In this update15
Full notes
Full Punch Planet - Early Access update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Fixes
- UI and audio
Punch Planet - Early Access changes
Version 0.5.4 is now released!
This update contains new free DLC costumes for four of the characters, gameplay system changes, and character balance adjustments
You can read the full detailed notes here
COSTUMES
Added new free DLC costumes for TYara, Dog, Agent-G, and Maxx
TYARA - HUNTRESS COSTUME
Before she was Princess to her people she was a Huntress like many others. Featuring huntress armor made from the beasts native to Punch Planet.
Costume for TYara in Punch Planet
Includes 10 Colors
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DOG - TERMINATE COSTUME
Before Dog escaped the secret government lab he was sent on "Special Assignments". Featuring battle damage revealing some of his many modifications.
Costume for Dogin Punch Planet
Includes 10 Colors
AGENT - PROTOTYPE COSTUME
Before the signature Power Suit was created Galactic Agents field tested various prototypes. Featuring bulky batteries and non inlaid energy wires.
Costume for Agent-G in Punch Planet
Includes 10 Colors
MAXX - LUNAR LEAGUE COSTUME
Before Maxx became a bouncer in the Black Market District he was a semi famous Lunar League player. Featuring his signature Lunar League equipment and torn jacket.
Costume for Maxx in Punch Planet
Includes 10 Colors
These costumes are now available for all Early Access owners!
TRAINING
Added support for selecting counter-hit settings while the training dummy is set to "Jump" and "Crouch"
Added support for selecting block settings while the training dummy is set to "Crouch"
Added support for selecting reversal settings while the training dummy is set to "Crouch"
CAMERA
Changed the in-game camera a lot. Should have less and smoother movement in general, and feel slightly more "2D"
HIT STOP
Slightly decreased hit stop (freeze that happens when hits connect) for medium, heavy, and airborne attacks, should make the game feel slightly faster execution wise
PUSH BACK
Slightly decreased the speed at which characters are pushed when being hit with attacks, distance is unchanged
CHARACTER HEALTH
Increased all character health across the board. Some characters gained more than others but generally should extend rounds a bitboard)
DAMAGE - BLOCK
Chip damage (damage applied when certain attacks are blocked) is no longer affected by character and global scaling
All attacks that cause chip have been re-balanced (generally less damage across the board)
DAMAGE - COMBO SCALING
- Adjusted combo damage scalingOld: [1.0, 0.7, 0.55, 0.45, 0.4, 0.35, 0.3, 0.25] New: [1.0, 0.8, 0.6, 0.5, 0.45, 0.4, 0.35, 0.3]
SUPER FREEZE
Fixed a bug with super freeze that would allow the throw-immunity frames to decrease during the freeze. This fixes an issue where TYara and Agent-G 4-bar supers could not be jumpable in situations where they were at -1 or -2 frame advantage
ROUND TIME
Increased frames per game second from 50 to 55, this increases total round time from 82~ seconds to ~90 seconds
ATC
After a successful ATC, can now block immediately. This should reduce the effectiveness of multi-hit moves and situations against ATC
After a successful ATC, can now perform special moves immediately. This should open the door to some new punishes and strategies
Decreased active frames, timing for a successful parry is slightly more strict
Increased recovery frames, timing for being punished for a failed parry is slightly worse
JTC
Decreased corner push back when used as a juggle or reset
LIGHT ATTACKS - 4F NORMALS
Standardized all 4f light attacks so that they are -3 when ATC'd by an opponent. Previously some were -2 and some were -4
EX MOVES - WALL BOUNCES
EX Special moves that cause a wall bounce have been adjusted so that they now only happen when used in a combo. Previously this was affected by whether the move was used as a reversal or not. This affects Roy's EX.Headbutt, Cid's EX.KnifeRush, TYara's EX.Shield, and Dog's EX.Run.MK, these moves will now need to be combo'd into in order to gain a followup
MOVEMENT
Decreased walk ramp frames, walk speed will hit max speed quicker
Walk ramp curve is now linear, walk speed will increase at a consistent pace rather than a curve
NORMAL THROWS
Decreased startup frames, normal throws are slightly faster
Increased active frames, should help catch more especially with respect to throw immune frames (now same value = 3f)
Decreased total recovery frames, should be slightly less punishable on a failed throw
COLLISION BOXES
Retracted grab box width, need to be slightly closer to throw the opponent. These are also now standardized between body types
Increased grab box width extension when performing attacks, should increase the chance at being thrown out of things
Standardized all move box widths between body types (Medium / Big / Dog), previously some were wider than others, should make physical collision situations more consistent
Roy
- HealthIncreased from 1000 to 1100
- Walk.ForwardIncreased speed
- Walk.BackwardIncreased speed
- JumpsAdjusted arc (distance unchanged)
- St.LKDecreased push back
Cr.MK: Extended hit box, extended hurt box
- St.HPDecreased push back
St.HK.Charged: Retracted hit box
Headbutt.All: Retracted hit box
- Headbutt.EXIncreased damage, no longer causes wall bounce unless used in a combo
Cid
- HealthIncreased from 975 to 1075
- Walk.ForwardIncreased speed
- Walk.BackwardIncreased speed
- JumpsAdjusted arc (distance unchanged)
- St.LPIncreased recovery, increased hit stun, increased block stun
- St.LKIncreased recovery, increased block stun
Jp.MP.Fast: Now causes a reset instead of juggle
- St.MKDecreased damage
- Cr.MKIncreased push back
- Jp.HP.ChargedDecreased hit stun, decreased block stun
- St.HKIncreased push back, decreased block stun
- Jp.HKDecreased block stun, decreased juggle value
- KnifeRush.L/M/HDecreased knockback distance
- KnifeRush.EXIncreased damage, no longer causes wall bounce unless used in a combo
- KnifeWheel.EXDecreased damage
- Super.BallDecreased corner push back when used as a juggle
TYara
- CostumeAdded Huntress
- HealthIncreased from 1050 to 1200
- DamageIncreased scaling from 0.875 to 0.95
- Walk.BackwardIncreased speed
- JumpsAdjusted arc, decreased distance
St.LP: No longer special cancellable, no longer super cancellable
- St.LKUpdated animation, decreased startup, increased followthrough, retracted hit box, retracted hurt box, increased hit stun, increased block stun, decreased advantage
- Cr.LKIncreased followthrough, increased hit stun, increased block stun
- St.MPUpdated animation, first hit box now active for all frames, removed second hit box
- Cr.MPNew move, close range AA, very advantageous on grounded hit
- Jp.MPNew move, fast low range air normal
Jp.MK: Moved from Jp.HK
- St.HPDecreased followthrough, decreased hit stun, decreased block stun
- Jp.Dw.HPDisabled lower hurt box during startup
- St.HKNow causes a juggle against grounded opponents, now super cancellable, increased juggle value
- Cr.HKAdjusted ground / airborne startup ratio
Jp.HK: Moved from Jp.MK, now causes a juggle against grounded opponents
- ShieldCharge.L/M/HNo longer gains unlimited armor, now gains a new hit of armor on each shield bang, armor now covers into the active frames when released, increased release startup, can now cancel the hold into dash if a hit is absorbed
- ShieldCharge.EXNo longer causes wall bounce unless used in a combo, increased startup, increased travel distance
- HeadLopper.AllRetracted hit box top, increased startup, adjusted hit advantage
- BreakYourBones.AllIncreased combo scaling, retracted hit box range
- BreakYourBones.L/M/HDecreased knockdown frames, increased knockdown distance
- BreakYourBones.HIncreased damage
- BreakYourBones.EXDecreased damage, no longer throw invulnerable
- FlyingGoddess.AllIncreased combo scaling, decreased knockdown frames
- WarDance.SuperAdjusted hit box on 2nd and 3rd hits
- MeteorGoddess.SuperDecreased damage
Dog
- CostumeAdded Terminate
- HealthIncreased from 925 to 1025
- DamageDecreased scale from 0.875 to 0.85
- ResetsIncreased juggle distance, increased corner push back
- Walk.ForwardDecreased speed
- Walk.BackwardDecreased speed
- JumpsAdjusted arc, decreased distance
- Dash.ForwardIncreased frames
- St.LPIncreased push back, Increased hit stun, decreased block stun
- Cr.LPIncreased push back, decreased block stun
St.LK: Extended hit box range
- Cr.LKExtended hit box range, increased recovery, increased hit stun
- St.MPExtended hit box range, decreased push back, increased hit stun, decreased block stun
- Cr.MPChanged from low to mid, decreased followthrough, increased push back, extended hit box range, extended hurt box range, decreased block stun
- St.MKIncreased startup, 2nd-hit now special cancellable, 2nd-hit now super cancellable, 2nd-hit increased hit stun, 2nd-hit decreased block stun
- Cr.MK2nd-hit now special cancellable, decreased knockdown frames
- Jp.MKDecreased frames between hits, 2nd-hit changed from mid to high
- St.HPAdded additional hit box that reaches farther, increased startup, increased followthrough, increased hit stun, increased block stun
- Cr.HPHurt box now longer lowers during startup, increased startup, decreased active, increased followthrough, increased push back, decreased damage, retracted hit box back, increased hit stun
- St.HKIncreased travel distance during startup, decreased juggle distance
- Cr.HKIncreased grounded startup, decreased block stun
- Jp.HKRetracted 3rd hit box range, removed last hit box, retracted hit box bottom
- Run.AllAdjusted input order for checking followups so that Stop is checked last instead of first
Run.L/M/H: No longer cancellable into JTC
- Run.HDecreased run speed
- Run.EXIncreased armor start frame
- Run->StopChanged input so that it is triggered like other followups (can no longer be held), should fix the input issues with doing quick Run->Stop
- Run->Slide.BothIncreased knockdown distance
- Run->Slide.NormalDecreased juggle value
Run->Slide.EX: Standardized knockdown with normal version
- Run->MidStrike.NormalIncreased push back on hit, decreased block stun
- Run->MidStrike.EXIncreased corner push back, no longer causes wall bounce unless used in a combo, decreased damage
Run->LeapStrike.Both: Standardized knockdown frames
PinWheel.All: Now has one hit of armor during frames where it can cancel into Dive
- PinWheel.EXExtended hit box range, slightly adjusted airborne -> grounded recovery frames ratio
- PinWheel->Dive.NormalIncreased ground bounce corner push back
- Run.SuperDecreased damage
Agent-G
- CostumeAdded Prototype
- HealthIncreased from 950 to 1000 (now lowest in the game)
- Walk.ForwardIncreased speed
- Walk.BackwardIncreased speed
- JumpsAdjusted arc (distance unchanged)
St.LK: Can now cancel recovery into Legendary.Agent
- Fw.MK->HKDecreased knockdown frames
Cr.MK: Can now cancel recovery into Legendary.Agent
Jp.MK: Extended hit box range
- St.HPDecreased juggle value, decreased damage
- Cr.HPIncreased damage
- Fw.HKDecreased block stun
Cr.HK: Retracted hit box top
Jp.HK: Retracted hit box bottom
- CrescentSplits.AllAdjusted grounded/airborne startup ratio
- CrescentSplits.EXDecreased block stun
- CrescentKicks.L/M/HDecreased damage
LunarDisc.Attack.All: Retracted projectile spawn position
- LunarDisc.Projectile.L/M/HDecreased block stun
Legendary.Agent.Super: Can now cancel into from hits
Maxx
- CostumeAdded Lunar League
- HealthIncreased from 1025 to 1150
- DamageDecreased scale from 0.925 to 0.875
- Charge FramesIncreased from 44 to 46
- Walk.Forward.BuffedDecreased speed
- Walk.Backward.BuffedDecreased speed
- Walk.Forward.NormalIncreased speed
- Dash.ForwardDecreased total frames
- Dash.BackwardDecreased distance
- Cr.LPDecreased recovery, decreased hit stun, decreased block stun
- Jp.LKIncreased hit stun, increased block stun
- St.MPDecreased startup, increased hit stun
- St.MKChanged from low to mid, decreased startup, retracted hit box range, increased hit stun, decreased block stun
- Cr.MKExtended hurt box range, increased followthrough
- Jp.MKIncreased juggle value
- St.HPIncreased Buff-U armor start, now loses Buff-U after using, retracted hit box range, retracted hurt box range, increased push back on hit, decreased push back on block, increased hit stun
- Fw.HPIncreased damage, increased Buff-U armor start, now loses Buff-U after using, now causes a ground bounce against airborne opponents
- Cr.HPFixed animation movement, now gains armor with Buff-U, now loses Buff-U after using
- Jp.HPDecreased startup
- St.HKNow special cancellable, increased juggle value, increased Buff-U armor start, now loses Buff-U after using, retracted hit box range, increased followthrough, increased hit stun
- Cr.HKNow gains armor with Buff-U, now loses Buff-U after using, decreased corner push back, decreased juggle distance, increased active frames
- Jp.HKIncreased active frames, extended hit box bottom
- HookSwing.AllIncreased travel distance during startup
- HookSwing.L/M/HRetracted hit box range, decreased push back, decreased travel distance during active / followthrough
- HookSwing.LDecreased block stun
- HookSwing.MIncreased followthrough, increased hit stun, decreased block stun
- HookSwing.EXRetracted 1st-Hit hit box range, 2nd-Hit now cancellable into forward jump on hit, 2nd-Hit now cancellable into Buff-U on hit, 2nd-Hit decreased juggle height
- GroundAndPound.AllDecreased combo scaling, how hits against juggled opponents, changed pre-grab animation on opponent, fixed an issue when hitting on the same frame as opponent is parrying a Buff-U bottle
GroundAndPound.L/M/H: Last hit now cancels into HappyHour
- GroundAndPound.LNo longer causes a hard knockdown, decreased knockdown frames
- GroundAndPound.MDecreased whiff recovery frames
- GroundAndPound.HDecreased whiff recovery frames
- LastCall.Super.NormalDecreased corner push back, decreased damage, first hit now OTGs
- LastCall.Super.BuffedIncreased damage
HappyHour.Super: Now drains a small amount of meter while active
You can read the full detailed notes here
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