FEATURES:
- you now fullscreen on the monitor your window is in
- game now remembers the monitor you prefer to play on
TRAINING:
- inputs now behave properly while dummy is controlled by player
- fixed bug that caused one controller to control both players
TENCHI:
- downback+A: knocks higher
NAOMI:
- downback+B: +3 frames to recovery, -1 frames to blockstun, less pushback
- downback+A+B: +2 frames to recovery, -1 frames to blockstun, knocks higher, less pushback
- downforward+A: +3 frames to recovery, +3 frames to hitstun/blockstun
- downforward+A+B: -1 frames to hitstun/blockstun
PARKER:
- A+B: +6 frames to recovery
- orbs no longer move during superstop
JUNE:
- takes longer for jA and lowA to reach maximum distance
- standB significantly changed
- teleport ends when reaching the edge of the camera
- first drill of lowB pushes back slightly slower
BUGFIXES:
- trading while crossing up no longer flips enemies the wrong way when showing their traded active frames
- you can no longer move up+down when credits/lesson textboxes are open in menus
- fixed bug that allowed you to special cancel out of throws (and also crash the game)
- landing cancels now follow proper move buffer priority (dashes > jumps > moves)
v0.3.3.0 Patch Notes
MECHANICS:
- Landing lag can only be canceled into moves when it connects with the enemy (similar to grounded normals)
- Hitting buttons on a downward diagonal in the air now mimics the properties of downward diagonal on the ground, allowing you to buffer specials when in the air without whiffing a normal
PARRY:
- After parrying an air normal the opponent is put into uncancelable landing lag when they touch the floor allowing for proper follow ups when they land, due to the new system changes.
TRAINING:
- Tap macros now work properly when dummy recording
FEATURES:
- Chip vuln SFXs are now EQ'd better with rest of SFX
- Timeout SFX is now EQ'd better with rest of SFX
BUGFIXES:
- Parkers orb explosion SFX now pans properly
- Chip vuln SFXs now pan properly
- Screenshake will not persist through loadstates
- Stages reset their object when a new round starts
- You can now block attacks without starting preblock frames
- Leaving unranked no longer shows ranked stats
EDIT:
0.3.3.1:
- Fixed bug that allowed users to cancel out of knockdown on air trades
- Parker's silhouette now shows when highlighting random
- June cannon move slightly changed
v0.3.2.0 Patch Notes
JUNE:
- Parker parry no longer kills teleporting
MECHANICS:
- A+B moves can now be done on negative edge
- Air resets now grey the combo counter immediately
- Airborne targets can now be grounded by ground attacks that happen on the same frame (due to ground attack being resolved last)
- Characters do not immediately enter hitstun frames during trades
TRAINING:
- Dead attackboxes no longer show up when enemy is hit with projectile
- Dummies no longer have to turn when on the left side when swapped
- Last used training options are now loaded even after application restart
FEATURES:
- Tap A / Tap B macro options now available
- Controller vibration can now be turned off in the options menu
- B is now reject on all controllers (as long as it isn't bound to the default accept option)
- Unsupported controllers no longer have a default accept/reject input
- Reject now kills text prompts in the menu without taking you out of current sub-menu
- Controllers work while window is unfocused
- Alt+Enter turn fullscreen on/off
- SFX now pan left/right channels
- Music is muted via an unfocused window only while in the main menu
BUGFIXES:
- Fixed bug that resulted in one controller bound to p1 and p2 in training
- Effects from previous match no longer show up in background of resultscreen/characterselect
v0.3.1.0 Patch Notes + Altered Schedule for Content Updates
JUNE:
-An unfinished version of June is now available for everyone to play. You cannot use her in ranked matches (because she is unfinished).
MECHANICS:
-You can no longer hit twice on the same frame (projectile collisions always resolve last in double-hit situations). This decision was made to make it more clear what hitstun values will be given in multi-hit situations and to make parrying more consistent.
-You are now invulnerable to projectiles during the throw tech animation.
TENCHI:
-Being hit during the active frames of downforward+B no longer puts you in a crouching position.
PARKER:
-Slapped orbs now move during hitstop.
BUGFIXES:
-Timing out with active screen-shake no longer causes permanent screen-shake for the rest of the game.
Schedule Update News:
Hey everyone! We just got back from having a great time at Indiecade! Big thanks to Josh Melnick, Persia, and Skisonic for the eSports showcase, thanks to everyone who came out and played Pocket Rumble with us, and thanks to everybody at the event who chatted with us, etc.
First of all, June is going to be playable to all Pocket Rumble players now! However, we have decided to slightly alter our approach to releasing content updates just for approximately the next month because we are taking the game to Combo Breaker at the end of May and we want the game to be in as presentable and impressive a state as possible when we take it to our first big FGC event.
So what that means is: Originally June was going to be our first character to release in a sort of incomplete state with some placeholder animations, etc. and that's pretty much how the rest of the characters were going to release from here on out, continuing on the schedule of one character a month. But now we've decided we want to polish up June and have some other new content like stages and music ready for Combo Breaker.
So we are releasing the incomplete version of June for all of you to check out today, but she is not yet playable in ranked mode. Then over the course of the next month, rather than moving on to the next character, we are instead going to fully finish up and polish June, release a complete version of her to use in ranked mode, and add some more stages and music in time for Combo Breaker. Then, after Combo Breaker we will resume our original one-character-per-month schedule with somewhat incomplete characters.
I think overall you guys will probably like the results of this. It's a relatively small change to the schedule and it gets another fully polished character in the game sooner, and it gets a bunch of new stages and themes in the game so you guys no longer have to hear the same song over and over again.
So thanks for your patience, and hope to see some of you at Combo Breaker!
v0.3.0.0 Patch Notes (PARKER RELEASE!)
Parker is now playable for everyone! He also zapped a few bugs along the way.
FEATURES:
-Individual character leaderboards now live!
-Timer now blinks red during the last 10 seconds
BUGFIXES:
-Colors no longer bug out when you swap characters
-Win rates should be accurate online now
-Some errors no longer take you out of ranked queue (like opponents failing to connect with you)
-Backing out of training while selecting the dummy character no longer forces the controller select screen
-Dust is now synced over GGPO (dust will be in correct places more often)
-Final round music plays even if you timeout on the round before
EDIT:
0.3.0.1
-Fixed various matchmaking bugs
-Character rankings no longer go up/down in unranked
-blue color for all characters
-characters you can't play are darkened in character select
-players leaving during fastforward don't break the resultscreen anymore
v0.2.4.0 Patch Notes
PARKER:
-Now playable for alpha backers (Kickstarter TIER 7) unranked and offline. He is currently unfinished and will be released for everyone later in the month.
MECHANICS:
-There is no longer corner pushback after landing from jump moves. To make combos easier
-You can no longer tech throws if the A button is held down
-Jump moves now have recovery, which continue to exist even if you land, although you may cancel into anything (you can't move forward, move backward, or block). To remove safejumps
NAOMI:
-Downback+B special has one frame less of startup, one less frame of active, and one more frame of recovery. Amount of invuln frames decreased.
TRAINING:
-Dummy inputs reset on knockdown, hitstun, and blockstun
-"DUMMY PLAY" icon now visually displays how far into the recording you are
-Various dummy input bugs have been fixed
-Start will no longer unbind your hotkey in the hotkey menu
FEATURES:
-Winning player can fastforward through their win animation by pressing start (fastforward will be delayed if losing player still has option to swap)
-Losing player can press start at the end of rounds to give up swap option
NETWORKING:
-Invite system is slightly more functional
PERFORMANCE:
-Program has been optimized to run better online
-Program no longer uses 100% of designated CPU core
-Program window requests attention when player needs to accept ping from matchmaking
stealth updates:
March 3rd 10:40AM (EST): fixed matchmaking bug that would not widen Elo rank range
March 3rd 3:06PM (EST): invite system is now MUCH more functional
March 3rd 10:10PM (EST): fixed bug that made online in fullscreen impossible (now on v0.2.4.1)
March 8th 2:00 AM (EST): fixed bug that made an errorbox appear when you left a ranked match
March 12th 2:27 PM (EST): sound options have been recoded and sound bugs that caused the game to be louder than it should be have been fixed. Fixed picking dummy character in training forcing you to leave if pressing reject. Unfocusing the window causes music to go silent
March 16th 3:41 PM (EST): fixed problem that caused A + S on keyboards to do incorrect inputs. Fixed throw tech issue that made StandB tech all throws.
0.2.3.3 Patch Notes
Gameplay:
-NO GAMEPLAY CHANGES
Networking:
-When players reject a ping value in ranked, all pings greater than that value are blocked for a short period of time
-Players block each other in matchmaking after a ranked match for a short period of time
-More accurate ping value colors
-Increased Elo points filter range in ranked queue
-Ping now takes priority over Elo points in ranked queue
-Ping can no longer be greater than 200 in ranked queue (at least when the match is first found)