General Various changes to all characters were made during this latest update. Unfortunately, specifics were not well maintained; however, the new Training Mode tools should help explore them better.
Training Mode Players can now view frame data in training mode by changing which is displayed. They can also explore the last 1000 frames played.
NOTE: This data had to be entered manually, so there may be inaccuracies. If you find any glaring one(s), please email support@mattrifiedgames.com. Players can tick through frames of the game by using the "Frame Explorer" in training mode.
Happy Halloween! Four New Costumes Have Been Added * Witch Enjellique * Angler Fish Gigi * Superhero Odon * Businessman Drargos Additionally, new colors have been added for Gigi, Arctina, Atlas, and Gamma. The goal is to eventually have it so each character has about 8-10 colors per costume.
I wanted to do more seasonally-themed work, but due to COVID, I was unable to.
The following video showcases some of the changes in more detail:
0.37.1
See, I said this wouldn't be the last build this month. I made Strike's Shark Spread -8 on block instead of -4.
MerFight 0.37.0
This is a smaller build; a new one with a frame data preview tool and/or frame data display will be released later this month or early October. The following are some details about the current updates:
Version 0.37.0
General Updated various VFX: Hitting, jumping / landing, dashing, and block VFX now has a "blue" (safe) and "red" unsafe version. NOTE these are ot 100% accurate, but should help. All character damages adjusted. All normals and specials should do between 40 and 80 damage. Supers should do about 150 to 300 depending on various factors. Scaling system has been adjusted slightly. On average, normals increasing scaling by about 2%; specials 5%, pop canceling by about 7.5%, and supers 10%. All VO has been cleaned up and rebalanced. Wipeout meter no longer increases when hit while armored. All attacks that were previously minus are now even less on block! Happy Punishing!
Gamma New challenge combo; more to come in the next build for all characters.
Strike Strike's reversals are now Shark Leap and Shark Catcher, not Shark Spear and Rising Shark Spear.
Naeco Artful Spin and Artful Dodge now have more i. frames on start-up.
Here is a quick video demoing some of this. A splashier change video will be made with the next update.
Tiny Update: MerFight 0.36.6
General Lowered online input delay from 4 to 2. Long-term goal is to allow players to set the delay they want. Attempt at clearing server cache to prevent lag issues during long, online sets. Minor visual changes to Drargos and Rho's stages.
Version 0.36.1 Update
This is a relatively small update. Plan is to do more environment work as well as AI updates for September's update.
General
Throw break now plays a new visual effect when occurring.
Throw breaks window has been increased from 4 to 8.
Block VFX has been updated.
Reversals can no longer be pop canceled.
All stages have been updated slightly, but are not anywhere near finished yet.
Drargos
Drargos's projectiles now have a temporary "starfish" in them to prevent them from disappearing on darker stages.
Drargos's projectile now play an SFX after reflecting off walls.
Arctina
Both versions of Arctic Rising now last longer.
HP and CHK are now 5 frames longer cooldown.
Here's a video demonstrating some of the previously listed changes:
MerFight 0.35.0
Version 0.35.0
Bugs Fixed a bug regarding blocking ending too early and guard pops not working properly.
Mechanic Changes Guard Pops have been replaced with Pop Rolls (HP+HK) and Pop Pushes(LP+LK). Pop Rolls will ALWAYS roll the character forward, and Pop Pushes will always push the opponent away from the player. Lenient Input can now be disabled from the Button Config screen.
STAGES All stages are now selectable; however, these are all WORKS IN PROGRESS and will be improved by end of August.
Atlas Atlas can now only enter Final Punishment from Final Blessing, but can do so by simply pressing LP+HP. If Atlas enters Final Blessing and a healing beam is active, it will move to Atlas instead.
Here's a short video showing some of these changes:
July 2022 Tournaments
Hey,
There are a few tournaments coming up for the game is anyone is interested.
Mostly bug fixes concerning Octonia as well as pop cancel functionality:
Octostunner should now grab armored characters
Octonia can no longer cancel from Octoga Stance attacks to special moves, supers only.
Fixed double-super bug after some special throws such as Octostunner.
Attempted to address audio issue Atlas versus Naeco match-up.
Pop Canceling should be easier to perform now as it was not calling the proper functions during some attacks such as Manta Blade.
Attacking during pop cancel start-up should feel more consistent.
Guard Popping should be easier to perform.
0.34.3 Patch
MerFight should now run on 32-bit systems, and testing online improvements to reduce lag / slowdown during long, online play sessions.
Version 0.34
Version 0.34.2
Training Mode
Players who do not have Back/Select/Rightsticks can now reset in training mode by double-tapping their pause or start button. For recording training mode actions, players without the previously mentioned buttons can press and hold right or left shift on their keyboard to begin / end recording.
Version 0.34.1
General All characters officially have voice over in game! Note, all VO needs cleaning, balancing, etc. Reversals can now be performed during wake-up regardless if wiped out previously; however, you cannot quick rise or roll when in a hard knockdown state. This is explained the Defense II tutorial. You cannot perform reversals while rolling from wakeup. Fixed bug with captions not being displayed properly sometimes. All attacks that cause hard knockdown show the Wipeout pop-up now. Fixed a few bugs making sure all reversals have the same number of i. frames on start-up; reduced that number from 12 to 8 frames. Fixed a bug in which multiple supers were canceled at the same time. In attempt to address a training mode soft-lock bug, players can no longer pause when recording opponent behaviours. Pausing can be resumed when recording is finished. Sped up the time between recorded actions being played back. Characters with armor (Gamma, Atlas, Arctina, Enjellique, Rho) will have a metallic effect applied when armor is active. Characters will flash light green when recovering in the air. Matches start 2 seconds after "Lap #" is displayed instead of 1.5 to reduce the amount of time "Dive In" obscures the screen on round start.
Odon Odon can perform Mantis Counterfeit by pressing LK or HK during Mantis Punch or Mantis Upper; charge {4} to {6}+LK/HK has been removed. New costume color
Drargos Change to Standing HK animation -- same frame data and still puts Drargos in an airborne state. When performing Mombasae Hang, Antennata is resummed behind Drargos. When performed in the air, the angles of Radiata Sphere have been changed. LP is more horizontal; HP is more vertical now.
Naeco & Gamma New costume colors
Atlas CHK does not launch as high, so some special cancels don't work anymore.
Arctina Arctina has new anti-air moves, Rebuttal ({2}{3}{6}+LK) and Balanced Rebuttal ({2}{3}{6}+HK), which are used as her reversals. Herald Combination has changed drastically. Increased the number of armored frames for Frozen Defense.
Octonia Octoga Bridge and Octoga Flip can be performed using Charge {2}, {8}+LK or HK respectively. These are also her reversals, replacing Octolariat. Tentacle Stretch can now hit opponents. King Rho Arctic Halo no longer freezes opponents, but all counters (Base, Peak, and Royal) do. Freeze status when hit is now active for 5 seconds after Base and Peak counter; 10 seconds after Royal. Frozen Roundhouse will now wall bounce airborne opponents.
The following is a video demonstrating some of the changes.