Full notes
Full Combo Babies update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- UI and audio
Discord: https://discord.gg/mC9HbP2Naz
Added: +each character got 2 new skins based on community requests in the discord +combo trials now reset 30 frames after you do an incorrect move in order to give you time to see what move you did incorrectly +added auto trial progression as an option +you can leave the pause menu with B button or with pause button +you can press 4pause or 6pause or 8pause for different training mode resets +ichiro has a new 214abcd which is a kick flip, you can hold up or down or neutral(which goes up) to choose a direction when you begin ichiro's 214d wall ride +lucey can wall run with 236abcd and 214abcd now +there is now a little red ui crossout to display if you are locked out of burst or not +2pause now resets to center, and 5pause now resets to the previous side you reset with, and it also remembers if you swapped +added reversal options (5a, 2a and recording) and an option for random block
Changed: +rollback is 30 frames instead of 10 +duke stand b now juggles better (it is not a launcher) this allows for 2b (dash) -> 5b(jump) -> double jump -> air c -> bomb on oki or true combo depending on how you time it. fun +reduced camera zoom max value +reworked ichiro's air c to be more fun and have better game feel but more precise +made it so pause is 2x shorter in training instead of 10x shorter +burst particle effects now are a little more clear on which type of burst you did (yellow blue or red) +aesthir 5a, 5b and 2c have had aesthetic reworks but work the same +aesthir 6b and 6a have been essentially completely reworked from scratch +aesthir's damage reduced on j5a first hit, 5b, and j5b +aesthir j5a has less active frames towards the end, this is actually unlikely to affect much since it is usually canceled before this applies +new aesthir 2c animation +training mode has a little bit more time before auto resetting from trials (60f on success, 30f on fail due to wrong move) +aesthir j5b has 3 hitboxes in an arc with different timings that have different ball angles +air blocking puts you into a light knockdown guaranteed, air blocking can no longer cause wall bounce or ground bounce +baby cancel provides +5 advantage instead of +20 +dr desinke's bomb physics are being changed to be more bouncy +aesthir has a new super +aesthir j5c has new animation, hits once +aesthir 5c has a new animation, deals 6 instead of 18, has a new close hitbox where there used to be a dead zone that launches straight up +aesthir 236d and 214d are no longer invincible +seri j5b has 2 more startup frame, 2 more end frame, a hitbox that more accurately matches the art +seri 236d: 24 damage -> 18 damage (if all 3 hit) +seri j5a: is now a disjointed hitbox +the first hit of ichiro 236c does 6 instead of 12 +ichiro 2c now has a more accurate smoother animation +harold 214d can now be jump canceled, comes out much faster, and launches, but does 24 from 30 +harold special throw does 6 from 18 +"hit string" is now in blue +you can now cancel a baby cancel into any button or jump if the enemy is in hitstun +the damage on aesthir's 6b, j5c, 5c adjusted +aesthir 6b now always launches +the kill spark has been changed to not make you drop frames and instead look simpler +delay buffer is set to 2 from 3 online +version number is now displayed on the title screen
Fixed: +ips push back is reinstalled after using states that reset your forces, allowing states to still be resetting your forces without causing infinites +all of the missing keyboard keys should now work fine for controls binding +fixed ground bounces +inputting 63214d no longer results in nothing, now it correctly will perform 214d +training mode now resets projectiles when you reset +there's now a 10f cooldown before the online cancel button is pressable after waiting online in order to fix a glitch +your projectiles no longer cause your character to enter hit lag when they are blocked +jump canceling a move unfreezes the enemy (this was a weird glitch that would happen often with moves like brentley super)
Source
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