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
- Performance
- UI and audio
- Balance
- Gameplay
Punch Planet - Early Access changes
Version 0.8.1 is now released!
This patch brings gameplay updates, performance optimizations, and bug fixes.
Read the full detail changelog here
Performance
Improved general performance, game should feel smoother than ever before.
Audio
Fixed issue where audio would always mute when the game lost focus, even with the option turned off in the settings.
Golden Hits
Reduced the affect of Golden Hits so they have less impact on gameplay and more of a subtle bonus. Removed the juggle bonus for landing golden hits on airborne opponents (-1 juggle remove), decreased the hit stun bonus on grounded opponents from +2 to +1 (less bonus links), but increased the damage bonus.
Trials
Removed Golden Trials and updated any that needed to reworks.
Camera
Adjusted the gameplay camera a bit. Slightly lower, slightly angled up, slightly closer, and does not move into the corner as far.
Push Back
Adjusted push back speed factor so that it is slightly slower and re-balanced characters' moves' push back frames to be in line with that move instead of a light / medium / heavy basis. Should feel more coherent per-move instead of being based on attack strength.
Collision Boxes
Increased the width of all hurt, grab, and move boxes, making characters slightly larger horizontally.
DTC - "Reversal" Moves
Moves that are considered strong reversals (generally moves that could not be DTC'd on block) can no longer be DTC'd as the first hit of a combo. They can now only be DTC'd when used during a confirmed combo.
JTC
Slightly reduced juggle distance, should make followups easier when hit from further away.
HTC
Made some changes to how the HTC works. Input has been changed from Down+HP+HK to Down->Down+HP+HK, now causes a super freeze and camera zoom, and decreased the effective recovery frames by half. Should be a bit more obvious when it happens, allowing the other player more of a chance to counter.
Juggles
Adjusted standard juggles for each character from a single version to a light, medium, and heavy version. All of them juggle slightly lower than before, but light attacks will juggle less than medium, and medium less than heavy. This should make these juggles a bit less effective but look better overall.
Runs
Some characters can now run.
Roy
- TrialsUpdated Moderate_4
Dash.Forward: Now a run
Cr.LP: Always causes a reset against juggled opponents
- St.MPIncreased juggle corner pushback, decreased juggle value
- Fw.MPDecreased pushback frames
Jp.MP: Now causes a hard knockdown against juggled opponents
- St.MKIncreased pushback frames
- St.HPDecreased pushback frames
- Cr.HPDecreased pushback frames
- Cr.HKDecreased pushback frames
- Gunshot.AllDecreased pushback frames
- Gunshot.FakeDecreased recovery frames, increased cancel window into dash cancel
- Headbutt.AllDecreased pushback frames
Headbutt.EX: Can no longer DTC when used as first hit of a combo
- Super.GunshotIncreased juggle value, will never cause a juggle reset, decreased pushback frames
- Super.KnuckleSandwichIncreased juggle value, will never cause a juggle reset, decreased pushback frames
Cid
Cr.MP.Charged: Will never cause a juggle rest
- St.MKIncreased pushback frames
- Cr.HKDecreased pushback frames
- Wheel.AllAdjusted first grounded hit box bottom so that it will whiff easier against low normals, decreased pushback frames
- Rush.AllDecreased pushback frames
Rush.EX: Can no longer DTC when used as first hit of a combo
- Super.BallIncreased juggle value, will never cause a juggle reset, decreased pushback frames
Tyara
- TrialsUpdated Moderate_3, Moderate_5, Hard_1, Hard_2, Hard_3, Hard_4, Hard_5
- JumpsAdded super jump (Down -> Up)
- St.LPDecreased pushback distance
- Cr.LPDecreased pushback distance, increased juggle value, now always causes a reset against juggled opponents
- St.LKNow causes a juggle against juggled opponents, decreased juggle value, will never cause a juggle reset
- St.MPDecreased pushback distance, decreased pushback frames
- Cr.MKDecreased pushback frames
- St.HPDecreased pushback frames
- Cr.HP.FastDecreased pushback frames
St.HK: Decreasd pushback distance on block
- Jp.HKIncreased startup frames, decreased active frames, increased followthrough frames, retracted bottom hit box, removed extended hurt box, updated animation
- Shield.AllDecreased pushback frames
- Shield.EXDecreased juggle value
- HeadLopper.AllDecreased pushback frames, increased kara cancel window
HeadLopper.EX: Now causes a groundbounce against juggled opponents
- FlyingGoddess.AllNow added to cancel list
- Super.WarDanceFinal hit now manual and requires FlyingGoddess input, flying goddess followup can be DTC'd, increased juggle value, will never cause a juggle reset
Dog
- TrialsUpdated Hard_4
- Throw.AirAdjusted grab offset
- Cr.MKDecreased pushback frames
- St.HKIncreased juggle y velocity against grounded opponents
- Cr.HKDecreased pushback frames on block, increased pushback frames on hit
- Db.HKIncreased pushback frames
PinWheel.EX: Can no longer DTC when used as first hit of a combo
- PinWheel.EX->GrabAdjusted grab offset
- PinWheel.All->SlideDecreased pushback frames
- Run->Slide.AllDecreased pushback frames on block, increased juggle y velocity
Run->Slide.EX: Can no longer DTC when used as first hit of a combo
- Run->MidStrike.AllDecreased pushback frames on block
Run->MidStrike.EX: Can no longer DTC when used as first hit of a combo
- Run->LeapStrike.AllDecreased pushback frames on block
- Super.PinWheelIncreased juggle value, will never cause a juggle reset
- Super.RunIncreased juggle value, will never cause a juggle rest
Agent G
- TrialsUpdated Moderate_3, Hard_2, and Hard_5
- Cr.LPIncreased juggle value, will always cause a reset against juggled opponents
- Cr.MPDecreased pushback on block
- St.HKDecreased pushback frames on block
- Cr.HKDecreased pushback frames on block
- Fw.HKIncreased pushback frames
- CrescentKicks.AllCan no longer DTC when used as first hit of a combo, decreased pushback frames on block
- CrescentKicks.L/MDecreased juggle x velocity
- CrescentKicks.M/H/EXIncreased 3rd hit damage
- CrescentKicks.EXDecreased 1st hit damage
- CrescentSplits.AllDecreased pushback frames on block
- LunarDisc.AllIncreased pushback frames, decreased pushback on block
- Super.LunarGeyserIncreased juggle value, will never cause a juggle reset
Maxx
- TrialsUpdated Hard_1, Hard_3, and Hard_4
Jumps.Buffed: Now has separate jump when buffed, does not go as far
Dash.Forward.Buffed: Now has a separate dash when buffed, is a run, has one hit of armor (removes buff when triggered)
- Fw.MP.ChargedIncreased pushback frames
- Fw.HP.BothDecreased pushback frames on block
- St.HKDecreased pushback frames on block
- Cr.HKDecreased pushback frames on block
- Cr.HPDecreased pushback frames on block
- HookSwing.AllDecreased pushback frames
- Super.LastCallIncreased juggle value, will never cause a juggle reset
ARN-01D
- TrialsUpdated Hard_3 and Hard_4
Dash.Forward: Now a run
St.MK: Now extends move box during first active state
- Cr.MKDecreased pushback frames on block
- St.HKNow extends move box during first active state, decreased pushback frames on block
- Cr.HKDecreased pushback frames on block
- EnergyTurret.AllIncreased pushback frames on hit
- EnergyTurret.L/M/HDecreased pushback on block
- RapidTaser.AllDecreased pushback frames on block
- BatteryDischarge.AllDecreased pushback frames on block, can no longer DTC when used as a first hit of a combo
- Super.Drive.AllIncreased juggle value, will never cause a juggle reset
Gat
- TrialsUpdated Moderate_4, Hard_1, Hard_2, Hard_3, Hard_4, and Hard_5
St.LP: Extended hit box range
St.MP: Now causes a reset against juggled opponents
- St.MKDecreased pushback frames on block
- Cr.MKDecreased pushback frames on block
- St.HPDecreased pushback frames on block
- Cr.HPDecreased pushback frames on block, can no longer hit crossup against characters jumping over, adjusted hit boxes
- Fw.HPDecreased pushback frames on block
- St.HKDecreased pushback frames on block, can no longer hit crossup against characters jumping over, adjusted hit boxes
- Cr.HKDecreased pushback frames on block
- Gem.EXCan no longer cancel into flight when used as a first hit of a combo, decreased juggle corner pushback of non-combo version
- AirReaper.EXDecreased juggle x velocity, decreased juggle y velocity, decreased juggle y acceleration
- Super.GemLancerIncreased juggle value, will never cause a juggle reset
Read the full detail changelog here.
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