Posted November 16, 2022 by ivysly
changelog:
-- new mechanic: super jump
---- lots of startup lag, but lets you jump incredible heights
-- rebalanced normal jump
---- jump is separated into full-hop and short-hop
---- full hop is actionable slightly later and full hop backwards incurs some "jump squat" before leaving the ground
---- jump height curve altered
---- all jumps are no longer freely cancellable on the opponent's turn until their first actionable frame, making them more of a commitment. the first actionable frame is 7f for short hops, 10f for full-hops, 14f for full-hops backwards (including jumpsquat), and 16f for super jumps (including jump squat).
-- parry system revamped to reward reads and avoid no-brainers. it's been a problem since day 1 that having plus frames is often a disadvantage - this change aims to fix that. also, by making parry a rarer occurence, it makes it feel way cooler when it happens.
---- parry renamed to block
---- beginning a block at the same frame or earlier than opponent's attack will parry as before
---- starting a block after the opponent's attack animation has begun will result in taking a bit of chip damage, less meter gain, your opponent still gains some meter, and both of you return to neutral
---- new game setting to revert to the old parry system
-- removed ability to whiff cancel after being parried
-- instant cancel is only usable on hit
-- whiff cancel now uses 1/3 of your burst meter instead of super
-- slightly nerfed meter gain when dealing damage
-- friction on landing reduced
-- maybe physics performance improvements (barely tested)
-- new dojo
-- added license
-- burst hitstun reduced
-- burst hitbox size slightly increased
-- slightly buffed roll invulnerability
-- added usernames to replays
-- added damage numbers
-- added healthbar prediction
-- removed Godot icon jumpscare
-- various UI qol stuff
-- fixed some prediction errors
-- fixed(?) roll not passing through opponent (needs testing)
-- fixed incorrect invulnerable state on prediction
-- fixed replay usernames not showing correctly
-- fixed bug that prevented games from ending in a draw if both characters are KO'd on the same frame (if p1 had -10 hp and p2 had -15 hp, p1 would win)
character specific changes:
ninja:
-- grounded jump vertical speed modifier: 1.5 -> 1.33
-- new move: nunchuk light has anti-air version
-- Stomp
---- is a bit wider
---- now only hits vs grounded opponent
-- Uppercut:
---- no longer punishable on hit (lol)
---- has more forward momentum
---- more reliably combos into the second hit
---- first hitbox size reduced
---- second hit always knocks down
-- Dive Kick
---- hit-cancelling the first frame no longer stops your momentum
-- Shuriken
---- startup reduced 8f -> 4f
---- recovery increased 4f -> 7f
-- Drop Kick
---- speed increased
---- startup reduced 14f -> 11f
cowboy:
-- grounded jump vertical speed modifier: 1.5 -> 1.25
-- teleport recovery increased +1f (sorry)
-- new move: Backslash
---- Anti air with a sweetspot near the tip
wizard:
-- grounded jump vertical speed modifier: 1.0 -> 1.2
-- double jump vertical speed modifier: 1.0 -> 1.1
-- nerfed upward momentum retention during hover
-- can freely "fast fall" during any aerial move to quickly descend.
-- Liftoff
---- renamed to Missile Form
-- Icicle (grounded)
---- startup decreased 9f -> 7f
---- hits low
-- Spark Bomb
---- explodes after 600 frames
---- pushes other spark bombs away
---- move speed increased 1.0 -> 1.25
-- Conjure Storm
---- damage greatly increased (50,70 -> 90, 90)
---- fixed backwards hitbox knockback
-- new move: Magma Bolt
---- yet another new anti air, does more damage up close