Combo Babies cover
Combo Babies screenshot
Genre: Indie

Combo Babies

Controls UX Update

This is a small update that prompts players with the control screen on first launch. This will help prevent the issue where some players couldn't find the controls menu. In the new version, players won't be able to even view the character select screen without having already assigned their buttons and left axis. We hope that this change makes the first boot of the game more accessible.

We've also introduced performance improvements, and some pretty substantial UX overhauls that should allow controllers to more readily navigate the entire menu. So no more using the Enter key to select combo trials. Enjoy :)

Peer to Peer netcode

Connections and stability should be better than before, enjoy :)

1.02r Desync Patch

This update fixes some of the major desync issues with Combo Babies netcode.

For technical details:

The game now uses a blank save state to reset the characters between rounds rather than a hard coded reset. It's very possible the old desync glitch was likely caused by a variable not properly resetting between rounds. This discovery regarding the netcode was made while working on our new upcoming project.

Patch Notes for 11/28 (1.02f)

11/28 (1.02f)

+Harold's charge dash special now has an armorless end lag state.
+Harold's j2c has a new animation where he becomes a meat.

Patch Notes 11/4

11/4 (1.02d)

*REX*
+214d now can parry throws.

*AESTHIR*
+Teleport dash is now 30% faster and can dash dance cancel like the rest of the characters.
(Trial 6 was updated)

*BRENTLEY*
+Crouch state hurtbox is now 25% shorter than before

*ICHIRO*
+Crouch block state hurtbox is now wider than before in order to match the artwork
+214b now goes higher vertically in order to diversify it from 214a more

*DR. DESINKE*
+Crouch block state hurtbox is now wider than before in order to match the artwork
+46a has been reworked to have some jank movement which now causes cross up on block and corner carry on hit

*LUCEY*
+Crouch and crouch block states are now ~25% shorter than before

*SERI*
+214C is now +10 in block instead of -10, despite this it still has a lot of pushback, but it can now frame trap reversals if you use 214B immediately afterward due to 214B's far forward travel

*HAROLD*
+Harold's throw tech animation (which occurs if either player throw techs) is now uniquely fast, and has no pushback, which allows harold to continue aggression after a throw tech rather than forcing a hard reset to neutral.

10/20 Patch Notes

10/20 (1.02c)

Changes
AESTHIR
+Grab animation has been aesthetically touched up and also the hitbox has been changed to match the animation, this is a decent buff by proxy
+Charge special has been reworked to remain a long range command grab but have less end lag and look prettier, the hitbox is a tiny bit less disjointed and a tiny bit larger, 46a has slightly less knockback in order to make it easier to link moves into, 46b slightly send the enemy towards you for the same reason, and 46c is unchanged
REX
+Parry has been reworked to include more counterplay while still trying to make Rex feel fun, so the goal is to make the matchup more fun for both players. Parry A transitions into a vulnerable forward dash that can cross up. Parry B cancels into a similar back dash. Parry C has no transition animation because it's already so slow. Parry D is now kind of a new move, it uses the j2c animation to create a multi hit corner carry beyblade move that rises into the air on hit and was adjusted to just look and feel as sick as possible
SERI
+j5b now does 12 up from 6
+trial 7 and 9 had to be redone as a result of this
BRENTLEY
+236A can now link into aerials due to having decreased horizontal knockback
LUCEY
+214abc have been reworked. A now goes forwards and this naturally leads to some wild new tech where for example the buffered input for 214 can actually be used twice if you tap A two times over the heads of enemies. 214B and C go farther back giving lucey more wall snap distances in the corner. As always they can rekka into the same button which means lucey can now approach forward with a rapid j.A
ICHIRO
+Tornado now properly causes knockdown when launching enemies
HAROLD
+J2c is now very slightly faster falling.
DR. DESINKE
+236a's throw animation is now the same speed as 236b