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
- Compatibility
- UI and audio
- Gameplay
- Store
- Balance
- Fixes
Punch Planet - Early Access changes
Version 0.7.4 is now released! Balance Changes, Bug Fixes, Legacy Update Method, Support for non-16:9 monitor resolutions!
This patch brings balance changes, bug fixes, option to use the old update method, and support for non-16:9 monitor resolutions
Read the full detail changelog here
Legacy Update Type
Added graphics option to select the old method for running the game loop. Some players observed reduced performance with the new method, this should allow them to select the old method if that was more performant for them, shouldn't affect online performance.
Non-16:9 Monitor Resolutions
Added support for selecting non-16:9 monitor resolutions. Players can now select 4:3, 16:10, and other resolutions and allow the game to work on any aspect ratio. Playing the game at a different aspect ratio will have black bars around the border.
ATC
Adjusted ATC a bit to avoid the cross-under situation introduced with making it move forward. Using ATC against an opponent jumping over them should have a reduced change of crossing under and changing the orientation of both players.
Also adjusted all ATC animations to remove the cancellable recovery state and standardized the move states / movement for all characters, should look more consistent.
JTC
Adjusted JTC so that the Hop version (neutral + MP + MK) and Dash version (Forward Dash -> MP + MK) are no longer functionally the same:
Neutral JTC: No longer costs T-meter or produces clone FX, now grants +1 Juggle value instead of +2
Dash JTC: Still costs half a T-bar and grants +2 Juggle value
This will now produce different combo routes using JTC depending on if the neutral or dash version is used. Using the dash version will give better followups but now has a higher T-meter cost compared to the neutral version. Most characters have been adjusted with this in mind.
T-Meter
Changed how much T-meter players start with each round. Players now start with [0, 1, 2] bars of T-meter for Rounds [1, 2, 3] respectively, matches will be more volatile as they go to the later rounds.
Character Scale
Most characters have had their scale slightly increased. In general this does not affect collision box sizes, but any moves that have animation-driven movement will see a slight boost in distance. Some moves' collision boxes have also been increased to compensate but it is mostly a cosmetic change to increase the size ratio between the small and large characters.
Proximity Ranges
All characters have had the proximity range on their attacks re-adjusted, generally decreased across the board. This should make it slightly harder for characters to be "locked down" by proximity block and improve footsies.
Airborne Normals
Airborne normals have also had their proximity re-enabled but at a reduced distance, jump ins should feel better at close range but still allow the defender to walk out at long range.
They've also had their push back decreased across the board, should make it easier to transition into close-range followups with less micro walking required to reach point-blank.
Walk Ramp
Removed walk-ramp and reduced all characters' move speed to compensate, movement should feel much snappier and consistent.
Input
Many of the complex input sequences have been adjusted for slightly more ease of use:
Super - 720
Reduced required directions from 720 to 540
Super - QCF / QCB x2
Adjusted required directions to only need one true-forward
Old: 23626
New: 23623 or 23236
Super - Charge Backward -> Forward
Adjusted required directions to only need one true-forward
Old: [4]->646
New: [4]->646 or [4]->643 or [4]->346
Late Hit-Cancels
Added functionality for adding additional cancel frames beyond the hit stop when a move connects. Set to four frames and only applied to normals -> specials / super / DTC, should make it easier to cancel into things, especially very fast moves. Also adds the possibility for combos to drop or things to become non-true-blockstrings if they are cancelled too late (depending on the move / cancel), which adds a bit of execution grey-area to the game.
Push Back
Adjusted push back to happen over fewer frames, should resolve faster and look better, and especially help in the corner (jump ins should leave you closer).
Hit Sparks
Adjusted the default horizontal positioning logic for hit sparks, most attacks will now have their hit spark appear in the same position regardless of how far or close they are to the opponent. Should look better and have more consistency. Also added support for moves to use the old method (some things need it like Arnold noodles).
Roy
- GeneralSlightly increased scale, decreased proximity ranges
- Walk.ForwardDecreased speed
- Walk.BackwardDecreased speed
- Dash.BackwardDecreased distance
- Gunshot.LIncreased recovery, increased hit adv, decreased block adv
Gunshot.H: No longer has invul against airborne attacks
- Gunshot.EXDecreased followthrough move distance, decreased corner pushback
- Headbutt.EXIncreased wall bounce y velocity
- Super.PunchDecreased damage
Cid
- GeneralDecreased health, decreased proximity ranges, slightly decreased normal damage
- Walk.ForwardDecreased speed
- Walk.BackwardDecreased speed
- Jp.MP.ChargedIncreased juggle remove
- Cr.HP.BothSlightly decreased juggle value, decreased juggle distance, decreased juggle corner pushback
- Jp.HP.FastDecreased juggle value
- Jp.HP.ChargedDecreased hold frames
- Cr.HKIncreased juggle value
KnifeRush.All: Extended move box top
- KnifeRush.HDecreased juggle value
- KnifeRush.EXIncreased juggle value
- Grenades.AllIncreased damage
Tyara
- GeneralIncreased scale, increased health, decreased proximity ranges
- Walk.ForwardSlightly decreased speed
St.MP: Extended hit box range
- Cr.MPNow juggles against airborne opponents in a combo, increased juggle remove
- St.HKExtended hit box range, decreased corner push back
- Cr.HPDecreased juggle x velocity
- Shield.L/MDecreased grounded and juggle x velocity
- Shield.HDecreased knockdown frames
- Shield.EXIncreased wall bounce y velocity
- HeadLopper.LIncreased block stun / adv
- HeadLopper.HDecreased block stun / adv
- HeadLopper.L/M/HDecreased knockdown frames, can now otg
- HeadLopper.EXDecreeased startup, decreased block stun / adv
- FlyingGoddess.L/M/HDecreased landing recovery
FlyingGoddess.All: Retracted hit box range, retracted hit box top
Dog
- Walk.ForwardDecreased speed
- Walk.BackwardDecreased speed
- St.LPDecreased block stun / adv
- Cr.LPDecreased hit stun / adv, decreased block stun / adv
- Cr.MPDecreased pushback
- St.MKDecreased startup, adjusted juggle physics, decreased juggle value
- Cr.MKDecreased startup, retracted first-hit hit box range, extended second-hit hit box range, decreased pushback
- St.HKAdjusted juggle physics
- Cr.Bk.HKDecreased startup, now moves slightly forward, adjusted hurt boxes, decreased juggle value, increased hit stun / adv, decreased block stun / adv
Run.All: Can now cancel into regular JTC
- Run.M/H/EXDecreased speed
Run.EX: No longer cancellable into dash JTC
- Run->Slide.AllNo longer low profiles early in the startup, decreased knockdown frames,
- Run->Slide.RegularDecreased recovery, increased block adv
- Run->MidStrike.RegularDecreased recovery, increased block adv
- Run->LeapStrike.AllAdjusted airborne hurt boxes
- Run->LeapStrike.EXIncreased hit stun / adv
- PinWheel->Dive.AllDecreased spike corner pushback
PinWheel->Dive.Regular: No longer causes a ground bounce
Agent G
- GeneralSlightly increased scale
- Walk.ForwardDecreased speed
- Walk.BackwardDecreased speed
- CrescentKicks.AllDecreased initial hit box range
Maxx
- GeneralIncreased scale, increased health
- Walk.ForwardDecreased speed
- Walk.BackwardDecreased speed
- Walk.Forward(Buffed)Decreased speed
- Dash.ForwardIncreased distance
- Dash.BackwardDecreased distance
- Cr.LPExtended hit box range, decreased followthrough and recovery, decreased hit stun, increased hit adv, no longer parry punishable
St.MP: Extended hit box range
Fwd.MP.Both: Extended hit box range
Cr.MP: Extended hit box range
St.MK: Extended hit box range
Cr.MK: Extended hit box range
- St.HPDecreased pushback, extended hit box range
Fwd.HP.Both: Extended hit box range
Cr.HP: Extended hit box range
- Cr.HKDecreased juggle corner pushback
- Buff.U.AllDecreased recovery
HookSwing.All: Extended move box top
ARN-01D
- GeneralIncreased scale
- Walk.ForwardDecreased speed
- Jp.LKExtended hit box right, increased hit stun
- Jp.HPIncreased block stun, can now cancel into EX.BackBoost on hit
St.HK: Extended hit box range
- BatteryDischarge.AllDecreased corner juggle pushback
- BatteryDischarge.LDecreased startup
- EnergyTurret.EXFixed second hit not landing point-blank in the corner
Gat
- GeneralIncreased scale
- Walk.ForwardDecreased speed
- Walk.BackwardDecreased speed,
- Dash.ForwardDecreased distance, decreased total frames
Cr.MP: Extended hit box range
- St.MKIncreased movement distance
Cr.MK: Extended hit box range
- St.HPDecreased juggle value, extended hit box range
- Cr.HPDecreased juggle corner pushback
- St.HKDecreased juggle corner pushback, decreased juggle x velocity
- PrismCell.M/H/EXDecreased juggle corner pushback, decreased juggle x velocity
- PrismCell.HIncreased damage
- PrismCell.EXDecreased damage
- Levitate->AirReaper.RegularDecreased juggle remove value
- Levitate->AirState.RegularDecreased startup
- Gem.AllIncreased FX size
- Gem.EXDecreased juggle corner pushback, increased wall bounce x velocity
Read the full detail changelog here.
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