Full notes
Full Gemion Function update
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| BARRY-350 | Bearly Legal (360+Attack) has a throw followup animation now with SFX and VFX, and each strength has their own use: - Light = longest range - Medium = midscreen combos - Heavy = corner combos - EX = invincible, long range, and combos |
| Throw Follow-up Animations | Currently, the only attack to have a throw follow-up animation is BARRY-350's command throw (360 input) |
| Cortex Singular (236G) will behave as it was (it functions as a throw but will not transition to a new animation on hit) | |
| A single throw can transition to its follow-up animation on both enemies at the same time | |
| Throw collision detection occurs before collisions of all other attacks (so, a throw will always win on a trade) | |
| Moves that start throw state: - Always full hitstun scaling - Do not increment number of hits - Do not increment hits for scaling | |
| If a player has a currently active throw hitbox, they will be invulnerable to getting hit by other throws (so, two throws will whiff against each other if their active frames perfectly align with each other) | |
| Both the attacker and defender(s) enter a "throw state" as soon as the throw makes contact with a defender | |
| While in the throw state, both the attacker and defender(s) are fully invincible and have no collision box (other players can move past them) | |
| The attacker will now transition to a new "follow-up" animation of the throw | |
| When a player is in the throw state, they cannot do any of the "special scenario" cancels (i.e., cannot Burst, Gem Cosmo, Super, nor Blood Singlar) | |
| The attacker leaves the throw state when the follow-up animation completely finishes | |
| The defender leaves the throw state when the last hit of the follow-up animation connects | |
| Stardust Cosmo's slowdown effect does not affect the attacker nor defender if they are still in the throw state | |
| The attacker can change targets but they will not turn around during the throw state | |
| Hide green hurtbox in frame data view for both attackers and defenders in throw state | |
| Input Reader | Full circle attacks (aka 360 input needed for BARRY-350's command throw) made easier to input: 1. Increased window between directional inputs to 10f (from 6) 2. The down input is no longer strict (aka can be down-back or down-forward. The other 3 directions are strictly cardinal still) |
| Fix bug where special move does not register when inputting the final attack button with an up direction on the same frame | |
| Keyboard Inputs | Semicolon key = Light+Medium+Heavy macro |
| In keyboard button config, swap some rows around | |
| Command List | For all Gem Functions, add: "[Gains some Gem meter] " |
| Training | Dummy playback option of 360+H |
| Rename most playback options to numpad notations | |
| Fight UI | In training mode with 3+ players, target icon now appears on your lock-on target |
| Gem Select | Change background to scrolling towards the bottom-right |
| Combo Trial Quotes | 10 new failure messages (484 total). Listed below: |
| It's like the top level of other fighting games are down here. And then, Gemion Function's top level is way up here. | |
| Haters will be left behind. | |
| Gemion Function: Left Behind Edition | |
| 5 minutes... Got it! | |
| Mother, you're alive. Too bad you! Will die. | |
| I need a goth Latina chef. | |
| Shit > piss | |
| I think it was an Asian gang or something. I saw someone; he looked Asian and he... he was speaking another language. I'm pretty sure it was... Asian. | |
| Don't chaingrab me. I'll cum. :( | |
| He's got a family to eat. |
Source
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