Just as a curiosity, although the BK2 Max Beta has almost the same moveset as the final SOR2 version, his spritesheet has many differences. In practice, it's definitely not the same character as I thought. I had to practically remake the entire character instead of just a copy/paste using the SOR2 version as reference.
Another curiosity I only noticed after seven years lol. In the classics, the hit sounds are always interrupted before starting a new one, giving a much better collision feeling due to not accumulating all the played sounds.
I noticed it only after playing SORX with my friends, it's harder to notice it by playing alone because with less characters on the screen, less sounds are played and it's possible to hear almost everything. However, with 4 players on the screen it's easier to notice that because you have a lot of sounds accumulated like a single "hiss" and the impact feeling is drastically decreased.
And not only SoR but almost every fighting game of the same era, including Street Fighter. Due to this I decided to code a similar feature and made it as a new option in the game settings.
Of course, here's a price to be paid, there's a very small chance of some non-collision sounds to be stopped but it already happens a lot in almost all games of the same era. SOR3 is the worst case, sometimes all the sounds are stopped simply to play an enemy death scream, a thing that does not happen with the same rate in the SOR2.
To improve that I made several checks to minimize it, but it can still happen.
Accumulated sounds.
Interrupted sounds.
Original games