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Steam News20 March 20215y ago

Punch Planet - Version 0.7.1.A - GAT

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.

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

2 fixes15 additions117 changes9 removals
  • Gameplay
  • Balance
  • Maps
  • UI and audio
  • Fixes
addedINFOLittle 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.
changedHealth1000
changedNotesAirborne normals are cancellable into Levitate (Jp.HP exception)
changedNotesSt.MP, Cr.HP, and St.HK are jump cancellable on hit
addedStagesAdded Crystal Desert Stage
addedMusicAdded Gat and Crystal Desert Stage.
Medium:8/127/11Medium: decreased, nerfHeavy:10/148/12Heavy: decreased, nerfSpecial:12/1610/14Special: decreased, nerfJTC:12/1610/14JTC: decreased, nerf

Punch Planet - Early Access changes

addedLittle 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.
changed1000
changedAirborne normals are cancellable into Levitate (Jp.HP exception)
changedSt.MP, Cr.HP, and St.HK are jump cancellable on hit
addedAdded Crystal Desert Stage

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

Source

Steam News / 20 March 2021

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