Full notes
Full Combo Babies update
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What changed
- Balance
- Gameplay
9/28/21 (1.02a)
Changes +Harold 6d (grab) is now armored. In an already armor filled deck of neutral options, this makes sense to add as a mixup considering that harold's normal grab was unpopular anyway due to being techable +Harold 2c does 24 instead of 18. The command grab damage nerf plays out how I wanted, so this gives harold a splash of damage on one of his loop pieces that doesn't pop up as frequently as the command grab but also emphasizes the impact of the clap (more damage means more hit stop) +Rex parry no longer gets hit by moves with active frames +Aesthir's 6a now has a little more startup, a little more end lag, 6 more damage, and slight hitbox changes. It still isn't whiff punishable. this is kind of a rework of the move in order to make it more fun to fight against without really taking that much power away from it (due to the increase in damage making up for the decrease in speed) +Aesthir's pool balls now have a max speed. This also gives enemy moves a more distinct angle against them.
Fixes +Rex forward special no longer can land cancel (this is a fix). +training mode resets now apply to a handful of important variables that otherwise were able to cause training mode glitches +refactored all of the game manager code, mainly so that all the variables are in one place, and then i double checked every single variable to see if it could be causing desyncs. There is only one potential thing I changed and I have no idea if it fixes the desyncs but I tested it by playing 3 matches against myself and didn't desync so who knows. This was the last massive chunk of code that I had to sift through in order to double check that there are, without a doubt, absolutely no variables in the entire game that could possibly be causing desync. so if desyncs still occur, it has to be in my rollback implementation and not the save states.
Source
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