In this update9
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
- UI and audio
- Gameplay
- Fixes
Punch Planet - Early Access changes
Version 0.6.1 is now released, ARN-01D joins the fight!
Read the full detail changelog here.
Originally designed for the Sector-K Wars, any surviving ARN units were converted into peace keeping street units by the Galactic Agency. After years of wear and tear, they have developed a reputation for being aggressive and unpredictable.
Move List
Command Normals
Backward Medium Punch: Backward + MP
Down Backward Medium Punch: Down + Backward + MP
Backward Heavy Punch: Backward + HP
Squat Kick (Left): Down + LK (After Squat Kick Right)
Squat Kick (Right): Down + LK (After Squat Kick Left)
Dive Bomber: Down + MK (In Air)
Special Moves
Energy Turret: (Charge) Back -> Forward + Punch
Rapid Taser: (Charge) Back -> Forward + Kick
Orbital Strike: (Charge) Down -> Up + Punch
Battery Discharge: (Charge) Down -> Up + Kick
Jet Pack (Charge) Back -> Forward + Punch (In Air)
Back Boost 2x Kicks (In Air - EX Only)
Super Moves
Maximum Thrusters: (Charge) Back -> Forward (x2) + Kick (Grounded + Airborne, Costs 2 Bars)
Access Denied: QCFx2 + Punch (Costs 4 Bars)
Performance Optimizations
Made some engine improvements to the projectile, game effect, and sound object caching systems, should improve per-frame performance and rollback performance.
Input Leniency
- ChainIncreased from 4 to 10
A few characters also received a few balanced adjustments
TYara
- Cr.MPAdded standing frames during startup, fixed counter hit giving heavy frame advantage instead of medium
- St.MPDecreased extended hurt box frames
- Cr.HP(Charged)Increased juggle value
- St.HKIncreased juggle value
- Jp.MKFixed counter hit giving heavy frame advantage instead of medium
- Jp.HKFixed counter hit giving medium frame advantage instead of heavy
- FlyingGoddess.RegularDecreased juggle value
- BreakYourBones.AllIncreased damage scaling, increased damage, extended hit box range
- BreakYourBones.RegularIncreased recovery frames, increased knockdown frames
- BreakYourBones.EXIncreased juggle value
ShieldCharge.Regular.Hold: No longer gains armor initially
ShieldCharge.Regular.Fast: No longer gains armor
- ShieldCharge.Regular.ChargedIncreased armor frames
- WarDance.SuperIncreased startup animation distance, decreased standing pushback, decreased final hit corner pushback
MeteorGoddess.Super: Extended hit box range
Dog
- St.MKIncreased followthrough frames, decreased advantage
- St.MK (First Hit)Increased hit stun / advantage, decreased block stun / advantage
- Cr.HK (Slide)Increased push back on hit
- PinWheel->Dive.RegularIncreased hit stun, increased block stun
Run.EX: Moved up armor start frame
Run->Slide.EX: Can no longer DTC on block
Run->MidStrike.EX: Can no longer DTC on block
- Run->LeapStrike.EXIncreased hit stun / advantage
- Run->StopIncreased recovery
Agent-G
- Cr.LKDecreased followthrough frames, decreased hit stun, decreased block stun
You can read the full detailed notes here
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