Full notes
Full Mega Knockdown update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Fixes
- Balance
- Performance
New and Updated Animations
Maria and Noel now have an idle animations. Every character has an idle now!
Adjusted a few Maria animations so they transition into/out of idle better.
Nils and Marv have new air throw animations.
Maria has new air throw, air throw whiff and air throw tech animations.
Maria now has proper sprites for her anti air B combo instead of copying Noel's.
Nick's air throw now does an extra spin on the way down
Noel and Maria have new placeholder win animations (subject to change, these just reuse existing assets for now)
Nils jumping C is now more of an inverted lariat than a spinning dive.
Save/Load System
Added a struct/json based saving/loading system and Continue UI screen for loading/deleting saves.
Now when you leave an Arcade, Survival or Paul Zone game, you can resume your progress from the Arcade menu screen, or abandon your progress and start a new game.
Note that when you load up a save your run will not count for high scores/leaderboards, but it WILL count for achievements.
New Specials
Nick's butt slam, Billy's elbow drop and Paul's flaming kick are now special moves: Basement Express, Kawaii Crusher and Paulnado, respectively.
Flavor-wise these are meant to represent cross-ups, so now these moves do 75 extra chip if they are close enough to side switch (e.g. where blocking left/right might be ambiguous in a real time fighting game)
Although we stopped short of turning these moves into 50/50 mixup tools, they should be useful options for oki or pressure situations.
Smarter CPU Opponents
CPU opponents will now: block more often on wakeup, stand block more often on wakeup if they are knocked down repeatedly with lows, and try to jump or tech more often on wakeup if they are thrown repeatedly.
Hard CPU opponents are now more likely to block when minus, and less likely to block when they are plus, or when the other player is waking up.
Sound Effects
Maria and Billy air throws have new impact sounds
- Maria, Noelnew "slash" sound FX layer for swipes and whip hits.
- Nick, BillyA new SFX layer added to certain hits
Game Flow/Timing
Adjusted the timing of certain attacks and situations to remove/reduce many awkward pauses and make the game flow better.
When you are -20, you will now only show a full 20 frame delay if it's necessary, otherwise you will freeze for a shorter length of time (still longer than when you are -10).
When you break a high guard with a low, your character will no longer wait until the block animation begins to start attacking.
Adjusted timing of air throw vs -20 delay
Changed ALL jumping C attacks to end in 69 total frames, cutting ~10 recovery frames from each
Fixed some slight asymmetry between player 1 and player 2 involving walking, standing still, and frame disadvantage timing.
Adjusted Billy's timing for doing meaty attacks
Game Balance
Baseline chip for jumping C attacks has increased to 100 (was 50 for some characters).
Better Side Switching
Changed how side switches work to be more fluid and give more flexibility in the timing and positioning of side switch moves.
Jumping C should no longer be "pinned" close to the ground on the active frame, back throws can now reverse the player sprite at times other than the active frame.
Should be no more sprite "flickering" that sometimes happened on a side switch
UI Changes
A "Replay Saved" message will now appear at the end of the round if you have replay saving turned on, and if you are playing a mode that saves replays.
The first time you win a match in the Arcade ladder, Sensei Bob will tell you about watching replays.
Added additional spanish translation (thanks to community member leapy)
Added some new portuguese translations (thanks to community member stealph)
The Paul Zone is now locked until you clear Paul's arcade mode. We're going to do more with the Paul Zone in a future update.
Adjusted color selection to not immediately wrap around from low to high colors or vice versa. You can override this by just tapping left/right a couple times when at the end of the color list, or by activating the Green Screen Jerma DLC.
Miscellaneous Fixes
Adjusted noel vs paul grab positioning
Moved some unused sprites off the main character atlases to help loading times/disk footprint
Fixed the color of the active sprite of Paul's jumping C
Changed paul's mouth color to black in his win animation
Mapped black to black instead of white for Paul colors 7 and 9
Fixed minor sorting order issues with nils back throw, lewis regular throw
Refactored a few scripts to use fewer Static variables.
Adjusted marv B combo sorting order
Fixed marv winner scren sprite hair color, billy winner screen sprite JP flag color
Source
Changelog.gg summarizes and formats this update. How we read updates.
