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
- Gameplay
- Balance
- Maps
- UI and audio
- Fixes
Punch Planet - Early Access changes
Version 0.7.1 is now released, Gat joins the fight!
Read the full detail changelog here.
INFO
Little is known about the origins of Gat, but it's believed he has appeared throughout history to reap from times of chaos. He has returned once more and as the new custodian of Punch Planet.
There is much debate as to whether he is truly immortal or using some form of space wizardry to keep himself alive.
Name : Gat Age : Unknown Origin : Unknown Occupation : Space Wizard
Health
1000
Unique Moves
Coffin Kicks: Down + MK (in air, up to 3x)
Special Moves
Gem: QCF + Punch
Prism Cell: QCB + Punch
Levitate: QCF + Kick (in air)
Levitate Followups: -> Air Reaper: Punch -> Air Stake: Kick -> Levitate (EX): QCF + 2x Kick
Super Moves
Gem Lancer: QCFx2 + Punch (Costs 2 Bars)
Diamond Maiden: QCFx2 + Kick (Costs 4 Bars)
Notes
Normals can be chained into higher priority normals (Light -> Medium / Heavy, Medium -> Heavy), grounded and airborne
Airborne normals are cancellable into Levitate (Jp.HP exception)
St.MP, Cr.HP, and St.HK are jump cancellable on hit
Stages
Added Crystal Desert Stage
Music
Added Gat and Crystal Desert Stage.
When selecting stage music, can now choose music from other stages.
Performance Optimizations
Made substantial optimizations to systems that manage many instances of objects, greatly improving how these objects are cached and used. Collision Box, Projectile, Sound, and Game Effect systems should all have a much smaller per-frame performance footprint, which should improve both normal performance and roll-back performance.
Priority Trades
Added priority trade logic to the game. When two attacks collide at the same time, instead of always trading (both hits are applied), the strength of both attacks will be taken into consideration. If one attack has a higher attack strength value (Light -> Medium / Projectile -> Heavy -> Special), that move will win the trade and their attack will land as a counter-hit.
Hit Stop
Lowered hit stop across the board, should speed up the game flow quite a bit.
Light: Remains 6/10
- MediumDecreased from 8/12 to 7/11
- HeavyDecreased from 10/14 to 8/12
- SpecialDecreased from 12/16 to 10/14
- JTCDecreased from 12/16 to 10/14
- ThrowIncreased from 10 to 12
Input
Some adjustments to leniency to make links a little easier and cancels a little more strict (still easy). Also a slight adjust to make DP input slightly more strict.
Leniency
- HitCancel_NormalDecreased from 8 to 6
- HitCancel_SuperDecreased from 20 to 6
- Link_NormalIncreased from 3 to 4
- Link_SpecialIncreased from 3 to 8
- StunIncreased from 3 to 4
- WakeupIncreased from 3 to 4
- DashIncreased from 4 to 6
Sequences
- DP_ForwardDecreased buffer frames after last direction input from 8 to 6
Push Back
Some slight adjusts to make push back happen a bit faster
Increased push back scale from 2.75 to 3.0 (moves more each frame)
Decreased push calculation frames from 16 to 14 (happens over less frames)
Positioning
Increased maximum distance between characters from 23 to 24, this will allow characters to be farther apart than before.
Character Hit Shake
Re-enabled and adjusted the character shake that happens when hit collisions occur. Should look better than it did previously and provide some more umfph to attacks, also now applies to the attacker when an attack is parried.
ATC
Special moves that are cancelled out of a successful parry will now orient towards the opponent, should help when parrying moves that are hitting right as they cross up.
Also slightly adjusted the freeze / animation ratio when parrying hits, should animate slightly more than before (no functional change).
JTC
Quite a few buffs that should help the effectiveness of JTC.
Decreased juggle x-velocity and corner push back, should allow for more followups to land based on positioning.
Improved dash version by increasing distance travelled and cancel window by 2 frames.
Collision Boxes
For all body types, extended empty airborne hurt box bottom down from 4.0 to 3.75. Should make it slightly easier to hit airborne opponents before they've pressed an attack.
For Dog body type, slightly extended the width of his standing and crouching hurt boxes by 0.15. Should make him slightly easier to hit on the ground.
Walks
Slightly adjusted how the walk ramp works, increased ramp frames from 4 to 10 and adjusted range from [0.25, 1.0] to [0.5, 1.0]. This means it will ramp over more frames total, but it will start at a faster speed (longer ramp from 50% -> 100%, instead of a shorter ramp from 25% -> 100%).
Throws
Increased throw tech frames from 7 to 6, a little harder to tech.
Decreased recovery frames on whiff from 23 to 21, a little harder to punish on whiff.
Throw breaks now use the push back system for breaking the two characters apart. This will standardize how throw break movement is applied to all characters, instead of relying on their throw break animation. Also, this allows throw breaks that happen in the corner to apply extra push back and maintain the same break distance regardless of stage position.
Also improved leniency coming out of a throw break to use Special leniency instead of Normal.
Supers
Adjusted camera zoom for all Super activations, should look cooler.
Damage
Standardized damage systems and removed Global / Character scaling functionality and adjusted new values accordingly. Damage is now strictly calculated by BaseDamage * ComboScaling.
Meter
Standardized meter gain on use for all special moves to 100 (some were at 150). Also standardized meter use frame for all EX / Super moves from frame 1 to 2 to avoid extra usage when kara-cancelling.
Sweeps
Sweeps have had their block stun reduced across the board and are slightly worse when cancelling into DTC.
EX Reversals
Extended hit box bottom on all reversals so that they are not so easily low-profiled, they should hit more often against low opponents.
Roy
- Fw.MPDamage slightly decreased
- Cr.MKEarly frames no longer low-profile, reduced hit box range
- Cr.HPDamage slightly increased
- St.HK.ChargedDamage slightly decreased
- Cr.HKDecreased block stun and advantage
- Headbutt.EXExtended hit box bottom, increased grab invincible frames
- GunshotDamage slightly decreased
Cid
- St.MPDamage slightly decreased
Cr.MP.Pre-Hold: Early frames no longer low-profile
- Cr.MPDamage increased
- Cr.MKDamage slightly decreased
- St.HP.ChargedDecreased damage
- Cr.HPIncreased damage
- Cr.HKDecreased block stun and advantage
- KnifeRush.L/M/HDecreased meter gain on use
- KnifeRush.EXIncreased grab invincible frames
- Grenade.L/M/HDecreased meter gain on use
- Grenade.ProjectileExtended hit box top, increased push back
Grenade.Projectile.EX: Now slides after first hit
Tyara
- Cr.MKDecreased block stun and advantage, decreased knockdown frames on normal hit, increased knockdown frames on counter-hit
- St.HPIncreased armor startup frame
- Jp.SplashIncreased block stun
- Jp.HPUpdated animation, decreased block stun
- Shield.L/M/HIncreased meter gain, adjusted armor properties, release changed from airborne to standing
- Shield.L/MIncreased block stun and advantage
- Shield.EXDecreased movement distance, increased grab invincible frames
- BreakYourBones.L/M/HDecreased meter gain on use, increased spike x velocity, increased corner push back
HeadLopper.All: Now beats projectiles instead of trading
- FlyingGoddess.L/M/HDecreased meter gain on use
- Super.WarDanceDecreased corner pushback against airborne opponents, decreased knockdown frames
- Super.MeteorGoddessDecreased knockdown frames
Dog
Added FX to special moves
- Dash.ForwardDecreased distance
- Throw.AirAdded Air Throw
- Throw.ForwardFixed not having leniency going back to neutral
- Cr.MKDecreased block stun and advantage
- St.HPIncreased knockdown frames, decreased juggle value
- Cr.HPDecreased push back, increased block stun and advantage
- St.HKIncreased juggle value
- Dw.HK.SlideIncreased recovery frames, decreased block stun and advantage
- Run->LeapStrike.RegularNo longer causes hard knockdown, increased damage, increased block stun and advantage
- Run->LeapStrike.EXIncreased recovery frames, decreased block stun and advantage
PinWheel: Extended move box bottom
- PinWheel.EXDecreased corner push back
- PinWheel->Dive.AllNow an overhead, adjusted animation
- PinWheel->Dive.RegularDecreased hit stun and block stun
- PinWheel->Dive.EXDecreased hit stun
- PinWheel->GrabAdded PinWheel -> Grab followup, hits against standing opponents only (not crouching or airborne)
PinWheel->Slide.EX: No longer super cancellable
- PinWheel.EX->ComboGrabAdded grab followup that hits against airborne and only usable if the EX.PinWheel hits on the way up
Agent-G
- Dash.ForwardDecreased distance
- Dash.BackwardIncreased distance
- Throw.ForwardDecreased knockdown frames
- St.LKDecreased damage
Cr.LK: Extended hit box range
- Fw.MKIncreased startup frames, increased followthrough frames, increased hit stun, decreased hit / block advantage
- Fw.MK->HKDecreased startup frames, increased damage, extended hit box top
Fw.HK: Extended hit box range
St.HP: Retracted hit box range, extended hurt box range, now beats projectiles instead of trading
- Cr.HKDecreased block stun and advantage
- LunarDisk.AllIncreased projectile spawn y position (slightly higher)
- LunarDisk.Projectile.EXFirst hit now juggles against grounded opponents, decreased juggle x velocity
- CrescentKicks.AllExtended hit box bottom, decreased first hit corner push back against grounded opponents, retracted first hit hit box left position (does not extend as far back)
- Super.LegendaryAgentDecreased invincibility frames
Maxx
Added FX to moves that are buffed and granting armor
- JumpsSlightly increased jump height
Fw.MP: Now has a charged version
- Fw.MP.FastDecreased movement distance, increased followthrough frames, decreased hit stun, decreased hit and block advantage
Fw.MP.Charged: Requires 7 frames of holding, grants better advantage and moves farther
- Cr.MKDecreased hit box range, decreased hurt box range, damage increased
Fw.HP: Now has a charged version
- Fw.HP.FastNow causes a soft knockdown against airborne opponents, decreased followthrough frames, decreased recovery frames, decreased hit and block advantage
Fw.HP.Charged: Requires 8 frames of holding, grants ground bounce against airborne, farther range, and better advantage
- Cr.HPIncreased startup frames, decreased hit box range, decreased block stun and advantage
- Cr.HKIncreased juggle remove value
- GroundAndPound.L/M/HDecreased meter gain on use
- GroundAndPound.LNow causes a hard knockdown, increased juggle remove value, decreased damage
- GroundAndPound.HIncreased damage
- HornyToad.L/M/HDecreased meter gain on use
HornyToad.All: Extended initial hit box bottom
- HookSwing.L/M/HDecreased meter gain on use
- HookSwing.EXIncreased second hit juggle y velocity
Buff-U.Projectile: No longer has proximity box
- Super.LastCall.BuffedDecreased damage
ARN-01D
- GeneralDecreased health from 1100 to 1050
- Dash.ForwardIncreased distance
- Throw.BackwardFixed juggle animation on KO
Jp.LK: Extended hit box range, extended hurt box range
- St.MPIncreased followthrough frames, decreased recovery frames (no total change)
- Cr.MPIncreased followthrough frames, decreased recovery frames (no total change)
- Dw.Bk.MPDecreased startup frames
- Jp.MPIncreased active frames, decreased followthrough frames
- St.MKIncreased followthrough frames, decreased recovery frames, extended second hit hit box range, extended hurt box range
- Cr.HPDecreased startup frames, upper hit box no longer hits against crouching oponents, decreased upper hit hit box range, decreased lower hit hit box range, retracted hurt box range, now beats projectiles instead of trading
- Jp.HPDecreased hit stun, decreased block stun
- St.HKDecreased damage
- Cr.HKAdjusted proximity box range, decreased block stun and advantage
- Jp.HKIncreased active frames, increased hit stun, increased block stun, extended hit box range
- BatteryDischarge.L/M/HDecreased meter gain on use
BatteryDischarge.All: Juggle now always launches away
- EnergyTurret.L/M/HDecreased followthrough frames, decreased meter gain on use
EnergyTurret.Projectile.All: Extended hit box bottom
- EnergyTurret.Projectile.L/M/HIncreased hit stun, increased block stun, now juggles against airborne opponents in a combo (still resets against jumping)
- EnergyTurret.Projectile.EXIncreased projectile hit value (no longer loses to gunshot)
RapidTaser.All: Extended hit box range, extended hit box bottom
- RapidTaser.L/M/HDecreased meter gain on use
- RapidTaser.MIncreased distance, retracted final hit hit box range
- RapidTaser.HIncreased distance
- RapidTaser.EXIncreased distance, now has armor frames later in startup, increased grab invincible frames
- OrbitalStrike.L/M/HDecreased meter gain on use
- JetPack.L/M/HIncreased hold speed
BackBoost: Can now cancel into regular JetPack
- Super.MaximumThrustersIncreased damage on block
- Super.AccessDeniedDecreased meter lost per frame
You can read the full detailed notes here
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