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
- Server
- UI and audio
- Gameplay
- Events
- Fixes
Punch Planet - Early Access changes
Version 0.5.5 is now released!
This update contains gameplay balance adjustments, character animation improvements, and engine quality of life enhancements.
Note: I hit the character limit for this steam announcement and had to cut out some of the changes, you can read the full detailed notes here
INTERFACE
Added network connection display when playing online matches
Added interface option for toggling network connection display
Added interface option for toggling player info when playing online
GRAPHICS OPTIONS
Added Framerate Type option. This lets the engine to adjust how and when it processes the game loop, and allows the game to run at frame rates other than 60 frames per second. Available options:
Locked (60): 60 FPS locked (default - current functionality)
Unlocked (VSync): Enables Unity's VSync, FPS tied to monitor refresh rate
Unlocked (Refresh Rate): Does not enable Unity's VSync, FPS still tied to monitor refresh rate
Unlocked (Uncapped): FPS is not bound, game will render as fast as possible
These options can be helpful for running on machines that have monitors with higher-than-60 hz refresh rates, which can reduce visual stutters and provide a smoother experience. Some of these may have an effect on input lag depending on the machine, so please test and see which one is right for you.
ANIMATIONS
Updated almost all animations of characters being hit and knocked around, combos and attacks should look better across the board
Updated hit / block stun animations
Updated wall bounce animations
Updated juggle animations
Updated knockback animations
Updated sweep animations
Updated rise animations
Updated proximity block animations
This is a pretty extensive quality improvement overall and should really help sell the visual impact from the defender's side.
BATTLE CAMERA
More changes to the in-game camera, should generally feel more consistent and readable, especially for air-to-air situations.
CHAINED LIGHT ATTACKS
Adjusted and re-balanced the timing window for all chained light attacks. Generally the rule is that chaining into light-punch attacks as quickly as possible will now yield a true-block string. Chaining lights as quickly as possible will now "jail" the defender (none of their inputs will come out), which has a few implications for both the attacker and defender:
The attacker can push the defender out without risking retaliation
The attacker no longer receives a free frame-trap, they must delay their chain input if they want to allow the defender to attempt a counter
The defender must risk more when attempting to counter while they are being chained, since their input is not guaranteed to come out
COLLISION BOXES - HURT BOXES
All body types have had their hurt box width decreased, which generally makes them thinner and a bit harder to hit. This should make the neutral game a bit more nuanced (need to be slightly closer for all things to hit) and increase the effectiveness of whiff punishes (more opportunities). Some specific combos may be lost but we've tried to mitigate it as much as possible.
COLLISION BOXES - MOVE BOXES
All body types have had their move box width decreased, which will allow characters to get slightly closer to each other. Also helps mitigate the above hurt box change.
Also, the height of all standing and crouching move boxes has been lowered a bit. This should allow characters to land slightly lower on top of each other before they are physically resolved (left / right).
COLLISION BOXES - GRAB BOXES
Slightly increased the width of all body types' grab boxes, which should make it slightly easier to grab characters.
DAMAGE - CHIP DAMAGE
Increased chip damage from Special-Attacks and Super-Attacks across the board, should make blocking these moves hurt a bit more.
DAMAGE - CHIP KILLS
EX-Special-Attacks can no longer chip kill the opponent (KO while blocking), Super-Attacks are now the only attacks that will work.
DAMAGE - FAKE GUTS
Added "Fake" GUTS, a visual-only adjustment to how character health is mapped to the health bar. Instead of a 1:1 mapping (50% health = 50% bar), there is now a subtle curve that weights lower health (50% health ~= 45% bar). This has a few affects on things:
Makes low health situations feel more "tense" (hits / combos are harder to read if they will KO)
Makes combos at max health look beefier (even though they aren't)
Can help players feel like they are "low health" earlier (maybe they start playing more conservative sooner)
DAMAGE - SCALING
Adjusted combo scaling to make them fall off a bit faster
Old: 100%, 80%, 60%, 50%, 45%, 40%, 35%, 30%
New: 100%, 80%, 60%, 50%, 40%, 30%
DASH - FORWARD
Being hit during a forward dash's startup or active state will now grant the attacker a counter hit.
DASH - BACKWARD
All characters' back dash animations have been adjusted so that they cover more ground during the first 6 frames. This should help characters avoid being reset at point blank range when they are hit immediately after their invulnerable frames have run out.
Also, the total frames of all back dashes have been standardized to 24 frames. This is a nerf for four characters (Roy, Cid, Agent, Maxx had 22), a buff for one (Tyara had 25), and no change for one (Dog). This should help balance the effectiveness of using back dash as an escape tool (easier to punish), a movement tool (covers same distance over more frames), or as a counter attack (less advantage).
EFFECTS
Added some new character effects to give more clarity to a couple situations
Added blue flast to characters when they are reset by the opponent
Added blue flash and flyout to characters when they start their wake up animation
HIT STOP
All hit stop values (freeze when collisions happen) have been standardized and reduced across the board. This will make the game feel faster and snappier, and make offense slightly more difficult (execution must be faster):
- Light attacksReduced from 7/8 to 6
- Medium attacksReduced from 10/11 to 8
- Heavy attacksAdjusted from 9/11 to 10
Special attacks: Remain 12
- Airborne normal attacksReduced from 9 to 8
In general it is now 6/8/10/12 for light/medium/heavy/special respectively. Parry values have been adjusted by the same relative values (hit stop + 4)
INPUT - LENIENCY
Most of the input leniency values when returning to a neutral state have been reduced. This affects how easy is it to string actions together or perform actions when coming out of recovery states, and these changes will generally make things more difficult to execute because input timing is more strict. Affected situations:
- Normal -> Neutral (Link)Decreased from 3 to 2
- Special -> Neutral (Link)Decreased from 6 to 4
- Wakeup -> Neutral (Wakeup)Decreased from 4 to 3
- Dash -> NeutralDecreased from 4 to 3
- Hit/Block Stun -> NeutralDecreased from 3 to 2
Reversal -> Decreased from 8 to 6
These changes should make the execution a bit more tight, and will affect the risk / reward players have when deciding what combos or attacks to go for while in a match.
Also improved a few situations' leniency for easier execution:
- Dash -> JTCIncreased from 10 to 20
- Projectile -> DTCIncreased from 8 to 20
INPUT - DTC MINIMUM FRAMES
Decreasaed the minimum amount of frames needed after a move is input and when a DTC can be triggered. With the hit stop reductions this needed to be reduced as well so moves like Agent Cr.MP (fast DTC-able moves) could function.
JUGGLES
Fixed the function that calculates how many frames till the ground a character has when they are juggles. Should make juggle -> ground impact animations sync up better (correctly)
METER
Slightly decreased how much T-meter is gained per-frame, should make this meter a bit more precious.
Increased time per T-bar from 17.1~ seconds to 17.5~ seconds
JTC
JTC has been broken into two distinct versions, a Hop version (done from neutral) and a Dash version (done from a dash). Previously these two situations would use the same data, but now the JTC they produce have a few differences:
Hop: Does not go as far, will not corpse hop
Dash: Goes farther, can corpse hop
These changes should help balance the risk / reward when going for a corpse hop mix up (slower and more telegraphed since it requires a dash), and also help improve the effectiveness of going for a meaty JTC attack (point blank JTC will never go over, so players can focus more on the timing of the JTC than getting the spacing right as well).
Other changes to the JTC in general:
Decreased hit box range
Adjusted later hit box so that it won't cross up
Decreased pushback
Decreased juggle x-velocity
These changes should make it a bit less effective in neutral, but a bit easier to convert off when it does hit.
JUMPS
Reduced the cancel window for all jumps to disallow 2 frames on the end of the jump (right before landing), which should make it easier to perform empty jumps into grounded attacks.
All characters have also had their jump arcs adjusted, mostly to give them a slightly higher arc but move faster vertically.
PUSH BACK
Some adjustments to how fast pushback is applied when attacks connect, should make hits feel punchier and resolve a bit faster
Decreased pushback calculation frames (pushback happens over fewer frames)
Decreased pushback calculation speed factor
Increased trade pushback scale (trades will push each character out more)
Increased crossup pushback scale
Decreased pushback on Airborne-Normal-Attacks
All characters have also had the pushback on their light attacks standardized
All light-punch attacks now have the same amount of pushback
All light-kick attacks' pushback have been adjusted to not be more than the light-punches (some can have less)
This should make light attack combo / string situations feel more consistent across the board
SUPERS - COUNTER HIT
When hit during the recovery, all Super-Attacks now grant a counter hit bonus to the attacker.
TAUNTS
Added a Taunt for each character, input is HP + HK.
THROWS - HURT BOX
Added extended hurt boxes to the followthrough state of all Regular-Throws, should make it much easier to whiff punish.
THROWS - TECH WINDOW
Decreased standard throw tech window frames from 8 to 7, should make defending against throws a little more difficult.
WALKING - RAMP
Made a few adjustments to how the walk ramp movement curve is applied, wanted to make the entire ramp happen faster but start from a lower start speed:
Decreased walk ramp frames from 6 to 4
Decreased walk ramp start speed from 50% to 25%
This should make extremely fast micro walking (one or two frames) feel a bit more precise (travels less distance), but characters will reach their maximum walk speed quicker than before.
WALKING - SPEED
Backward walk speeds for all characters has been reduced across the board. This should help exaggerate the difference between moving forward and moving backward, which makes it harder for characters to retreat from pressure and harder to move out of footsie range (on the flip side easier to stay in footsie range if moving a lot).
Roy
- Walk.ForwardDecreased speed
- Walk.BackwardSignificantly decreased speed
- Dash.BackwardIncreased total frames, adjusted distance
- JumpsAdjusted jump arc (jumps higher)
- Throw.BackwardIncreased recovery frames (post-throw)
- DTCUpdated animation
- St.LPIncreased pushback, lowered hitbox top, increased block stun
- Cr.LPIncreased pushback
- Cr.LKDecreased pushback, adjusted chain window, decreased hit adv, increased block adv
- St.MPDecreased juggle value, increased pushback, increased active frames
- Cr.MPDecreased pushback, lowered hitbox top
- Cr.MKReduced hitbox range, reduced hurtbox range
- St.HPNow resets against airborne, increased pushback, reduced hitbox range, reduced hurtbox range
- Cr.HPInitial active state changed from crouching to standing
- St.HK(Both)Decreased pushback on block
- St.HK(Charged)Increased active frames
- Cr.HKDecreased pushback on block, decreased KD frames, decreased follow / recovery frames, decreased block stun / dtc adv
- Jp.HKIncreased startup frames, decreased active frames, decreased block stun, decreased KD frames, now only causes a hard KD against juggled opponents
- Gunshot.LDecreased pushback, no longer hits against airborne opponents, decreased block stun / adv
- Gunshot.MDecreased damage
- Gunshot.HDecreased distance moved during follow (gun recoil), decreased damage
- Gunshot.EXCan no longer chip kill, decreased damage
- Headbutt.AllLowered hitbox top
- Headbutt.L/M/HIncreased spike x-velocity, increased corner pushback
- Headbutt.LDecreased KD frames
- Headbutt.MDecreased follow frames, decreased damage, decreased KD frames, decreased block stun
- Headbutt.HDecreased follow frames, decreased damage, decreased block stun
- Headbutt.EXIncreased wall bounce x-velocity, can no longer chip kill
- Super.GunshotIncreased damage on block, now grants counter hit, decreased KD frames, increased wall bounce x-velocity
- Super.PunchDecreased damage, increased damage on block, now grants counter hit, increased KD frames
Cid
- GeneralDecreased damage scale
- Walk.ForwardDecreased speed
- Walk.BackwardSignificantly decreased speed
- Dash.ForwardDecreased total frames
- Dash.BackwardIncreased total frames, adjusted distance
- JumpsAdjusted jump arc (jumps higher)
- Cr.LPDecreased pushback, now chainable into St.LP / Cr.LP
- St.LKIncreased startup frames
- Cr.LKDecreased pushback, adjusted chain window, decreased hit adv, increased block adv
- St.MP(Both)Increased pushback
- St.MP(Fast)Increased block stun / adv
- Cr.MP(Both)Reduced hitbox range
- Cr.MP(Fast)Increased pushback
- Cr.MP(Charged)Decreased pushback, decreased hit stun / adv, increased block stun / adv
- Jp.MP(Charged)Decreased juggle corner pushback
- St.MKIncreased active frames, reduced hitbox range, decreased pushback, decreased hit stun / adv, increased block stun / adv
- Cr.HP(Both)Reduced initial hitbox range, decreased pushback, decreased damage
- Cr.HP(Fast)Decreased hit stun / adv
- Cr.HP(Charged)Increased block stun / adv
- Cr.HKDecreased startup frames, decreased pushback on block, decreased KD frames, decreased block stun / dtc adv, decreased follow / recovery frames
- KnifeRush.AllReduced hitbox range, increased damage
- KnifeRush.L/M/HDecreased pushback on block, decreased corner pushback on juggle, decreased juggle x-velocity
- KnifeRush.LIncreased startup frames, increased startup distance
- KnifeRush.MDecreased pushback on hit, increased startup distance
- KnifeRush.EXIncreased travel distance during startup, now super cancellable, can no longer chip kill
- KnifeWheel.LIncreased damage
- KnifeWheel.MDecreased damage
- KnifeWheel.HDecreased damage
- KnifeWheel.EXIncreased damage, can no longer chip kill
- Grenade.Projectile.L/M/HDecreased damage
- Grenade.Projectile.EXDecreased damage, can no longer chip kill, increased second-hit hitbox width
- Super.BallIncreased each hit parry hit stop, increased damage on block, increased final hit corner pushback, increased un-hittable KD frames, now grants counter hit
TYara
- GeneralIncreased damage scale
- Walk.ForwardDecreased speed
- Walk.BackwardSignificantly decreased speed
- Dash.BackwardDecreased total frames, adjusted distance
- JumpsAdjusted jump arc (jumps higher)
- Throw.ForwardIncreased KD frames
- Throw.BackwardDecreased KD frames
- Proximity BlockAdded unique animation
- Hit / Block StunUpdated all animations
- St.LPUpdated animation, decreased startup frames, increased recovery frames, reduced hitbox range, reduced hubox range, increased hit stun (less adv overall), increased block stun, now chains into St.LP, Cr.LP, and Cr.LK
- Cr.LPUpdated animation, adjusted chain window, reduced hit adv
- St.LKDecreased startup frames, adjusted follow / recovery ratio, extended hibox range
- Jp.LKIncreased startup frames, increased block stun
- St.MPAdjusted follow / recovery ratio (easier to whiff punish), reduced hitbox range, raised hitbox top, extended follow hurtboxes
- Cr.MPUpdated animation, decreased startup frames, decreased damage, decreased hit stun / adv, increased block stun / adv
- Jp.MPUpdated animation, decreased startup frames, decreased active frames, lowered hitbox bottom, extended hurtbox range, now causes a reset against airborne opponents
- St.MKUpdated animation, decreased follow frames, increased recovery frames, decreased damage, (first-hit) decreased hit stun / adv, (first-hit) decreased block stun / adv, (second-hit) increased dtc adv, retracted late hit box range
- Cr.MKExtended hitbox range, decreased total KD frames, counter-hit provides more hittable KD frames, decreased follow, decreased block stun / dtc adv
- Jp.MKDecreased active frames, increased follow frames, increased hit stun, decreased damage, can no longer cross up, reduced hitbox range, reduced hurtbox range
- St.HPUpdated animation, increased damage, increased startup frames, decreased follow frames, decreased adv
- Cr.HP(Pre-Hold)Changed to crouching
- Cr.HP(Both)Decreased frames, adjusted recovery movement, increased juggle value
- Cr.HP(Fast)Decreased juggle y-velocity, decreased block stun / adv
- Cr.HP(Charged)Increased pushback, increased block stun / adv
- Jp.HPUpdated animation, decreased startup frames, decreased active frames, increased hit stun, removed first hitbox, reduced hitbox range, lowered hitbox bottom
- Jp.SplashUpdated animation, decreased active frames, reduced hitbox range in front, reduced hitbox range in back, decreased block stun
- Cr.HKDecreased first hit damage
- Jp.HKNow has separate hitboxes against standing / airborne opponents, adjusted hitbox ranges
- Shield.AllUpdated animation
- Shield.L/M/HReduced hitbox range, decreased damage, decreased block stun / adv
- Shield.LAdjusted movement
- Shield.MDecreased active frames, increased follow frames, decreased pushback, decreased KD frames, increased juggle x-velocity
- Shield.HDecreased startup frames, decreased active frames, increased follow frames, decreased armor startup frame, decreased pushback, decreased KD frames, increased juggle x-velocity
- Shield.EXUpdated animation, Increased startup and active state distance, can no longer chip kill
- FlyingGoddess.AllRemoved additional combo scaling, decreased distance travelled on whiff, changed startup state to crouching, decreased spike x-velocity, decreased spike corner pushback, decreased damage
FlyingGoddess.L/M/H: Now throw invincible while grounded
- HeadLopper.AllUpdated animation, adjusted hit / hurtboxes to new animation, decreased damage, increased follow frames, increased hit stun / adv, increased block stun / adv, all travel same distance
- BreakYourBones.AllUpdated animation, decreased damage scale
- BreakYourBones.L/M/HIncreased KD frames, now throw invul
- BreakYourBones.LIncreased damage, extended hitbox range
- BreakYourBones.MSlightly reduced hitbox range
- BreakYourBones.HDecreased damage, reduced hitbox range
- BreakYourBones.EXIncreased damage, reduced hitbox range, increased ground bounce y-velocity, decreased KD frames, decreased post-throw recovery frames, increased throw invulnerable frames, now causes a soft KD, decreased juggle remove
- Super.WarDanceAdjusted first two hits hitbox height, increased block damage, now grants counter hit, increased non-hittable KD frames
- Super.MeteorGoddessUpdated freeze animation, reduced hitbox range, increased damage, now grants counter hit, increased post-grab x-position, decreased pushback
Dog
- Walk.ForwardIncreased speed, fixed blend not using walk ramp, fixed hitch in animation
- Walk.BackwardDecreased speed
- Dash.BackwardUpdated animation, adjusted distance
- JumpsAdjusted jump arc (jumps higher and farther)
- Proximity BlockAdded unique animation
- Hit / Block StunUpdated all animations
- Throw.WhiffUpdated animation
- Throw.ForwardUpdated animation
- Throw.BackwardUpdated animation
- St.LPDecreased pushback, reduced hitbox range, adjusted chain window
- Cr.LPIncreased startup frames, decreased pushback, reduced hitbox range, decreased hit stun / adv, increased block stun / adv
- St.LKCan now be chained into from other Light-Attacks, increased pushback, adjusted follow / recovery ratio
- Cr.LKCan now be chained into and out of other Light-Attacks, increased recovery frames, increased hit stun (but less advoverall), increased block stun (same adv)
- St.MPIncreased active frames, decreased follow frames, decreased pushback, adjusted cancel window into St.HP, reduced hitbox range, decreased hit stun / adv, decreased block stun / dtc adv
- Cr.MPChanged to low, reduced hitbox range, reduced hurtbox range, increased block stun / adv
- Jp.MPIncreased block stun
- St.MKDecreased frames between hits, increased first-hit pushback, decreased second-hit hit stun / adv, decreased second-hit block stun / adv
- Cr.MKUpdated animation, increased startup frames, decreased frames between hits, decreased second-hit pushback on block, decreased block stun / adv
- St.HPRemoved farther hitbox, lowered hitbox top, extended hitbox range, decreased KD frames, decreased hit stun / adv, decreased block stun / adv
- Cr.HPNow forces standing, decreased startup frames, raised hitbox top, increased pushback, decreased hit stun / adv
- Jp.HPDecreased block stun
- St.HKIncreased juggle y-velocity, increased KD frames, increased block stun / adv
- Cr.HKNo longer causes a hard KD, decreased juggle value
- Jp.HKRaised hitbox bottom, decreased block stun
- PinWheel.AllUpdated animation, removed armor during airborne frames, now transitions to crouching, adjusted jump arc (jumps higher)
PinWheel.EX: Can no longer chip kill, now grants counter hit in all recovery
- PinWheel->Dive.AllUpdated animation (tilts more), reduced hitbox range
- PinWheel->Dive.NormalDecreased dive x-velocity, increased block stun, decreased bounce corner pushback
- PinWheel->Dive.EXDecreased dive x-velocity, increased block stun, can no longer chip kill
PinWheel->Slide.EX: Can no longer chip kill
- Run->Stop.AllAdded frames of deceleration (moves slightly farther forward)
- Run->Slide.AllIncreased distance
- Run->Slide.NormalIncreased juggle value
Run->Slide.EX: Can no longer chip kill
- Run->MidStrike.AllReduced hitbox range
- Run->MidStrike.NormalIncreased startup distance, decreased startup frames, increased pushback on hit
- Run->MidStrike.EXIncreased startup distance, decreased juggle value, decreased knockback x-velocity, now super cancellable, increased block stun / adv, can no longer chip kill
- Run->LeapStrike.AllDecreased airborne startup frames, decreased KD frames, raised hitbox top, raised hitbox bottom, first two active frames no longer hit against crouching opponents, decreased pushback, decreased KD corner pushback
- Run->LeapStrike.NormalIncreased startup distance, increased startup height, decreased recovery frames, decreased block stun / adv
- Run->LeapStrike.EXIncreased startup distance, increased startup height, decreased recovery frames, no longer knocks down against grounded opponents, decreased block stun, can no longer chip kill
- Super.PinWheelUpdated animation, recovery state change to crouching, increased startup distance, extended first-hit hitbox range, increased damage on block, increased block stun (no longer allows gaps between hits), increased final-hit corner pushback, increased final-hit juggle x-velocity, now grants counter-hit, increased non-hittable KD frames
- Super.RunUpdated animation, lowered hitbox top, no longer hits against airborne opponents (juggled still works), increased damage on block, now grants counter-hit, increased non-hittable KD frames
Agent-G
- GeneralDecreased damage scale
- Walk.ForwardSlightly decreased speed
- Walk.BackwardDecreased speed
- Dash.ForwardDecreased total frames
- Dash.BackwardUpdated animation, increased total frames, adjusted distance
- CrouchFixed blend animation
- JumpsAdjusted jump arc (jumps higher), updated backward animation
- St.LPDecreased pushback, now chains into Cr.LK
- Cr.LPReduced hitbox range, now chains into Cr.LK, increased block stun / adv
St.LK: Extended hurtbox range
- Cr.LKIncreased active frames, adjusted follow / recovery ratio, lowered hitbox top, lower hurtbox top, increased pushback, now chains into Cr.LK (itself), increased hit stun / adv, increased block stun / adv
- St.MPReduced hitbox range
- Cr.MPIncreased startup frames, decreased pushback, increased block stun / adv
- St.MKDecreased pushback
- Fw.MKIncreased juggle y-velocity, increased hit stun / adv
- Fw.MK->HKIncreased startup frames, increased recovery frames, decreased pushback, increased hit stun (increased dtc adv), increased block stun / adv
- Cr.MKDecreased pushback
- St.HPReduced hitbox / hurtbox range
- Cr.HPIncreased startup frames, extended initial hitbox range
Jp.HP: Can no longer cross up
- St.HKIncreased block stun / adv
- Cr.HKReduced hurtbox range, decreased pushback on block, decreased follow frames, decreased block stun / dtc adv, decreased KD frames
- Fw.HKRaised hurtbox top
- Jp.HKDecreased hit stun, decreased block stun, now causes a soft KD against airborne opponents (still hard against juggled)
- CrescentKick.AllStartup now crouching, can no longer DTC when used as a reversal, increased last-hit juggle y-velocity, increased first-hit corner pushback, decreased final hit KD frames
- CrescentKick.L/M/HDecreased strike / projectile invincibility window, no longer grants counter-hit
- CrescentKicks.EXCan no longer chip kill, decreased damage, extended initial hitbox range
- CrescentSplits.AllDecreased pushback
- CrescentSplits.LIncreased hit stun / adv
- CrescentSplits.MIncreased hit stun / adv
CrescentSplits.EX: Can no longer chip kill
- LunarDisc(Move).AllIncreased projectile spawn x-position
LunarDisc(Projectile).L/M/H.Both: No longer gains meter on collision
- LunarDisc(Projectile).L/M/H.FastAdjusted slow down start frame
LunarDisc(Projectile).EX: Can no longer chip kill
- Super.LunarGeiserIncreased final-hit corner pushback, increased block damage, now grants counter-hit, increased KD frames
- Super.LegendaryAgentIncreased KD frames, increased whiff recovery frames, now grants counter-hit
Maxx
- GeneralIncreased damage scale
- Walk.Forward(Normal)Slightly decreased speed
- Walk.Backward(Normal)Significantly decreased speed
- Walk.Backward(Buffed)Slightly decreased speed
- Dash.ForwardAdjusted movement
- Dash.BackwardAdjusted movement, increased total frames
- JumpsAdjusted jump arc (jumps higher), increased jump distance
- St.LPIncreased block stun / adv
- Cr.LPAdjusted follow / recovery ratio, reduced hitbox range
- Cr.LKNo longer chainable into other attacks, decreased startup frames, decreased pushback, decreased hit stun / adv, increased block stun / adv
- St.MPDecreased pushback, increased block stun / adv
- Cr.MPDecreased pushback, reduced hitbox range
- Fw.MPReduced hitbox range, increased active frames, adjusted hit / block adv
- Jp.MPAdjusted hurt box, increased active frames
- Cr.MKReduced hitbox range, reducued hurtbox range
Heavy.Grounded.Normals: No longer removes Buff-U, no longer gains armor from Buff-U (super only)
- St.HPDecreased pushback, reduced hitbox range, reduced hurtbox range, decreased hit stun / adv
- Cr.HPDecreased hittable KD frames on normal hit (CH remains same), decreased block stun / dtc adv, decreased pushback, decreased follow
- Fw.HPIncreased follow frames, increased juggle value, decreased pushback, increased hit dtc adv, increased block stun / adv
- St.HKReduced hitbox range, increased pushback, increased follow frames, decreased juggle corner pushback, decreased hit adv, increased block dtc adv
- Cr.HKDecreased damage, decreased juggle corner pushback, startup no longer lowers hurtbox, decreased pushback, decreased block stun / adv
- Jp.HKLowered hitbox bottom, lowered hurtbox bottom, disabled lower body hurtbox
- HornyToad.AllLowered movebox bottom, decreased juggle corner pushback, increased juggle remove value, lowered initial hitbox bottom
- HornyToad.L/M/HIncreased armor start frame (when Buffed), decreased damage
- HornyToad.EXCan no longer chip kill, decreased juggle value, increased juggle y-velocity, decreased damage
- HookSwing.L/M/HIncreased juggle remove value, increased armor start frame (when Buffed)
- HookSwing.LSlightly increased damage
- HookSwing.MDecreased block stun / adv
- HookSwing.HDecreased startup frames, decreased block stun / adv
- HookSwing.EXSlightly increased damage, can no longer chip kill
- GAP.L/M/HIncreased armor start frame (when Buffed)
- GAP.LDecreased whiff recovery frames
- GAP.HIncreased whiff recovery frames
- Buff-U(Move).AllBuff is no longer removed when hit, decreased meter gain, can now always execute, Buff is now removed after throwing bottle (regular version)
- Super.LastCall.BothNow grants counter-hit, increased block damage, increased knockdown frames
- Super.LastCall.NormalSlightly increased corner push back
- Super.LastCall.BuffedDecreased corner push back
You can read the full detailed notes here
Discord
Website
Twitch
Twitter
Source
Changelog.gg summarizes and formats this update. How we read updates.
