial punch now requires a high block.
- 3. Torpedo will now miss/get hit by the appropriate projectiles.
- 4. Torpedo now hits on right frames, and now will hit Dhalsim's crouching
- punches.
- 5. Scissor Kick can no longer go through Ken/Ryu's fireballs.
- 6. Scissor kick now hits crouched opponents.
- 7. Standing jab will no longer hit crouched opponents.
- 8. Standing kicks can no longer hit a crouched Blanka.
-
-
- ------------------------------------------------------------------------------
-
- BUG FIXES
- =========
-
-
- IN GENERAL
-
-
- RYU/KEN
-
- 1. Standing (close) strong was too hard to interrupt. Fixed.
- 2. Ken's jumping forward uses wrong frame when landing. Fixed.
- 3. Standing (close) roundhouse now hits a standing Chun Li twice.
- 4. Jumping straight + strong hits twice. Fixed.
- 5. Ryu's Cyclone Kick was not invincible on the way down. Fixed.
- 6. Cyclone Kick now spins the correct number of times in the air.
- 7. Ryu's jump straight + short hits twice. Fixed.
-
-
- E.HONDA
-
- 1. Double knee (slam + forward) was unblockable. Fixed.
- 2. Double knee (slam + forward) sometimes wouldn't hit twice.
- Fixed.
- 3. Crouching jab and crouching strong would do the same damage.
- Fixed.
-
-
- BLANKA
-
- 1. Didn't flip backwards properly after bite. Fixed.
- 2. An electricity frame would appear whenever Ken/Ryu kick-slammed Blanka.
- This was a bug left over from the 1.x days. Fixed.
-
-
- GUILE
-
- 1. Crouching fierce was accidentally made interruptable at the start and at
- the end. Fixed.
-
-
- CHUN LI
-
-
- ZANGIEF
-
-
- 1. Lariat now spins the proper amount of times.
- 2. Jumping jab/strong wasn't hitting properly. Fixed.
- 3. Crouching jab not causing enough damage. Fixed.
-
-
- DHALSIM
-
- 1. Forward teleport now works. (Oops...stupid mistake in 2.0α)
- 2. Slide hit range was too short. Fixed.
- 3. Crouching fierce is stil
-
-
- TERRY
-
- 1. Repeated crouching jabs would result in Terry standing up. Fixed.
- 2. Terry now slams with Fierce, not Roundhouse, as stated in the docs.
-
-
- ANDY
-
- 1. Air attacks were not lasting long enough. Fixed.
-
-
- SAGAT
-
-
- M.BISON
-
- 1. Jab torpedo does too much damage. Fixed.
- 2. Jumping jab hits twice. Fixed.
- 3. SPD reaction would usually result in him disappearing or static appearing
- on the screen. Fixed.
-
-
- ------------------------------------------------------------------------------
-
- MISCELLANEOUS
- =============
-
- IN GENERAL
-
- 1. Adjusted all ground and air attacks not to "shift", especially for Terry
- and Andy.
- 2. Rewrote jump animations for Guile, Ryu, Ken.
- 3. Made E. Honda's and Zangief's shadows bigger (actually implemented in
- SFLIU 1.1)
- 4. Some character breathing animations smoother.
- 5. Adjusted fall down reactions of E. Honda, Terry, Sagat, and Blanka.
- Looks a tad better when they get hit by DP.
- 6. Guile's and Ryu/Ken's slam animations have been redone.
-
-
- RYU/KEN
-
- *1. Standing punch recovery frames now look more like the arcade.
- 2. Cyclone Kick and jump straight + roundhouse now has smoother animation.
- 3. Standing (far) roundhouse no longer "shifts".
- 4. Now consistent with standing (far) kick attacks.
- 5. Recovery after standing (close) fierce now looks slightly better.
- 6. Recovery after crouching (close) fierce now looks slightly better.
- 7. Fireball now flickers more naturally.
-
-
- E.HONDA
-
- 1. Jump straight + short now lasts slightly longer.
- 2. Recovery after standing (close) roundhouse attack now looks slightly
- better.
- 3. Recovery after crouching (close) fierce now looks slightly better.
- 4. Recovery after standing (far) strong now looks slightly better.
- 5. Midair flip of Sumo Butt Crush looks slightly better.
- 6. Standing (far) kicks shift more naturally, while still having different
- hit ranges.
-
-
- BLANKA
-
- *1. Winning backflip only jumps once before flipping.
- 2. Winning pose adjusted so screen doesn't bounce up and down.
- 3. Adjusted walking backwards so he no longer moonwalks :)
-
-
- GUILE
-
- *1. Range and movement of standing (far) strong adjusted, made interruptable.
- *2. Now lands properly after air slam.
- *3. Losing pose now uses the proper frame.
- *4. Sonic Boom now spins correctly when launched.
- 5. All slams readjusted to match more closely with arcade.
- 6. Losing pose is now continuous.
- 7. Crouching forward no longer levitates off the ground.
- 8. Recovery after standing (close) fierce now looks slightly better.
-
-
- CHUN LI
-
- *1. Now lands properly after air slam.
- 2. Walking and standing still sequences adjusted to look more like the arcade.
- 3. Losing pose is now continuous.
- 4. Crouching fierce now has a proper delay frame.
- 5. Jump straight and roundhouse looks slightly better.
-
-
- ZANGIEF
-
- 1. Jump diagonal + short now lasts slightly longer.
- 2. Fallen frame is now at the proper height.
- 3. No longer "wobbles" when hit by crouching fierce.
- 4. Recovery after crouching (close) fierce now looks slightly better.
- 5. Super Lariat now starts with the same frame as the normal lariat.
-
-
- DHALSIM
-
- 1. No longer makes a sound when he slams.
- 2. Crouching fierce is now at the right height, since it will no longer
- miss a Sonic Boom.
-
- ANDY
-
-
- SAGAT
-
- 1. No longer "wobbles" when getting hit by Ken's Cyclone Kick.
-
-
- M.BISON
-
- 1. Standing strong changed to standing fierce-type graphic.
-