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Steam News14 September 20214y ago

Week 1 Patch Notes

Additions: +added clashes (previously port priority determined who wins if both hitboxes were on the same frame) +new training stage +about 10 new skins +fullscreen toggle +resolution options (you can play low res while

Full notes

Full Combo Babies update

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What changed

1 fix1 addition1 change0 removals
  • Store
  • UI and audio
  • Fixes
changedAdditions: +added clashes (previously port priority determined who wins if both hitboxes were on the same frame) +new training stage +about 10 new skins +fullscreen toggle +resolution options (you can play low res while in fullscreen) +you can now queue while in training, this will be a very good feature to have if and when more players show up lol +aesthir's trial 8 is a new trial
addedChanges: +aesthir's 236d now has a "hit cooldown" and a large launch value which means it can juggle the enemy across the screen which looks way sicker and also is slower so you can stack them up or do setups with it +redid a ton of combo trials +changing brentley 214d to not be a launcher, so that it retains its sick air jugggles but also works otg +set max rollback frames to 10 from 49 for now, in the hopes that stability improves +ichiro's 214abc have been reworked to be more physics based, so in order to get value out of the moves you have to install your current momentum into them, that said the moves are preeetty useful now as sort of like a nair/crossup out of air dash or whatever else the heck you can think of to do with them +counter hit is now 16 frames instead of 28 +block strings now say "hit string" instead of "hit combo" on the ui +aesthir j5b and j5c have gravity and no longer halt your momentum, this generally makes characters feel better since it makes their movesets more physics based while also playing more nicely with the IPS +aesthir 5b launches on the ground at a low angle, so if you launch with aesthir you now have a 50/50 choice when reaching the B button in a gatling on which angle you want (5b vs 2b) +aesthir's lasers now travel twice as fast, this prevents aesthir from stacking up lasers on the screen which was mostly just annoying but also makes the lasers work even more closely like the falco ssbm lasers they are inspired by
fixedFixes: +Fixed a longstanding netcode glitch involving last hits +Fixed a glitch where enemies weren't being pushed all the way to the edge of your bounding box if you for example overlapped them by 1 unit by jumping

Additions: +added clashes (previously port priority determined who wins if both hitboxes were on the same frame) +new training stage +about 10 new skins +fullscreen toggle +resolution options (you can play low res while in fullscreen) +you can now queue while in training, this will be a very good feature to have if and when more players show up lol +aesthir's trial 8 is a new trial

Changes: +aesthir's 236d now has a "hit cooldown" and a large launch value which means it can juggle the enemy across the screen which looks way sicker and also is slower so you can stack them up or do setups with it +redid a ton of combo trials +changing brentley 214d to not be a launcher, so that it retains its sick air jugggles but also works otg +set max rollback frames to 10 from 49 for now, in the hopes that stability improves +ichiro's 214abc have been reworked to be more physics based, so in order to get value out of the moves you have to install your current momentum into them, that said the moves are preeetty useful now as sort of like a nair/crossup out of air dash or whatever else the heck you can think of to do with them +counter hit is now 16 frames instead of 28 +block strings now say "hit string" instead of "hit combo" on the ui +aesthir j5b and j5c have gravity and no longer halt your momentum, this generally makes characters feel better since it makes their movesets more physics based while also playing more nicely with the IPS +aesthir 5b launches on the ground at a low angle, so if you launch with aesthir you now have a 50/50 choice when reaching the B button in a gatling on which angle you want (5b vs 2b) +aesthir's lasers now travel twice as fast, this prevents aesthir from stacking up lasers on the screen which was mostly just annoying but also makes the lasers work even more closely like the falco ssbm lasers they are inspired by

Fixes: +Fixed a longstanding netcode glitch involving last hits +Fixed a glitch where enemies weren't being pushed all the way to the edge of your bounding box if you for example overlapped them by 1 unit by jumping

Source

Steam News / 14 September 2021

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