In this update15
Full notes
Full Punch Planet - Early Access update
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What changed
- Gameplay
- Balance
Punch Planet - Early Access changes
Version 0.7.3 is now released! Animation and Gameplay updates!
This patch brings updated animations for a number of characters and substantial gameplay balances.
Read the full detail changelog here.
Character Animations
Roy and many character animations in the game have been improved.
Turn Animations
Characters now turn when they are crossed up.
Start Distance
Decreased the distance that players start from each other, still generally out of strike range.
Push Back
Decreased push back speed factor, characters will push back slightly slower (same total distance, spread out over more frames).
Damage
Adjusted damage scaling:
Old: [1.0, 0.8, 0.6, 0.5, 0.4, 0.3]
New: [1.0, 0.85, 0.7, 0.55, 0.4, 0.3, 0.2]
Falls off slightly slower but has a greater max reduction.
Camera
Adjusted battle camera movement for less vertical movement (when characters are airborne) but while also tilting up a bit more, should be an improvement and look more smooth.
Meter
T-meter is no longer gained by a constant amount. First bar comes faster than before, second bar slightly faster, third bar slower.
Attack Translation Scale
Increased the attack translation scale value from equal push, to favoring the attacker. This is a value that determines how far to push both characters when they come in physical contact while one is in an attack. Previously set to 0.5 so that both characters are pushed the same (effectively disabled, same as normal behaviour). Set to 1.0, the non-attacking character will be pushed for the full amount and the attacker will be pushed none. Will look substantially improved using moves that have a lot of movement point-blank.
Throw Stun Invul
Increased throw stun invul from 3 to 4 frames. Characters coming out of hit / block stun, air resets, or getting up from a knockdown will have an additional frame of not being able to be thrown. Because of this, using a 4f move while being pressured should always allow the defender to defeat a throw instead of losing to it.
Resets
Decreased juggle value to zero - resets will always hit
Decreased corner push back - easier to stay in / cross under in the corner
Adjusted reset arc - slightly more frames higher up but harder to cross under low
ATC
Now moves slightly forward on use during active / followthrough, has no net movement change if fully recovers
Increased meter gain on success
DTC
Now moves slightly forward on use.
JTC
Restricted input to only MP + MK, can no longer hold a direction
Adjusted movement for both hop / dash versions
Adjusted active frame hit boxes and duration
Adjusted hit boxes
Adjusted advantage
Air Normals
Disabled lower-body hurt box during startup state of all airborne normals.
Ground Normals
Rebalanced frame advantage for many normals (DTC included) in order to significantly reduce the amount of -4, -1, +1, and +4 situations. These moments are a bit of a grey area at the moment where the advantaged player is forced to choose their fastest attack (4f attack) in order to get the punish, interrupt, frame trap, or combo. Most of these situations have been adjusted into -5, -2, +2, +5 so that 5f moves can be used more effectively and not trade as often.
Sweeps
Adjusted all sweep frame data so that when blocked, cannot have their extended followthrough frames punished by 4f moves.
Throws
Decreased throw range
Standardized leniency for DTC input on most throws
Jumps
All characters have had their jump frames reduced by one and jump arcs slightly lowered (Tyara lost 3).
Roy
Throw.Forward: -kd frames
Throw.Backward: +kd frames
St.LK: +pushback
St.MP: -pushback
Cr.MP: +block adv
Fw.MP: -pushback
St.MK: -hit box range, -pushback
Cr.MK: +startup frames
St.HP: +pushback
St.HK.Both: +super cancellable
St.HK.Fast: -pushback, -followthrough frames, +hit adv
St.HK.Charged: -recovery frames, ++block adv
Gunshot.All: +unique fake animations
- Super.GunshotAdjusted recovery movement
Super.Punch: -hit box range
Cid
Dash.Forward: -total frames
Walk.Backward: -speed
Throw.Forward: -kd frames
Throw.Backward: -kd frames
St.LP: -hit adv, +block adv
St.LK: +startup frames
St.MP.Both: -pushback
St.MP.Fast: -block adv
St.MP.Charged: +followthrough frames, -hit adv, +block adv
Cr.MP.Fast: -pushback, -hit adv, -block adv
Cr.MP.Charged: +pushback, -hit adv
St.MK: -hit box range, -hit adv
Cr.MK: -pushback, +hit adv, -block adv
St.HP.Both: -pushback, -hit box height, -hit box range
St.HP.Fast: +hit adv
St.HP.Charged: +block adv, -hold frames
Cr.HP.Fast: -recovery frames, -hit adv, +/-block adv
St.HK: +hit adv, -block adv
KnifeRush.L: +hit adv
KnifeRush.M: -hit adv
KnifeWheel.L/M/H: -hit adv
KnifeWheel.EX: +hit adv
Tyara
Jumps: --total frames
St.LP: +chain->cr.lk no longer true block string
Cr.MP: +block adv
Jp.MP: -soft kd
St.MK: -pushback
St.MK.EarlyHit: +doesn't hit crouching, +hit adv, +block adv
St.MK.LateHit: +hit adv, +block adv
St.HP: -pushback, hit box broke into two
St.HP.EarlyHit: +doesn't hit crouching, -hit adv, -block adv
St.HP.LateHit: +hit adv, -block adv
Cr.HP.Charged: +block adv
Jp.HP: +animation, - hit box bottom, +knocks back
St.HK: -juggle value
HeadLopper.All: -pushback, +block adv
BreakYourBones.All: +active frames
Super.MeteorGoddess: +active frames
Dog
General: +abc normal chaining, -health, -damage
Dash.Forward: -total frames
Throw.Forward: -kd frames, -kd distance
Throw.Backward: -kd frames, -kd distance
Throw.Air: +kd distance
St.LP: --hit adv, -block adv
Cr.LP: -hit adv, -block adv
Jp.LP: +juggles
St.LK: -hit adv, -block adv, -hit box range
Cr.LK: -block adv, -hit box range
Jp.LK: +juggles, +/-hit box adjust
St.MP: -pushback, -hit adv, -block adv
Cr.MP: -pushback, -hit adv, -block adv
Jp.MP: +juggles, +/- hit box adjust
St.MK.FirstHit: -pushback, +hitstun, -blockstun
St.MK.SecondHit: -pushback, -startup frames, +hit adv, +block adv
Cr.MK: +move distance, +frames between hits
Cr.MK.FirstHit: +pushback, +hitstun, -hit box range
Cr.MK.SecondHit: +pushback ob, -hit box range
Jp.MK: -juggle value, +frames between hits
St.HP: +hit adv, -block adv
Cr.HP: --pushback, +move distance, +additional hit box, +hit adv, -block adv
St.HK: -juggle remove value, -corner pushback
Cr.HK: -startup frames, -recovery frames, +block adv
Jp.HK: -juggle value, +hit box top
PinWheel->Dive: +juggle value, +hit adv, +block adv
PinWheel.EX->ComboGrab: +hit box range
Run.EX->MidStrike: -corner pushback
Agent G
Dash.Forward: -total frames
Dash.Backward: -distance
Throw.Forward: -corner pushback
St.LP: -hit box range
Cr.LP: +startup frames, +hit adv
St.LK: -pushback, +airborne hurt boxes, +distance
Cr.LK: +pushback
St.MP: +startup frames, -pushback
Cr.MP: -pushback, +hit box range, -ch adv, -block adv
Fw.MK: -pushback, -distance, +adjust followthrough / recovery frames, -hit adv, +block adv, +hit box moves, +adjust cancel into followup
Fw.MK->Followup: -startup frames, -recovery frames, -hit adv, +ch adv, -block adv
Cr.MK: -hit adv, +block adv
St.HP: -pushback, -hit adv, -block adv, +hit box range
Cr.HP: -pushback, -hit adv, +block adv
St.HK: +pushback, +block adv, -hit box range, -juggle range
CrescentKicks.All.FirstHit: -hit box behind, -juggle height
CrescentKicks.All.LastHit: -juggle height
CrescentKicks.All: -juggle value
CrescentSplits.All: -pushback ob
CrescentSplits.H: -airborne startup frames
CrescentSplits.EX: --block adv
LunarDisc.L/M/H: -followthrough frames, -hit adv
LunarDisc.EX: +block adv
Super.Geyser: -pushback ob, -corner pushback
Maxx
Throw.Forward: -corner pushback, -kd distance, -recovery frames
Throw.Backward: +kd frames, -recovery frames, -move distance
St.LP: -hit box range
Cr.LP: -hit adv
St.LK: -startup frames
St.MP: +forces stand, +pushback, -hit adv, -block adv, -hit box range
Cr.MP: +followthrough frames, -hit adv, -block adv
Fw.MP.Hold: -frames
Fw.MP.Fast: +hit adv, +block adv
Fw.MP.Charged: +hit adv, +block adv
Jp.MP: +hit adv
St.MK: +startup frames, -pushback, -recovery frames, -hit adv, +block adv
Cr.MK: -pushback oh, -hit adv
Jp.MK: -juggle value, -juggle velocity, +changes jump arc
St.HP: -pushback, +recovery frames, +/-hit adv, +block adv
Fw.HP.Fast: +hit adv, -block adv
Fw.HP.Charged: -juggle velocity, +block adv
Jp.HP: +causes ground bounce, +juggle value, +juggle remove
St.HK: -pushback, +hit adv, +block adv, -juggle velocity, +juggle value
Cr.HK: -juggle velocity, -hit box range
HookSwing.All: +movebox top
HookSwing.L/M/H: -pushback, -hit box top, +hit box range, +followthrough movement, +juggle value, +late hitbox that extends, +hit adv, -block adv
HookSwing.EX: -juggle velocity
GAP.L/M/H: +active frames
HornyToad.All: -juggle velocity, -corner pushback
ARN-01D
Dash.Forward: +total frames
Dash.Backward: -distance
SquatKicks: -pushback ob, +hit adv, -block adv
St.LP: +chain into Cr.LK, -hit adv, -block adv
Cr.LP: +chain into Cr.LK, +hit adv, -block adv
Cr.LK: +chain from St.LP / Cr.LP, +hit adv
St.MP: -pushback, -hit adv, -block adv
Bw.MP: +hit adv, +block adv
Cr.MP: -pushback, +hit adv, -block adv
Cr.Bw.MP: -startup frames, -hit box range, -hit adv, -block adv
St.MK: +frames between hits
Cr.MK: -hit adv, +block adv
DiveBomber: +height requirement, +movement adjust, +hit adv, +block adv, +crossup, -hit box adjust
St.HP: -pushback, +hit adv, +block adv
Jp.HP: +startup frames, -active frames, -pushback, -backwards distance, -hit box range, -hit adv, -block adv
St.HK: +super cancellable
EnergyTurret.Projectile.All: -hit box behind
EnergyTurret.Projectile.L/M/H: +hit adv
EnergyTurret.Projectile.EX: +damage, -block adv
BatteryDischarge.All: -pushback
BatteryDischarge.L: ++startup frames
BatteryDischarge.L/M/H: +extended invul frames
JetPack.All: -startup frames
RapidTaser.All: -no dtc on block, +pushback, -hit box range, +damage
RapidTaser.EX: +ex armor priority
Super.Drive.All: +damage
Gat
General: -standard juggle velocity
Dash.Forward: -distance
Cr.LK: +pushback, +hit box range
Jp.LK: +hit adv
St.MP: -juggle value
Cr.MP: +hit adv, +block adv
Cr.MK: +special cancellable
Jp.MK: +crossup, +hit box adjust
St.HP: -startup frames, +hit adv, +block adv
Jp.HP: +juggle value
St.HK: -startup frames
- Fw.HK+new move, +airborne, +overhead, +startup cancellable into fly, +some grounded strike invul during startup
Cr.HK: -recovery frames -block adv
Jp.HK: +hit box top
Levitate->Punch: +hit box top / bottom, +active frames, +movebox top, -juggle velocity
Levitate.EX->Punch: -juggle value (-1 => adds juggle), +hit box bottom
Levitate->Kick: +hit box range
Super.Pillars: +damage
Read the full detail changelog here.
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