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Steam News21 October 20205y ago

Punch Planet - Version 0.5.5.b

Version 0.5.5.b is now released! This update contains gameplay balance adjustments. Read the full detail changelog here.

In this update14

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

6 fixes0 additions83 changes8 removals
  • Balance
  • Gameplay
  • Fixes
changedVersion 0.5.5.b is now released!This update contains gameplay balance adjustments.
fixedJTCFixed JTC input priority so that it doesn't conflict with special attacks, addresses an inconsistency when using this input while trying to cancel into special moves at the same time.
changedTauntsDecreased cancel window into DTC, should get better advantage when using Taunt and trying to get away with it.
removedChained Light AttacksLight attacks can no longer chain on whiff, should be it easier to buffer these moves into light special attacks without producing a chain and also make these light attacks slightly more whiff punishable.
changedCollision BoxesExtended empty jump hurt box bottom, should be slightly easier to hit jumping opponents from below.
changedInputSlightly increased the normal link leniency (reverted to previous), decreased special link leniency (same as normal now), and increased the leniency coming out of hit / block stun.

Punch Planet - Early Access changes

changedThis update contains gameplay balance adjustments.
fixedFixed JTC input priority so that it doesn't conflict with special attacks, addresses an inconsistency when using this input while trying to cancel into special moves at the same time.
changedDecreased cancel window into DTC, should get better advantage when using Taunt and trying to get away with it.
removedLight attacks can no longer chain on whiff, should be it easier to buffer these moves into light special attacks without producing a chain and also make these light attacks slightly more whiff punishable.
changedExtended empty jump hurt box bottom, should be slightly easier to hit jumping opponents from below.

Version 0.5.5.b is now released!

This update contains gameplay balance adjustments.

Read the full detail changelog here.

JTC

Fixed JTC input priority so that it doesn't conflict with special attacks, addresses an inconsistency when using this input while trying to cancel into special moves at the same time.

Throws

Extended range, should be a bit more strong.

Taunts

Decreased cancel window into DTC, should get better advantage when using Taunt and trying to get away with it.

Chained Light Attacks

Light attacks can no longer chain on whiff, should be it easier to buffer these moves into light special attacks without producing a chain and also make these light attacks slightly more whiff punishable.

Collision Boxes

Extended empty jump hurt box bottom, should be slightly easier to hit jumping opponents from below.

Input

Slightly increased the normal link leniency (reverted to previous), decreased special link leniency (same as normal now), and increased the leniency coming out of hit / block stun.

Push Back

Slightly adjusted the push back calculation, should look a bit smoother.

Roy

  • Walk.BackwardIncreased move speed
  • Dash.ForwardDecreased distance
  • Fw.MPDecreased push back, reduced hit box range
  • St.MPDecreased push back
  • St.HPDecreased push back
  • St.HKUpdated animation, decreased damage
  • St.HK.HoldUpdated animation
  • HeadButt.AllDecreased damage
  • HeadButt.EXIncreased followthrough, adjusted wall bounce physics, decreased block stun / adv
  • SuperPunch: Extended hit box bottom

Cid

  • Walk.BackwardIncreased move speed
  • Cr.LPIncreased recovery, decreased hit / block adv
  • St.MP.ChargedDecreased hit stun / adv
  • Cr.MKDecreased push back, increased hit stun / adv, increased block stun / adv
  • St.HKDecreased damage
  • Cr.HKIncreased startup
  • Grenade.Projectile: No longer gains meter on collision

  • KnifeWheel.AllFixed armor priority for later active frames
  • KnifeWheel.EXFixed issue when hit during certain landing frames would cause her to be standing above the ground
  • SuperBallDecreased damage

TYara

  • JumpsIncreased jump height
  • Throw.ForwardDecreased knockdown frames
  • Throw.BackwardDecreased knockdown frames
  • St.LPUpdated animation, increased recovery, increased hit stun
  • St.LKUpdated animation, reduced hit box range
  • Cr.LKUpdated animation
  • Cr.MKUpdated animation, reduced hit box range, adjusted followthrough / recovery ratio
  • St.HKUpdated animation, decreased damage, increased startup, reduced hit box range
  • Cr.HKDecreased knockdown frames
  • Cr.HPDecreased damage
  • St.HPDecreased damage
  • Jp.HPDecreased damage
  • Jp.HKDecreased damage
  • Dw.Jp.HP(Splash)Decreased damage
  • Shield.L/M/HUpdated animation, decreased block stun
  • Shield.LReduced move distance
  • Shield.M/HIncreased anticipation startup frames, decreased attack startup frames
  • BreakYourBones.L/M/HUpdated animation, removed throw invincibility, increased damage, decreased knockdown frames, increased hit box range
  • BreakYourBones.EXIncreased startup
  • HeadLopper.LDecreased hit stun / adv
  • WarDance.SuperDecreased move distance, decreased push back on first frame
  • MeteorGoddess.SuperDecreased active frames, extended hit box range

Dog

  • Walk.BackwardIncreased move speed
  • JumpsIncreased jump height
  • St.LPFixed being able to chain into other lights when parried
  • Cr.LPFixed being able to chain into other lights when parried
  • St.LKExtended hit box range, increased hit stun / adv
  • Cr.LKReduced hit box range
  • Cr.MK: Extended followthrough hurtbox range

  • Cr.HKReduced hit box range, decreased block stun / adv
  • Dw.Bk.HKReduced hit box range, increased push back on hit, decreased push back on block
  • PinWheel.All: Extended move box top (does not go under juggled opponents as easily), no longer disables lower body hurt box during airborne frames

  • PinWheel.EXCan no longer DTC when used as a Reversal, increased damage, increased startup x-velocity, increased recovery, increased block stun
  • Run.MidStrike.EXIncreased damage, increased juggle value, decreased block stun / adv
  • Run.LeapStrike.BothIncreased airborne startup frames
  • Run.LeapStrike.EXDecreased animation y-movement scale (doesn't go as high, same as regular version)
  • Super.PinWheelIncreased startup x-velocity

Agent-G

  • Walk.BackwardIncreased move speed
  • St.LPDecreased hit stun / adv
  • Cr.LKUpdated animation, reduced hit box range, increased push back, increased recovery
  • St.MPUpdated animation, no longer special cancellable, increased followthrough, decreased push back, increased hit stun / adv, decreased block adv
  • Cr.MKUpdated animation, increased startup
  • Jp.MKUpdated animation
  • St.HP: Extended hit box range

  • Cr.HPDecreased damage
  • Cr.HKUpdated animation, increased startup, adjusted followthrough / recovery ratio, decreased push back, reduced hit box range
  • Jp.HKUpdated animation
  • CrescentKicks.L/M/HReduced hurt box top during initial startup
  • CrescentSplitsDecreased damage, updated animation
  • LunarDisc.Projectile.NormalIncreased damage, decreased hit stun / adv, decreased block stun / adv
  • LegendaryAgent.Super: Can no longer hit with his ass (crossup)

Maxx

  • Walk.Forward.NormalIncreased move speed
  • Walk.Backward.NormalIncreased move speed
  • Dash.ForwardSlightly decreased distance
  • JumpsSlightly decreased jump distance
  • St.LPDecreased recovery frames, decreased hit stun / adv, decreased block stun / adv, no longer punishable on parry (-3)
  • Cr.LKIncreased recovery frames, increased hit stun, increased block stun
  • St.MPSlightly decreased hit box range, decreased push back, decreased block stun / adv
  • Cr.MPSlightly decreased hit box range
  • Cr.MKIncreased push back on hit, decreased push back on block
  • Cr.HPIncreased push back on hit, decreased total knockdown frames
  • Fw.HPDecreased hit box range
  • Jp.HPIncreased startup, decreased hit stun, decreased block stun
  • St.HKDecreased push back
  • Cr.HKFixed later active frames not granting meter
  • HookSwing.LDecreased startup, increased recovery, increased push back on hit
  • HookSwing.MIncreased push back, decreased active frames
  • HookSwing.HIncreased startup, decreased recovery
  • HookSwing.EXDecreased startup
  • HornyToad.L/M/HReduced hit box range
  • HornyToad.LIncreased grounded startup
  • LastCall.Super.NormalExtended hit box top, decreased total damage, decreased corner push back, decreased hittable knockdown frames

You can read the full detailed notes here

Source

Steam News / 21 October 2020

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