Full notes
Full Gemion Function update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
Formatted patch notes: https://x.com/NagooyenGames/status/2029633194291777560
BARRY-350 = Hyper Baikonur Drones (624L+M+H). Projectile graphics not finished
Set invincibility for the single frame of the super flash animation
SFX for Super
If in Gem Cosmo, reactivating Gem Cosmo (via Unique+Gem again) will end the Gem Cosmo state and do a Super move (if possible; note: only BARRY-350 has a ground Super move currently)
Add a 2f window for kara cancel of: Specials to EX Specials
Add a 2f window for kara cancel of: EX Special to Super to cost only 2 Super meters (so it still costs 3 Super meters used overall, like with a raw Super)
Cannot cancel to Gem Cosmo from a Super move or another Gem Cosmo
Cannot cancel to Super move from a Gem Cosmo, Burst, or another Super move
Add a priority system where higher priority projectiles will instantly destroy vs lower priority projectiles. The levels are: low, medium, high, super. For now, all existing projectiles are "medium" priority and BARRY's super is "super" priority.
New special = Hot Bear Claw. Input = 421X. Anti-air attack that pushes away. EX is an air throw; regulars are a physical hit that cannot be parried and take 2.5x block damage than normal. Animation on-hit is not complete
2M chain is now kara cancelable to any special (including command throw), but remove the ability to cancel to command throw once active frames occurs (any other special is OK). Add a white flash for this kara cancel.
Increase hitbox height downwards of Bear Rocket Punch (236X and j236X) so it ground M-version hits most crouching opponents (except Spiros)
5H to have faster startup but these earlier frames to hit higher up. Also, more active frames to hit lower. The current active frames will be unchanged
jH to have more active frames that hits lower
Other BARRY-350 frame data changes: 5L faster startup and more range+blockstun+damage, 2L less blockstun, 2M more blockstun+damage, 5H more hitstun+blockstun+pushback on block, jM's damage has been shifted to have the 2nd hit have more damage and more range
Helm Breaka (j2H) to have a smaller hurtbox for startup and first half of active frames. Also, move the character model up+back a bit
Increased the hitbox downwards of jL (jL > air dash > jM now is an instant overhead vs a crouching BARRY-350)
Increased the hitbox downwards for air Creme Brulee (jL > 623X now is an instant overhead vs a crouching BARRY-350)
When resetting positions, dummy playback options to play from the start (instead of continuing from their previous timings)
More dummy playback options including strings from BARRY-350
In rollback (or other frame skips), fix some scenarios where character audio was not playing
Fix some scenarios where Gem Cosmo lightning and aura are incorrectly displayed
Fix EX SFX not playing for Leznever's EX Creme Brulee
When hiding combo counter, reset its value to blank. This fixes the UI showing the previous combo counter for one frame when a new combo starts
Update BARRY-350's command list for Super and Hot Bear Claw (421X)
Update BARRY-350 notes on 2M about the early cancel to command throw
Source
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