Version 0.11
Key Changes:
- Added chip damage to specific special moves. This is the amount of damage these moves deal on block.
- All characters now have proper knockdown and floor bounce data for their attacks.
- Some moves now have landing lag. These are mostly up specials and air command normals.
- Adjusted Russel's default color palette to increase contrast.
- Lots of new animations for Beverly
Bug Fixes
- Fixed an issue where the game would crash if a projectile hit two or more objects at the same time.
- Fixed an issue where hitting an opponent with two or more floorbounce moves would cause them to not enter the knockdown state.
- Super Jumping is now harder to do on accident.
- Fixed an issue where inputting Beverly's divekick very low to the ground would cause her to get stuck in place.
Russel:
- Forward Throw
Reduced damage
10 -> 8
- Neutral Special
Reduced gravity scaling
Improved juggle properties
- Enhanced Neutral Special
Increased hitbox size
- Up Special
Now has 15 frames of landing lag
Beverly:
- Standing Light 2
New animation
Increased hitbox size slightly
Decreased meter gain on hit
4 -> 3
Increased grounded knockback
Now sends airborne opponents downwards on hit
- Standing Light 3
New animation
Adjusted hit and hurt boxes to better match the visual
Increased total duration
22f -> 30f
Increased pushback on block
- Standing Heavy Attack
Adjusted Launch angle
Increased total duration
28f -> 32f
- Crouching Light Attack
Adjusted knockback on aerial opponents
- Crouching Medium Attack
Adjusted knockback on aerial opponents
- Crouching Heavy Attack
New animation
Decreased hitstop on the first hit
Increased total duration by 1 frame
- Jumping Medium Attack
New animation
Increased total duration
27f -> 32f
Adjusted hitbox and hurtboxes to more closely match the visual
- Jumping Heavy Attack
New animation
Increased total duration
30f -> 45f
Adjusted juggle properties
Increased startup
7f -> 9f
Decreased total damage
13 -> 12
Adjusted hit and hurt boxes to more closely match the visual
- Jumping Down Medium Attack (Divekick)
New animation
Adjusted momentum properties
Added 4 frames of landing lag
Increased startup
13f -> 16f
- Forward/Back Medium Attack (Hopkick)
New animation
Increased advantage on block
-8f -> -3f
Decreased active frames for Forward Medium Attack
6f -> 4f
Adjusted hitbox size to match the visual
- Forward Throw
New animation
Adjusted launch trajectory
Increased total duration
42f -> 66f
Increased required diostance from the wall
Reduced damage
10 -> 9
Reduced meter gain
10 -> 9
Decreased hitstop
12f -> 8f
Adjusted sound and particle effects
- Back Throw
Reduced damage
10 -> 9
- Neutral Special
Now travels further
- Side Special: All hits
Increased meter gain
- Side Special: Finisher
Now causes a hard knockdown
- Down Special
Now always grants Special Charge, indicated by a spark in the HUD.
Pressing the Special button at the peak of her breath allows her to recover quicker, and gives some meter.
- Up Special
Now has 6 frames of landing lag
Decreased damage on counter hit
20 -> 10 first hit
20 -> 7 second hit
- Super
Now blinks when at low duration
New animation when the excersize ball expires
Activating another Super while one is active causes the old ball to immediately expire
Hitbox now activates if Beverly strikes the ball with a projectile
Jay:
- Neutral Special
Significantly reduced total duration of the move
- Up Special
Now has 15 frames of landing lag






