In this update1
Full notes
Full Bam Bam Boom update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Fixes
- Gameplay
- Maps
- Balance
Bam Bam Boom changes
Hello Bam Bam Boomers!
We did an oopsie last patch, we sowwy.... these things happen on games that are on active development and have restless developers. In short, rendering was accidentally happening twice. It's now being resolved among with other things so performance should be double(TM).
Other notable changes/additions:
Layout managing on binding has been fixed
You can now set a preferred layout to autoselect
Spectators also be able to join the match fixed
Performance update from different methods of vfx caching (some may still occure a spike, we investigating)
Some background tasks are now split into multiple frames so more performance gain from less busy frames
Slopes are removed from Trunk stage atm
Gameplay changes:
Suit Shiba
Suit Shiba will be a tiny bit slower to make it harder to stall by jumping around.
Down tilt - Added self pushback when hitting the opponents shield so you can't shield break every time for free
Down tilt - Shield damage multiplier reduced to 1.2x, previously 1.4x
Movement speed max - Reduced by 2.5%
Double jump (Dark Shiba) - Reduced horizontal jump impulse by 30%
Short hop (Dark Shiba) - Reduced horizontal jump impulse by 30%
Full hop (Dark Shiba) - Reduced horizontal jump impulse by 20%
Air acceleration (Dark Shiba) - Reduced by 10%
Air acceleration (Angel Shiba) - Reduced by 5%
Dash (Dark Shiba) - Increased initial acceleration to make turning around and dash dancing more impactful
Dash back (Dark Shiba) - Increased dash range
Speed boost (Dark Shiba) - Similar to how bazooka attacks give you a +25% speed boost for 4 seconds, other attacks now give you a +4% speed boost and +20% acceleration boost on hit for 4 seconds
Speed boost (Angel Shiba) - Attacks give you a +4% speed boost and +8% acceleration for 4 seconds
- VFXForward airAdded VFX
- VFXUp airAdded VFX
Huntress
Up smash - Increased on-whiff endlag by 9 frames
Up smash - Reduced uncharged damage of all hits to 22%, previously 25%
Up smash - Reduced fully charged damage to 26.4%, previously 30.5%
Neutral special (Demon bullet shot) - Increased flat stun bonus to 10 frames, previously 3 frames
Neutral special (Normal bullet shot) - Reduced flat stun reduction to -4 frames, previously -8 frames
Forward air - Increased flat stun bonus to 12 frames, previously 10 frames
Forward tilt - Increased flat stun bonus to 12 frames, previously 10 frames
Down air - Increased flat stun bonus to 6 frames, previously 4 frames
Jab - Increased damage of all hits to 11%, previously 6%
Smol...
Wait, that's not supposed to be here
Rattini
Back air - Increased damage to 12.5%, previously 10%
Forward tilt - Increased damage to 11%, previously 10%
Down tilt - Increased damage to 10%, previously 9%
- VFXForward airAdded VFX
Forward air - Increased horizontal range a tiny bit for the top half of the sweep to make the hitbox match visuals
PAS
- VFXUp airAdded VFX
Up air - Increased damage to 9.5%, previously 9%
Up air - Increased scaling knockback multiplier to 2.45x from 1.98x
Up air - Reduced startup. New startup is on frame 9, previously frame 11.
Up air - Increased hitbox range
Up air - Late back hit spikes and deals 14% damage
Down smash - Increased flat knockback multiplier to 1.25x, previously 1x
Down smash - Increased scaling knockback multiplier to 3x, previously 2.8x
Down smash - Increased flat knockback multiplier to 1.25x, previously 1x
Down smash - Increased scaling knockback multiplier to 3x, previously 2.8x
Forward smash - Increased flat knockback multiplier to 1.25x, previously 1x
Forward smash - Increased base damage to 14%, previously 11%
Forward smash - Reduced max charge multiplier to 2x, previously 2.5x
Up smash - Increased weak hit base damage to 11%, previously 10%
Back air - Increased damage to 8%, previously 7%
Back air - Increased scaling knockback multiplier to 2.95x, previously 2.85x
Forward air - Increased sweet spot scaling knockback multiplier to 2.5x, previously 2.2x
Forward air - Increased sweet spot size slightly
Neutral air - Increased late weak hit damage to 7%, previously 5%
Down tilt - Increased flat stun bonus to 9 frames, previously 5 frames
Up tilt - Increased damage to 9%, previously 7%
General Changes
A few changes has been made to make the game appear less choppy visually (not related to performance)
Reduced hitfreeze and added more slow motion effect on-hit across the board
VFX now plays in slow motion instead of freezing with hitfreeze
Character shake during hit freeze enabled again
Enjoy
Source
Changelog.gg summarizes and formats this update. How we read updates.
