Full notes
Full Gemion Function update
Read the full published notes in a cleaner layout. The original post stays linked below.
Formatted patch notes: https://x.com/NagooyenGames/status/2032569425891832281
| Super | BARRY-350 = Hyper Baikonur Drones. Change input to 4624+Atks |
| Arisette = KKZ (222+Atks). High damage, invincible OTG but slow and punishable | |
| Leznever = Meringue Ray (2626+Atks). Fast, safe laser that can combo after (notably, fullscreen can do Super > Cosmo > Super, and also do corner combos with 3-4 Supers with Cortex Cosmo) | |
| Rikki = Evil Moment #37 (6426+Atks). Invincible multi-kicks to launcher | |
| Sin AZ = EMP Shockwave (26421+Atks). 7 pillars with invincibility and strong pushback. Can combo with the new 214L > Super to pull them to the opposite side (note: input via 214L > *switches sides* > 421L) | |
| Spiros = Fatal X (2624+Atks). Super fast invincible move that hits pre-flash and can combo after | |
| No supers yet for: AZ, Bonso, Dontay | |
| Super Flash | Depending on the super, custom camera movement during the super flash (currently, Gem Cosmos and BARRY-350's super to pan upwards, and Rikki has the camera at a lower position) |
| Handle multiple Supers occurring on the same frame (play them in order by lowest player number) | |
| Fix audio replaying when projectile lands on same frame as super freeze | |
| System | Screen to no longer move when moving past the maximum screen distance. This will only occur if there is no other character between you and the screen's edge (i.e., if there is another character, you will push them and the screen will move) |
| Parrying a hit from a Super move has less hitstop for the attacker | |
| Increase parry hitstop to 18 (from 16) for the defender (the person who parried) a physical hit and also for the attacker during an adjoined projectile move (e.g. Dontay Jam Sesh) | |
| Minimum damage scaling on EX special moves reduced to 60% (from 75%) | |
| When hitting a cornered opponent with a Super move, do not have any pushback (for Rikki's Super) | |
| Gem Cosmo's hitbox extended upwards | |
| Gravity Gem | Gravity Singular (236G/214G) = Greater pushback DX vs downed opponent |
| Gravity Function (5G/4G) = can now hit a downed opponent (to push or pull them) and this does NOT use up the "one OTG per combo" rule and can hit even not in the "early" stages of downed enemy | |
| BARRY-350 | Hot Bear Claw (421X) = reduce damage and smaller hurtbox on f4 for L-version and f1 for EX-version. M-version has extended range. |
| Change super input to 4624+atks (from 624+atks) | |
| Sin AZ | Commando Corridor (214X) = increased hitstun to 28 (from 15). Total frames increased to 43 (from 41). Greater pushback vs airborne and downed opponents. L-version to strongly pull the enemy inwards; M-version knocks them directly upwards; EX version reduced damage to 10 (from 12). Added the ability for Sin AZ to turn around (notably to do the combo of 214L > Super) |
| Rikki | Rikki 2H has 6f more hitstop (to hit confirm into Super) |
| Leznever | EX Straight Souffle now has 140 active frames (from 120) |
| Creme Brulee changes = EX-version is now always unscaled hitstun and increased damage to 10 (from 7). Normal versions are still to be one unscaled per strength per combo, but there was a bug where it was not counting air versions towards this counter. | |
| Training | Add playback options for Super move inputs |
| Button Config | Add controller macro for L+M+H (default to Left Shoulder, and move FrameData to Left Trigger). Keyboard has no mapping. NOTE: for returning users, you may have to: (1) set binding manually for both L+M+H and FrameData again, and/or (2) reset the cache (see instructions in doc: https://shorturl.at/UUodh) |
| Swap rows for "Frame Data" and "Reset Positions" | |
| Command List | Update Super inputs and descriptions |
| Change color of Super moves section to red-orange | |
| Under Gem Cosmo, add input for easy Super by reactivating Gem Cosmo | |
| For EX moves, add: [Costs 1 Super meter] | |
| Bug Fix | Disallow Super moves during round starts |
| Fix audio bug where SFX was not playing (mainly for parrying a multi-hit move) | |
| Fix bug where gravity is not applied for weird OTG state vs early stages of an non-downed/hitstun opponent |
Source
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