In this update8
Full notes
Full Bam Bam Boom update
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Repeated intro
Hello Boomers! Week 2 and it goes out with a bam, below you'll see a list of all the additions/fixes and changes for the game. Keep the feedback coming in our discord, we are really in awe how involved is the community helping us with finding all the bugs but also shaping the game, become on of us!
What changed
- Balance
- UI and audio
- Gameplay
Bam Bam Boom changes
ADDITIONS
Taunt animations (dpad up or 1 keyboard) - Emotes on taunts - Customization options (unlockable) - Gameplay feedback additions - Damage score updates - STEAM users can RENAME ONCE from the default username, OR login to an existing obb account that has that game
CHANGELOG SUMMARY
Fixes + General Changes: - Rebinding fixes, you can rebind movement keys as well now (ui input ignores any rebinding) - Stadium stage became shorter - Dragon has some small visual upgrade - In game menu navigation fix - Overlaying mouse over ui elements wont highlight them but works with the mouse - Horizontal selection less sensitive now - Starting ranked, leaving it before a game starts, deadlocked survival (and probably arcade) - Egirl stage optimizations - VFX now also freeze during hitfreeze - VFX now also slows down with the player animation
BALANCE UPDATES
Spartan:
- Down smash- Added a 4 second cooldown on the slow motion effect so you can't chain it into itself and get the slow motion effect again - Increased min charge time to 4 frames, previously 0 frames - Increased hitbox size around his body so it's more likely to connect rather than dash through the opponent - Reduced the dash range a tiny bit - Now stops when hitting shield - Reduced shield damage multiplier to 0.75x, previously 1.125x - Forward air: On-whiff land lag increased to 12 frames, previously 10 frames
Bulma:
- Batchanged bat to a brighter color to make it more visible - Up air: - Added VFX to make it more clear where the active hit is - Hitbox size reduced slightly to better match visuals - Neutral air: - Added VFX to make it more clear where the active hit is - Damage reduced to 10%, previously 11% - Hitbox size reduced slightly - Launch angle adjusted for more horizontal knockback to make it more difficult to chain into itself - On-whiff landing lag increased to 19 frames, previously 16 frames - Forward air: - Added VFX to make it more clear where the active hit is - Increased hit1 damage to 13.5%, previously 11.5% - Increased repeated hit damage to 8%, previously 7.5% - Down air: - Increased damage to 15.5%, previously 14% - Increased flat hitstun modifier to 16 frames, previously 14 frames - On-hit landing lag is reduced to 7 frames, previously 14 frames - Neutral special: - Reduced range by 20% - Increased end lag by 2 frames - Increased recharge time to 3.5 seconds, previously 2.5 seconds
Huntress
- Side special- Reduced endlag by 3 frames - On-hit land lag reduced to 10 frames, previously 11 frames - On-whiff land lag reduced to 23 frames, previously 26 frames - Down smash: Cooldown on slowmotion effect reduced to 4 seconds, previously 8 seconds - Forward air: - Increased flat hitstun modifier to 10 frames, previously 8 frames, making it just a little more reliable to combo into more attacks - Increased hitbox size by 6% - Back air: On-whiff land lag reduced to 15 frames, previously 16 frames
CL
- JabAdded sour spot on the bottom half of the smoke so you can't scoop people up as easily while by throwing the smoke bomb on a platform above them - Neutral air: On-whiff landing lag increased to 15 frames from 13 frames - Up smash: Increased size of sweet spot by 8%
Fooo
- Down tiltIncreased hitfreeze and hitstun by 1 frame on the sweetspot hit
Source
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