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Devlogs

Update 0.0.3

Five Rounds at Freddy's
A downloadable game for Windows

Visual Changes:

- The round win animation now keeps the 2d distortion effect, just now with everything unified so it doesn't look weird.

- The round win animation now eases into the rotation and new distortion.

- There is now a unique match win animation on the UI. The colors of the text have been changed to be more readable against this new background.

- The match win text now says "PLAYER" instead of just "P."

- The K.O. text on round win now matches the winner's color.

- The round counters now update immediately on win instead of waiting for the next round.

- Drained health is now on top of the rest of the UI elements. This means if you deal enough damage to your opponent before the next round, the red health can go so low it covers part of your health bar.

- Dropping Power (the red effect when the meter decreases) is now aligned with the pips. This took me an embarrassing amount of time to implement, so please enjoy it very much.

- The Command List is now called the Move List on the pause menu. 

- Getting knocked down no longer corrects your facing direction.

- Models that shared both materials and textures no longer override each other's distortion. 

- Models now vibrate during hitstop.

Bug Fixes:

- The timer no longer displays "01" after the timer runs out.

- Fixed issues where grounded moves could be used in the air, usually by cancelling into Taunt or Cutscene Super from an aerial.

- Fixed several moves having incorrect first punish frames, causing the wrong Critical Hit to take effect.

Gameplay Changes:

- Extra hitstop given to opponent on Critical Hits (Counter, Punish, Break) caused the attacker to take damage from the stunned opponent's active hitboxes, made combos harder than intended, and allowed the attacker to get a second Critical Hit (this can be seen in the 0.0.2 trailer). Because of this, the extra hitstop was removed. Now, the only benefit to Critical Hits is the damage scaling.

- When Grabs Critical Hit, they now decrease the hitstop to one instead of two. (There used to be a bug where the first frame of hitstop would not check for grab breaks, so I had to add a second frame so holding the correct grab break button would still escape grabs, even on Critical Hit.)

- Aerial hurt states are now vulnerable to lows. This should make juggle combos harder to parry.

- Being off axis negates invincibility and armor. This means you can no longer avoid, parry, or armor through anti-sidestep attacks on reaction.

- Most grounded moves can now be jump canceled on block.

- Gimmick moves now give and take half as much meter.

- Added "none" height. None height moves can be blocked high and low but ignore invincibility. This means they can not be parried.

- Burst is now none height.

- Parry Strike is now none height

- Moved down heavy's hitbox lower.

- Made aerial up heavy's hitbox smaller.

- Raised neutral heavy's hit and hurtboxes to look more like a mid (previously it was Crouch Slash, a low, before the buttons were reorganized).

- Neutral heavy no longer knocks down.

- Added hurtboxes inside most hit boxes allowing for easier punishes.

- Parry Strike no longer gives you power on hit.

- Parry Strike no longer critical hits.

- Added forward super (cutscene super). There is currently no animation. It is none height

- Added down-forward super (utility super). You can use it multiple times in a combo. It is none height.

- Reworked Push Block (now called Shove). It now functions similar to Marvel Vs. Capcom where it pushes the attacker back regardless of what either player is doing. This means Push Block Low has no reason to exist, so it has been removed.

- Added Roll, replacing Push Block Low. It cancels all momentum and sends you sliding forward slowly. You pass through the opponent during the beginning of the Roll. On the ground, this move is immune to highs and grabs.

- Different moves that use the same state can now be used in the same combo. For example, you can combo aerial light into up light even though they are visibly the same move. This will make more sense when the move list is added

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