Full notes
Full Gemion Function update
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| System | Forward and back ground roll recoveries have their final 5f to be: punishable and have a standing height. Command list updated for this change under "Common Actions" |
| Aegis Gem | Singular (236G / 214G / 22G) = increased to "high" priority (from "medium") to prevent Blood Gem's Function breaking this Singular instantly on contact |
| Function (5G) = increased to "high" priority (from "medium") | |
| Blood Gem | Fix bug where the ground-version of the Singulars were not healing correctly, i.e., when health was increased to 1000, only the air versions of the Singulars were increased. - 236G = health gain to 80 (from 10) - 214G = health gain to 300 (from 40) |
| Lord Pyre | 5M = decrease Pyre's height during startup and active, hitbox travels upwards during active frames, and active frames increased to 5f (from 3f) |
| Blazing Combustion (236H while holding Blaze It Up) = input changed to 214H (to remove overlap with Red King) | |
| VFX for Blazing Combustion | |
| VFX (work in progress) for Scorch Lord Inferno | |
| Khontay | 5M = hitbox travels upwards during active frames |
| Sky Scorcher (j236H) = final hit has less pushback against a grounded opponent | |
| BARRY-350 | During Sentinel (aka Fly), increase movement speed by ~50% |
| 1v2 | For the solo player, decrease the starting Gem meter to 75% (from 100%) to prevent immediate Cosmo activations |
| Training | New playback option for Rikki of: 2H > walk > 5H [This is to test punish vs ground rolls, but whiffing vs neutral] |
| Bug Fix | After executing a Burst, reset scaling for damage and hitstun. Previously, punishing a whiffed Burst continued the scaling |
| On some stages (Bon Wonderplace, Heavens, etc.), fix Samba Mamba Beam not rendering the green laser beam [The issue was the camera being too far from stage's origin] | |
| From a recent cel shading change, Sin AZ's face+legs were no longer glowing (during EX moves, Burst, etc.). Now, properly applied cel shading to those body parts which makes it look slightly different, but glow types are functional again | |
| Stages | Seaside = added 3 wooden poles to the right. Changed light angle so shadows of poles match their cel shading |
| Performance Optimizations | For all stages, turn off Unreal physics for background objects |
Source
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