Posted January 11, 2023 by ivysly
0.10.0
The changes this patch were mainly focused around improving the sad state of neutral while keeping the game stylish. It also feels a lot better to move around now, and you have to work harder to get combos. Combo damage is overall lower, which is a *good thing*; there are now more opportunities for cool things to happen.
- Movement Overhaul
- New move: Super Dash
- fling your character forward on a delay
- Backward movement options have been reworked to be safer, but with no frame advantage if the opponent chooses a forward movement option
- The idea is that you use backward movement to beat attacks but lose positional advantage if the opponent does not attack.
- Dash changes (includes cowboy walk)
- Dash forward auto-corrects if the opponent goes behind you
- You can't get initiative out of back-dash
- Back-dash IASA reduced across the board to 6f
- Holding dash makes you restart dash again
- Forward dash has a distance slider and IASA changes based on distance
- Jump straight up counts as a back jump
- Dodge Changes
- Air OK
- Aerial back dodge has reduced speed
- Dodge is now projectile invulnerable on startup
- Invuln length increased (6f -> 8f)
- IASA reduced (16f -> 14f)
- You can't flip hold anymore (caused lots of problems)
- Increased DI scaling per hit (x1.2 -> x1.333)
- The minimum damage of an attack is now affected by health scaling (the system where you take less damage when you're at low health).
- This doesn't affect the impact on combo damage scaling (minimum damage still ignores it).
- This nerfs damage across the board when the opponent is at low health
- Fixed small UI annoyance with dragging the aim/di wheels
- Most movement icons now update to match the direction your character is facing
- Jump height reduced by 15% across the board during neutral or when the opponent is knocked down
- Fixed jump straight up having different animations depending on which side you're on
- Added customizable ceiling option
- Added gravity modifier option
- Very possibly fixed some more frame 1 prediction errors
- Fixed camera/prediction bugging out on small stages
- Default stage width reduced (1100 -> 800). Experimental change...
- Fixed some throws being counted as 2 hits
- Major desync bug fixed
## Ninja
- Uppercut
- First hit proration increased (0 -> 2)
- No longer super-cancellable (still burst-cancellable)
- Usable in the air
- Aerial version:
- Startup increased (4f -> 6f)
- First hitbox damage increased (120 -> 150)
- No invulnerability
- Only hits once
- Hitstun reduced (60f -> 40f, 50f -> 30f)
- No hit-cancel
- Finally ninja has an air ender 🙂
- Air Dash
- Backward air dash has +4f startup and sadness penalty, and it loses actionability on the opponent's turn
- No longer flippable
- IASA now scales with distance.
- NunChuk
- Increased forward momentum
- Skull Shaker
- Increased forward momentum
- Hitbox size increased
- Stomp
- Hitstun reduced (50f -> 30f)
- Why was it that long
- Sticky Bomb
- Manual detonation hitbox has combo damage proration 3
- Drop Kick
- damage proration increased (-2 -> 0)
- damage reduced (115 -> 105)
- ninja was never supposed to do that much damage
## Cowboy
- Other characters will get this same treatment assuming this is a step in teh right direction
- Horiz. Slash (grounded)
- IASA reduced (20f -> 15f)
- Gun throw
- Gun hitbox DI nudge modifier increased (0.0 -> 0.5)
- Bullet hitbox DI nudge modifier decreased (1.0 -> 0.0)
- Impale
- Once again free-cancellable
- Teleport
- TP up in neutral incurs +5 frames startup lag
- Long teleport back startup increased (5f -> 10f) (only during neutral)
- Recovery cap increased (20f -> 30f)
- Teleporting through the opponent during neutral drastically increases the distance penalty on recovery (sorry this is confusingly worded)
- No more invulnerability
- Walk Back
- Increased speed (3 -> 4)
- Pommel
- IASA reduced (15f -> 14f)
- Quick Draw
- Startup reduced (10f -> 9f)
- Can't cancel into instant TP (but you can cancel it into normal tp)
- Shoot
- Now it's frame 4 and you have to aim it
- IASA increased (7f -> 10f)
- You don't have to holster after using it (unless you get parried)
- Lightning Slice
- Hitbox size slightly reduced
- Hitstun in neutral reduced (16f -> 6f)
- IASA reduced (25f -> 16f)
- Damage proration increased (0 -> 3)
- Damage in neutral increased (90 -> 110)
- Followup hitstun reduced (16f -> 7f)
- Only stops your vertical momentum once before hitting the ground
- Upward Swipe (aerial)
- Does not get upward momentum on repeated uses during neutral. Anti-stalling measure, should hardly affect anything else
## Wizard
- Geyser
- IASA reduced (30f -> 18f)
- Can't use it twice in a row
- Confusing Touch
- Hitbox size increased
- Active frames increased (2f -> 3f)
- Pushes the opponent away on hit
- Flame Wave
- Hitbox width increased
- Orb
- Orb Dart
- Hitstun reduced (30f -> 15f)
- DI Nudge modifier decreased (1.0 -> 0.2)
- Conjure Weapon
- Projectile invulnerable during armor
- Mana Kick
- Launches down
- Decreased knockback (8 -> 7.2)
- Always send the opponent airborne
- Added body hitbox that weakly launches outward
- Hitstun reduced (30f -> 20f)
- Decreased pushback (1.0 -> 0.0)
- DI nudge modifier decreased (1.0 -> 0.25)
- Icicle (aerial)
- Gives a bit of forward momentum