Posted December 01, 2022 by ivysly
- many moves have been made safer to use in neutral, hopefully to encourage more active play.
- IASA = "interruptable as soon as," aka "first actionable frame (on whiff)"
- ragequit has been nerfed
- reduced the freeze-frames on some supers
- Yomi Advantage is now called Initiative (with a new ingame display effect)
- burst can no longer counterhit
- burst hitstun reduced (25f -> 23f)
- burst knockback reduced (24 -> 14)
- dodge invulnerability now starts at frame 2 and ends at frame 8
- added ingame guide
- returned to GLES3. some upcoming features require it and i found that there is no reason to use GLES2 since i am not currently developing for web or mobile. tell me if this breaks the game for you - i'll look into it. but it shouldn't.
- fixed rematch UI bug
- fixed block changing recovery
- fixed some projectile asymmetries
- fixed rematch breaking after forfeit bug from unstable patch
- mod loader updated
## Ninja
- Forward dash speed slightly reduced (15 -> 14)
- Dash Back
- IASA increased (9f -> 13f)
- speed increased (8 -> 11)
- stops momentum at frame 10
- Release Momentum
- this move is just ridiculous. i don't know what to do with it.
- IASA increased (3f -> 8f)
- Drop Kick
- hitstun reduced (33f -> 20f)
- damage increased (90 -> 115)
- knockback increased (12 -> 13)
- Uppercut
- first hit hitstun increased (52 -> 60)
- second hit hitstun reduced (inf -> 50)
- cannot cancel second hit
- adjusted momentum
- doesn't retain momentum going backwards
- forward momentum retention reduced (1.0 -> 0.33)
- Quick Slash
- startup increased (6f -> 7f)
- invulnerability removed
- damage decreased (60f -> 40f)
- uses an air option
- Stomp
- IASA reduced (49f -> 22f)
- Kick (grounded)
- IASA reduced (20f -> 18f)
- Caltrops
- cannot be parried on the ground
- Dive Kick
- fixed momentum resetting on hit-cancel
## Cowboy
- Walk back
- IASA increased (7f -> 9f)
- speed reduced (4 -> 3)
- has 1f startup
- no longer interruptible on opponent's turn
- Lasso
- IASA reduced (44f -> 20f)
- Horiz. Slash (grounded)
- startup reduced (7f -> 6f)
- animation length reduced(25f -> 20f)
- forward momentum increased (6 -> 8)
- Vert. Slash (grounded)
- IASA reduced (29f -> 18f)
- Upward Swipe
- IASA reduced (31f -> 22f)
- Stinger
- IASA reduced (29f -> 16f)
- Pommel
- IASA increased (9f -> 11f)
- hitbox size increased
- Backslash
- has startup invulnerability with Initiative
- first hit lands vs grounded opponents again (sends aerial)
- backward momentum increased (5 -> 8)
- Ankle Cutter
- startup reduced (9f -> 7f)
- knockback angle adjusted (sends upward)
- hitlag increased (2f -> 6f)
- Vert. Slash (aerial)
- knockback angle adjusted (sends a bit more horizontal)
- knockback reduced (5 -> 4)
- victim hitlag increased (4f -> 6f)
- 1000 Cuts
- reduced knockback (5 -> 2)
- reduced DI nudge modifier (1.0 -> 0.2)
- cannot be parried unless you parry something else first
- increased active time (120f -> 240f)
- 3 Combo (both)
- 3rd hitbox appears 1 frame earlier (27f -> 26f)
- 3rd hitbox damage increased (130 -> 180)
## Wizard
- Dash Back
- Dash back IASA increased (9f -> 11f)
- Speed increased (7 -> 9)
- Dash back stops momentum at frame 9
- Zephyr
- Throw hitbox active time reduced (25f -> 23f)
- this fixes freeze glitch (i think)
- Orb
- Orb Push
- Now a free action while orb is active
- Speed reduced (12 -> 10.5)
- Momentum change - it's now harder to control.
- Orb Dart
- No longer causes ground bounce (orbsaka nerf)
- Causes knockdown
- Missile Form
- startup reduced (9f -> 7f)
- Ice Spike (Aerial)
- IASA reduced (18f -> 14f)
- Ice Spike (Grounded)
- IASA reduced (25f -> 16f)
- Tome Slap
- Startup reduced (5f -> 4f)
- IASA reduced (12f -> 11f)
- Kick
- Hurtbox adjusted
- Mana Strike
- Startup reduced (7f -> 6f)
- IASA reduced (25f -> 13f)
- Flame Wave
- IASA reduced (15f -> 14f)
- Conjure Storm
- IASA reduced (29f -> 25f)
- Bolt of Magma
- IASA reduced (15f -> 12f)
- Vile Clutch
- IASA reduced (17f -> 12f)