Improved general performance, game should feel smoother than ever before.
Audio
Fixed issue where audio would always mute when the game lost focus, even with the option turned off in the settings.
Golden Hits
Reduced the affect of Golden Hits so they have less impact on gameplay and more of a subtle bonus. Removed the juggle bonus for landing golden hits on airborne opponents (-1 juggle remove), decreased the hit stun bonus on grounded opponents from +2 to +1 (less bonus links), but increased the damage bonus.
Trials
Removed Golden Trials and updated any that needed to reworks.
Camera
Adjusted the gameplay camera a bit. Slightly lower, slightly angled up, slightly closer, and does not move into the corner as far.
Push Back
Adjusted push back speed factor so that it is slightly slower and re-balanced characters' moves' push back frames to be in line with that move instead of a light / medium / heavy basis. Should feel more coherent per-move instead of being based on attack strength.
Collision Boxes
Increased the width of all hurt, grab, and move boxes, making characters slightly larger horizontally.
DTC - "Reversal" Moves
Moves that are considered strong reversals (generally moves that could not be DTC'd on block) can no longer be DTC'd as the first hit of a combo. They can now only be DTC'd when used during a confirmed combo.
JTC
Slightly reduced juggle distance, should make followups easier when hit from further away.
HTC
Made some changes to how the HTC works. Input has been changed from Down+HP+HK to Down->Down+HP+HK, now causes a super freeze and camera zoom, and decreased the effective recovery frames by half. Should be a bit more obvious when it happens, allowing the other player more of a chance to counter.
Juggles
Adjusted standard juggles for each character from a single version to a light, medium, and heavy version. All of them juggle slightly lower than before, but light attacks will juggle less than medium, and medium less than heavy. This should make these juggles a bit less effective but look better overall.
Runs
Some characters can now run.
Roy
Trials: Updated Moderate_4
Dash.Forward: Now a run
Cr.LP: Always causes a reset against juggled opponents
St.MP: Increased juggle corner pushback, decreased juggle value
Fw.MP: Decreased pushback frames
Jp.MP: Now causes a hard knockdown against juggled opponents
St.MK: Increased pushback frames
St.HP: Decreased pushback frames
Cr.HP: Decreased pushback frames
Cr.HK: Decreased pushback frames
Gunshot.All: Decreased pushback frames
Gunshot.Fake: Decreased recovery frames, increased cancel window into dash cancel
Headbutt.All: Decreased pushback frames
Headbutt.EX: Can no longer DTC when used as first hit of a combo
Super.Gunshot: Increased juggle value, will never cause a juggle reset, decreased pushback frames
Super.KnuckleSandwich: Increased juggle value, will never cause a juggle reset, decreased pushback frames
Cid
Cr.MP.Charged: Will never cause a juggle rest
St.MK: Increased pushback frames
Cr.HK: Decreased pushback frames
Wheel.All: Adjusted first grounded hit box bottom so that it will whiff easier against low normals, decreased pushback frames
Rush.All: Decreased pushback frames
Rush.EX: Can no longer DTC when used as first hit of a combo
Super.Ball: Increased juggle value, will never cause a juggle reset, decreased pushback frames
Jp.HK: Increased startup frames, decreased active frames, increased followthrough frames, retracted bottom hit box, removed extended hurt box, updated animation
Shield.All: Decreased pushback frames
Shield.EX: Decreased juggle value
HeadLopper.All: Decreased pushback frames, increased kara cancel window
HeadLopper.EX: Now causes a groundbounce against juggled opponents
FlyingGoddess.All: Now added to cancel list
Super.WarDance: Final hit now manual and requires FlyingGoddess input, flying goddess followup can be DTC'd, increased juggle value, will never cause a juggle reset
Dog
Trials: Updated Hard_4
Throw.Air: Adjusted grab offset
Cr.MK: Decreased pushback frames
St.HK: Increased juggle y velocity against grounded opponents
Cr.HK: Decreased pushback frames on block, increased pushback frames on hit
Db.HK: Increased pushback frames
PinWheel.EX: Can no longer DTC when used as first hit of a combo
PinWheel.EX->Grab: Adjusted grab offset
PinWheel.All->Slide: Decreased pushback frames
Run->Slide.All: Decreased pushback frames on block, increased juggle y velocity
Run->Slide.EX: Can no longer DTC when used as first hit of a combo
Run->MidStrike.All: Decreased pushback frames on block
Run->MidStrike.EX: Can no longer DTC when used as first hit of a combo
Run->LeapStrike.All: Decreased pushback frames on block
Super.PinWheel: Increased juggle value, will never cause a juggle reset
Super.Run: Increased juggle value, will never cause a juggle rest
Agent G
Trials: Updated Moderate_3, Hard_2, and Hard_5
Cr.LP: Increased juggle value, will always cause a reset against juggled opponents
Cr.MP: Decreased pushback on block
St.HK: Decreased pushback frames on block
Cr.HK: Decreased pushback frames on block
Fw.HK: Increased pushback frames
CrescentKicks.All: Can no longer DTC when used as first hit of a combo, decreased pushback frames on block
CrescentKicks.L/M: Decreased juggle x velocity
CrescentKicks.M/H/EX: Increased 3rd hit damage
CrescentKicks.EX: Decreased 1st hit damage
CrescentSplits.All: Decreased pushback frames on block
LunarDisc.All: Increased pushback frames, decreased pushback on block
Super.LunarGeyser: Increased juggle value, will never cause a juggle reset
Maxx
Trials: Updated Hard_1, Hard_3, and Hard_4
Jumps.Buffed: Now has separate jump when buffed, does not go as far
Dash.Forward.Buffed: Now has a separate dash when buffed, is a run, has one hit of armor (removes buff when triggered)
Fw.MP.Charged: Increased pushback frames
Fw.HP.Both: Decreased pushback frames on block
St.HK: Decreased pushback frames on block
Cr.HK: Decreased pushback frames on block
Cr.HP: Decreased pushback frames on block
HookSwing.All: Decreased pushback frames
Super.LastCall: Increased juggle value, will never cause a juggle reset
ARN-01D
Trials: Updated Hard_3 and Hard_4
Dash.Forward: Now a run
St.MK: Now extends move box during first active state
Cr.MK: Decreased pushback frames on block
St.HK: Now extends move box during first active state, decreased pushback frames on block
Cr.HK: Decreased pushback frames on block
EnergyTurret.All: Increased pushback frames on hit
EnergyTurret.L/M/H: Decreased pushback on block
RapidTaser.All: Decreased pushback frames on block
BatteryDischarge.All: Decreased pushback frames on block, can no longer DTC when used as a first hit of a combo
Super.Drive.All: Increased juggle value, will never cause a juggle reset
Gat
Trials: Updated Moderate_4, Hard_1, Hard_2, Hard_3, Hard_4, and Hard_5
St.LP: Extended hit box range
St.MP: Now causes a reset against juggled opponents
St.MK: Decreased pushback frames on block
Cr.MK: Decreased pushback frames on block
St.HP: Decreased pushback frames on block
Cr.HP: Decreased pushback frames on block, can no longer hit crossup against characters jumping over, adjusted hit boxes
Fw.HP: Decreased pushback frames on block
St.HK: Decreased pushback frames on block, can no longer hit crossup against characters jumping over, adjusted hit boxes
Cr.HK: Decreased pushback frames on block
Gem.EX: Can no longer cancel into flight when used as a first hit of a combo, decreased juggle corner pushback of non-combo version
AirReaper.EX: Decreased juggle x velocity, decreased juggle y velocity, decreased juggle y acceleration
Super.GemLancer: Increased juggle value, will never cause a juggle reset
This major patch brings a full reworking to the menus and interfaces of the game, full reworking to the online and lobby system, a cinematic intro, a new juggle system and other gameplay updates, trial mode, and performance and quality of life improvements!
The whole game has been completely reworked from the ground up bringing new menus, interfaces, and a much stronger foundation for adding future features.
Cinematic
Added the intro cinematic to the actual game.
Engine - Unity
Updated Unity to a much more modern version, allowing us a lot of development quality of life improvements including better workflow and performance. No longer supports Direct-X 9 (removed by Unity) but now supports Vulkan (if having performance issues please try this).
Online Lobbies
Completely reworked how online functions, switching away from the third party matchmaking we used before and using a fully steam integrated approach. Lobbies now support multiple stations (so different groups of people can play each other in the same lobby), training mode while you wait (and all the features it has), multi game matches (ft1, ft2, ft3, etc), and much better privacy and invitation options.
Trial Mode
Added trial modes for all characters, each with 20 official trials that should help teach how to play them a bit and give players something to do. Trials range from easy, moderate, hard, and golden (which can require strict timing).
There is also support for custom trials that can be shared with other players, record your own combos on the fly and save them as a trial.
Menu Update
All menus in the game have been re-made from the ground up for a much more functional and flexible foundation for adding more options. Should feel much smoother, snappier, and look much better than before.
Controls Menu - Greatly improved controls menu for selecting which controller controls which player, and how to map those controllers.
Move List - Updated move list to use the same art as trials / move display ui.
Character Select - Smoother and sleeker.
Gameplay UI Update
Fully reworked the gameplay user interface, inlcuing health bars, meter bars, combo ui, input display, and frame advantage display.
Juggle System
Simplified how the juggle system works, no longer requiring a juggle value needed for a hit to land and allowing for more opportunities to end combos with different moves.
Previously, if a move was allowed to land against a juggled opponent, they would need more juggle value than the move required, and if it did hit would remove that amount (or sometimes more for balance reasons). If the opponent was already hit too much, the move would just whiff and no hit would happen, requiring the player to know a lot about what moves work for what combos.
In the new method, we've removed the requirement value and standardized the remove value. Now when a move is used against a juggled opponent, it will always hit and subtract the remove value from them. If that hit reduces their juggle value past zero, it will put them into an unhittable reset juggle until they hit the ground.
With this in mind, many characters' normals have been improved to allow followups when used in a juggle combo, creating a lot of new opportunities for different enders that wouldn't previously be possible.
Golden Hits
Increased the hit stun bonus for golden hits from 1 to 2, should allow for even more combos than before.
Input - HP + HK Macro
Added input macro for HP + HK.
DTC
Now increases juggle value by 1. When using DTC in a juggle combo, will now increase the followup opportunities by giving an additional juggle point.
JTC
Regular version no longer gives a juggle point. Dash version now gives 1 juggle point instead of 2 (most combos that need the +2 are unaffected since DTC now gives +1).
Dash Forward
Increased momentum distance, moves further and improves followup combos.
Movement
Can no longer cross under opponents in the corner, should make it easier to do corner combos without worrying about going under in some cases. Also makes it easier on defense because it removes the corner mixup.
Collision Boxes
Slightly increased the widths of all collision boxes, characters should feel a little bit more wide.
[h2[Push Back Frames[/h2]Slightly adjusted the amount of frames characters are pushed back when hit, takes a little bit longer to come to a stop.
Battle Camera
Camera got changed a bit, I forget how.
Damage
Adjusted combo damage scaling, falls off slightly sooner but clamps at a higher amount (10% -> 15%).
Meter
Adjusted combo meter scaling, stops at 60% instead of 50%.
Cr.HP: Now juggles, now moves backwards slightly on use, adjusted cancel window into itself, no longer reorients when cancelling into itself, increased hit stun / adv
GemLancer.Super: Can no longer cancel last hit into regular Levitate (EX only), adjusted cancel frames into EX.Levitate, decreased juggle corner pushback
There's still a lot left to do before full release and we will continue to march towards that goal. The next things we are focusing on in no particular order:
Thank you so much everyone for your patience getting this release out, I know it's been a long time coming but it has really been a substantial undertaking. Appreciate everyone who helped beta test the new hotness branch. Future updates should be more common, thanks again for your support.
Added sub-frame animation interpolation during hit stop for the attacker and defender. When characters are in hit stop ("frozen"), they will now slowly animate towards their next key frame of animation. This visual-only change should help interactions (hits) look and feel much more smooth.
VFX System Improvements
Greatly improved how visual fx are managed and used by the engine, will help us iterate much easier and have more re-use of assets.
Also improved (fixed) the timing calculation for animations that have dynamic speed usage, things like stuns, juggles, and other animations that can have variable timing will now look correct.
Optimizations
Game performance should be improved.
Golden Hits
Added notion of perfect "Golden" hits. During a combo, moves that are input on the precise frame will show an additional hit spark and provide a benefit if they hit the opponent. On impact, the attacker receives:
Increased damage (10%)
Increased meter gain (10%)
Increased hit stun (+1f)
Decreased juggle remove (-1)
Small amount of T-meter
This mechanic should serve as both a bonus for players who have precise execution and as positive reinforcement for players who don't. When a Golden Hit is landed, the attacker will have new opportunities to continue the combo with better attacks. The risk and reward that this adds should greatly improve the amount of possibilities for all characters, and make the game much less cut and dry as a whole.
In training mode, Golden Hits can be set to "auto" in the Dummy Settings menu to have all possible perfect hits happen automatically. This should allow players to easily explore the insane things that are possible with "perfect" execution but hopefully the timing barrier keeps things reasonable.
White Health
Added notion of white (blue) health, a separate bar behind the main health that drains slowly down instead of instantly when taking damage. See HTC section for how it is used.
T-Meter
Increased each round initial T-meter by 1 bar, rounds 1, 2, 3 will now start with 1, 2, 3 bars.
ATC
Updated all ATC animations and how they work in-game. When a successful parry happens, the defender will now briefly animate into position before applying the hit stop, instead of instantly.
Increased post-ATC leniency frames so that it's easier to execute a followup attack.
Updated visual FX, should look more distinct and impactful when successfully parrying.
Now has a low version (visual only). When parrying low attacks, the defender will go into a crouched version of the ATC animation.
Now has a "Golden" version. If parry is input on the exact frame as the hit, now shows an additional visual spark and provides a small benefit to the defender:
Gains a small amount of extra T-meter
Applies 2 extra frames of freeze to the attacker
This should allow the defender to punish things that were not previously punishable if they have perfect timing.
DTC
Updated visual FX, should look more distinct when used.
Slightly increased momentum gained when using DTC, should give followup attacks a better chance to hit and continue combos or pressure.
Decreased minimum amount of frames before a DTC is possible from 12 to 6 frames. This was causing issues with the new Golden Hits system and 6 frames should still be generous for players trying to "double tap" their regular inputs.
Now has a "Golden" version. Shows an extra FX and returns 10% of a T-bar, hopefully not something to be relied on too much but should give some more opportunities for players to continue combos or save more meter.
HTC
Added new universal move HTC (Health Time Cancel). Usable with 3 T-bars and input with Down + HP + HK, players can now spend their fully accumulated T-meter to recover their white health.
JTC
Updated visual fx,
Throw Breaks
Updated visual fx.
Now has a "Golden" version. When a defending player breaks a throw with precise timing, an extra visual FX will show and they will recover two frames faster than the opponent. Should give the defender a slight bit of frame advantage for what they choose next after the neutral break.
EX Specials
Updated visual fx, should be more obvious when characters are spending their E-meter on EX attacks.
Hit Sparks
Updated various hitspark FX animations, spawn locations and sizes. This should make hits look much more impactful and give a crisper feel when landing attacks.
Hit Shake
Increased character hit shake overall and added it to light attacks, which should help make hits feel a bit beefier.
Damage Scaling
Adjusted combo damage scaling logic to allow better control of how and when the scaling happens, and used this to add a falloff after 30 hits to 10% damage.
Taunts
Now requires no direction (neutral) being held, should help reduce accidental usage.
Can no longer be DTC'd, wasn't really much use but may return for certain taunts in the future.
Roy
Asset: Gun FX now uses transparency
Jump.Backward: Decreased horizontal distance
Throw.Forward: Updated fx
St.HK.Charged: Decreased block stun and advantage
Gunshot.H: Can no longer hit cross up
Gunshot.Super: Decreased active frames, opponent now renders in front when being hit
HookSwing.EX: Increased second hit juggle horizontal distance
LastCall.Super.Buffed: Opponent now renders in front of bike when being hit
ARN-01D
Asset: Fx now uses transparency
Projectiles: Fx now uses transparency
Walk.Forward: Increased move speed
Walk.Backward: Increased move speed
Throw.Forward: Updated fx
Throw.Backward: Updated fx
St.HP: First hit box now hits standing opponents
Cr.HP: Now shocks
EnergyTurret.All: Now extends hurt box during startup
Gat
Asset: Fx and smears now use transparency
General: Decreased health from 1000 to 900
Taunt: Now makes Gat's next projectile "Exquisite" at the cost of some of his own health, updated animation, decreased recovery frames
Throw.Backward: Updated fx
St.MK: Now causes a knockdown against juggled opponents, increased juggle value, increased final hit box height
CoffinKicks: Increased third-hit hit stun and block stun
Cr.HP: Decreased juggle value
St.HK: Increased juggle value
Fw.HK: Increased horizontal distance
Cr.HK: Decreased startup frames, decreased juggle value
Gem.Exquisite.Move: Does not check for active projectiles
Gem.Exquisite.Projectile: Added exquisite version, active for twice as long, larger hit box, does not get destroyed when Gat takes damage, does not count as an active projectile
PrismCell.All: Now return 50 HP to Gat
PrismCell.L: No longer drains opponents' T-meter
PrismCell.M: No longer drains opponents' E-meter
PrismCell.H: Increased HP return
PrismCell.EX: Increased recovery frames
Pillars.Super: Can now cancel into airborne specials if last hit lands and not as reversal
Added concept of momentum to the game. Works same way as the push back calculation where you can supply distance, frames, and speed factor to have the character slide to a stop. All characters will now slide forward slightly when ending a dash, or performing a DTC, and additionally Dog when he stops from a run. Momentum can carry passed an attack that gets used, allowing moves to hit farther than before and the possibility of combos that were not possible from a stand-still.
Hit Sparks
Adjusted various hit spark positions.
Jumping Normal Attacks
Many jumping normal attacks have had their animations, active frames, frame advantage, hit/hurt boxes adjusted. Should make the air game a bit more nuanced.
Hit Sequences - Spin
Added "Spin" hit animation and updated many attacks to use it.
Hit Sequences - Knockdowns
Adjusted all knockdown animations and how their physics get applied.
Taunts
Some taunts now have a small non-cancellable hit box that does 1 damage.
DTC
Movement now uses momentum instead of engine physics, moves slightly farther than before and allows better followups after the post-DTC attack.
Dashes - Forward
Now appliers a small amount of momentum at the end of recovery, moves slightly farther than before and allows better followups after the post-dash attack.
Throws
Updated various throw-tech animations.
Attacks - Move Boxes
Some moves have had their movement boxes extended during startup, this will help them push the defender out more and improve the visual look.
Roy
Idle: Updated animation
Dash.Forward: Decreased distance
Dash.Backward: Updated animation
Throw.Forward: Increased juggle x velocity
Taunt: Added hit box
Jp.LP: Decreased hit stun, decreased block stun
Jp.LK: Increased block stun
St.MP: Decreased recovery frames, decreased hit stun, decreased block stun
HookSwing.EX: hit-2 no longer cancellable into jump, adjusted hit-2 juggle physics
Buff-U.Regular: Can now cancel recovery into Supers and EX.Buff-U
Buff-U.Regular.Buffed: Now deactivates Buff-U during startup
Buff-U.EX: Can now cancel recovery into Supers
Super.LastCall.Normal: Extended move box range
Super.LastCall.Buffed: Updated animation
ARN-01D
Jump.Forward: Increased distance
Dash.Forward: Decreased distance
Throw.Backward: Decreased juggle distance
Taunt: Added hit box
Jp.LP: Increased block stun
Cr.LK: Adjusted cancel window into SquatKicks
SquatKicks: Decreased followthrough frames, decreased hit stun, decreased block stun
Cr.HP: Can now hold to repeat attacks, decreased active frames, increased followthrough frames, adjusted hit box positioning, decreased push back, decreased hit stun / adv, decreased block stun / adv
Jumps.Cancelled: Added separate jumps when cancelled from a normal attack
Throw.Backward: No longer causes a wall bounce
Death: Updated animation
JTC: Updated animation
Normals.Airborne.All: Adjusted juggle physics
St.LP: Decreased hit stop, updated animation
Cr.LP: Decreased hit stop, updated animation
St.LK: Updated animation
St.MP: Decreased hit stop, updated animation, hit box now travels outwards
Cr.MP: Decreased hit stop, updated animation, hit box now travels outwards
Jp.MP: Retracted hit box bottom
St.MK: Decreased hit stop
Cr.MK: Updated animation, increased startup frames, extended cancel window into heavy normals, hit box now travels outwards but starts reduced, increased hit stun / adv, increased block stun / adv
Jp.MK: Updated animation, no longer crosses up, retracted hit box range
St.HP: Updated animation, increased recovery frames, extended move box range, hit box now travels downwards and outwards, increased hit stun, decreased hit adv, decreased block stun / adv
Cr.HP: Hit box now travels upwards and outwards
Jp.HP: Updated animation, decreased hit stun, extended first frame hit box range, added additional hit boxes that travel downwards
St.HK: Adjusted upper hit box positioning, upper hit box now travels outwards, decreased block stun / adv
Fw.HK: Removed startup hit invul, retracted airborne startup state hurt box bottom
Just wanted to say a few words about where we are in regards to our substantial "new hotness" update that is in the works. Right now most of the big tech hurdles are out of the way but there are still some loose ends to finish up and features that need to be re-implemented, and it is still very much in a "programmer UI" state. A brief run down of what you can expect to see in this update:
New and improved netcode: Fully rebuilt lobby system with more player and multi-station support, more features, and better connectivity.
Upgraded version of Unity: Gain a lot of workflow, performance, a feature improvements that have been added to Unity over the years, will however lose DX9 support and gain DX11/Vulkan support. Performance is generally a little worse raw fps wise, but much smoother.
New and improved menu system: Fully rebuilt UI for navigating the menus in the game and getting into a match. Much snappier, much easier to use, hopefully much improved overall.
New and improved in-game UI: Much more animated and intuitive in-game UI (health, meter, etc)
This update will serve as a big foundational upgrade for the game and allow future improvements to be made much easier. Once we've made a polish pass and have it closer to release I plan having a public test through our discord, so please keep an eye on it in the coming months.
Thank you for your continued patience and support - Willpower
Can now specify reversal actions separately for hit and block stun, will give more control over testing specific situations.
Can now specify reversal actions for air resets, allowing support for testing this game situation more easily. Had to make some changes to how the resets worked but they should functionally work the same.
Added new block setting "First_Random", which will block the first hit and then have a random chance to block any followups. Not super useful but it should allow players to work on their hit confirms after a block.
When set to auto block, training dummies will now block correctly after an air reset (similar to stun / wakeup). Previously they would never block.
Added new display option for "Frame Advantage" and decoupled it from the "Attack Info" display, players can now show the frame advantage flyup without needing the attack info display visible.
UI
Added "PUNISH" flyout when characters are hit during their recovery frames, should help players identify when they have landed uncontestable hits or when they could have blocked.
Graphics
Switched game rendering to a three-camera setup (foreground/midground/background) from of two-camera (foreground+midground/background) and improved how it handles with layer overlap.
Added support for specifying which layer the depth of field applies to, some stages that are considered "in-door" (Black Market, Training) will have smoother DOF blending between the foreground and background, while "out-door" stages will stick with background-only blurring.
Added support for additional bloom channels on the midground and background cameras on a per-stage basis when depth of field is enabled. DOF kind of drowns out the bloom the more it blurs, wanted to add a way to bring it out more.
Added subtle film grain and vignette post processing effects.
Rewired (Input Middleware)
Updated to latest version and adjusted mappings, should work the same support-wise and fix the scrolling down issue that could sometimes happen.
Optimizations
Game is faster.
Animation Updates
All characters have had their grounded hit, grounded block, ATC, taunt and match (select / win) animations updated, should look smoother and more visually distinct than before.
Audio
Updated audio SFX for all characters' forward and backward dashes, updated wall bounce SFX, updated some characters' taunt / select / win VO.
ATC
Stardardized all attacks to cause the same amount of hit freeze when performing a successful ATC (parry). Previously, attacks would freeze for different amounts of frames based on the strength (light, med, heavy, etc), now freezes for a standard 14 frames regardless of the strength. This should make the parry situation more pronounced and consistent timing wise, and give the defender more time to visually confirm than before (most attacks freeze for longer than before).
Updated ATC visuals:
Characters' animations on use and on whiff have been updated
On hit, clone now plays the correct hit animation (previously used a static hit animation regardless of the attack)
Updated hit spark FX
Defender now renders in front
Camera now zooms in slightly
Against airborne attacks, defending character will now recover 6 frames faster than against grounded attacks. This should allow ATC to be more effective against jump in attacks.
JTC
Dash version no longer requires neutral input.
Supers
Adjusted camera zooms, reduced letterbox size.
Normal Throws
Added camera zooms.
Push Back
Added support for specifying push back frames (duration) on a per-move basis, should allow more control over slower attacks and how they apply their push back. Previously set to 10 frames for all attacks, now ranges from 12 frames for light attacks to 16 frames for heavy attacks. Along with the animation updates this will help improve grounded hits a lot.
Added support for scaling counter push back that gets applied to the attacking character in the corner. Attacks can now adjust how much they themselves get pushed back when they land against an opponent in the corner.
Counter push back in the corner is now only applied to the attacker if they are in the same airborne / grounded state as the attack they hit with. For instance, if an attacker jumps in on an opponent in the corner, the counter push will only apply while they are still airborne, once they hit the ground they will stop moving backwards. This should improve positioning after landing attacks in the corner and allow better followups without having to walk forward.
Variable DTC Advantage
Added support for adjusting DTC frame advantage on a per-move basis, allows attacks to offset their advantage when DTC'd on hit, counter-hit, and block. When adjusting DTC advantage it would always require adjusting another aspect of the move (generally stun value or recovery frames) which isn't always ideal or possible. In this case, we can now slightly adjust the DTC value specifically (1 or 2 frames max) without having to change other aspects of the move. Nothing currently uses it but we have the powa.
Hit Stop
Added "Beefy" hit stop values for heavy and airborne attacks (previously had a Special_Beefy only), went through all characters' attacks and applied it to necessary ones.
Decreased hit stop across the board, generally by one frame (special beefy went up):
Light decreased from 6 to 5
Medium decreased from 7 to 6
Heavy decreased from 8 to 7
Heavy_Beefy added at 8
Airborne decreased from 8 to 7
Airborne_Beefy added at 8
Special decreased from 10 to 9
Special_Beefy increased from 10 to 11
Projectile decreased from 10 to 9
Super decreased from 16 to 14
Note: projectile hit stop decrease will affect combos for characters that have them
Hit Shake
Adjusted the shake that gets applied to characters when they are hit.
Input
Leniency
Increased Parry -> Neutral leniency from 6 to 14, with the increased parry timing needed more time to catch button presses.
Sequences
DP (623)
Now sorts ahead of QCF moves on the same button. No characters are affected by this (no overlaps) but if a character had a DP+P and QCF+P, and input 6236+P they would now get a DP instead of QCF.
Sequence is now nullified if ending in Any_Up or Any_Backward
Decreased frames allowed between Forward and Down from 9 to 8
Decreased frames allowed between Down and Down-Forward from 9 to 8
QCBx2 Super (214214)
Fixed input issue that could cause this move to come out accidentally
QCF / QCB Air
Added air versions of QCF and QCB
Has more leniency on the end of the sequence to allow easier instant-air specials
Charge Frames
Decreased frames required for charge moves from 40 to 38
Roy
Cr.LP: Decreased hit stun and advantage
St.MP: Increased active frames, increased recovery frames, increased hit stun / advantage, decreased block stun / advantage, adjusted St.HP cancel window (no longer true-block string)
Cr.MP: Now forces stand on block, now considered standing during followthrough and recovery frames
Cr.HP: Added additional hurt box on front leg, increased block stun / advantage
Gunshot.M: Decreased startup frames, decreased corner push back scale, decreased hit stun / advantage
Gunshot.EX: Decreased corner push back scale
Headbutt.M: Increased startup frames
Cid
St.LK: Increased hit stun / advantage, now chains into St.MP on regular hit
Version 0.7.4 is now released! Balance Changes, Bug Fixes, Legacy Update Method, Support for non-16:9 monitor resolutions!
[previewyoutube="QdSY-AaLW9I;full"] This patch brings balance changes, bug fixes, option to use the old update method, and support for non-16:9 monitor resolutions
Added graphics option to select the old method for running the game loop. Some players observed reduced performance with the new method, this should allow them to select the old method if that was more performant for them, shouldn't affect online performance.
Non-16:9 Monitor Resolutions
Added support for selecting non-16:9 monitor resolutions. Players can now select 4:3, 16:10, and other resolutions and allow the game to work on any aspect ratio. Playing the game at a different aspect ratio will have black bars around the border.
ATC
Adjusted ATC a bit to avoid the cross-under situation introduced with making it move forward. Using ATC against an opponent jumping over them should have a reduced change of crossing under and changing the orientation of both players.
Also adjusted all ATC animations to remove the cancellable recovery state and standardized the move states / movement for all characters, should look more consistent.
JTC
Adjusted JTC so that the Hop version (neutral + MP + MK) and Dash version (Forward Dash -> MP + MK) are no longer functionally the same:
Neutral JTC: No longer costs T-meter or produces clone FX, now grants +1 Juggle value instead of +2
Dash JTC: Still costs half a T-bar and grants +2 Juggle value
This will now produce different combo routes using JTC depending on if the neutral or dash version is used. Using the dash version will give better followups but now has a higher T-meter cost compared to the neutral version. Most characters have been adjusted with this in mind.
T-Meter
Changed how much T-meter players start with each round. Players now start with [0, 1, 2] bars of T-meter for Rounds [1, 2, 3] respectively, matches will be more volatile as they go to the later rounds.
Character Scale
Most characters have had their scale slightly increased. In general this does not affect collision box sizes, but any moves that have animation-driven movement will see a slight boost in distance. Some moves' collision boxes have also been increased to compensate but it is mostly a cosmetic change to increase the size ratio between the small and large characters.
Proximity Ranges
All characters have had the proximity range on their attacks re-adjusted, generally decreased across the board. This should make it slightly harder for characters to be "locked down" by proximity block and improve footsies.
Airborne Normals
Airborne normals have also had their proximity re-enabled but at a reduced distance, jump ins should feel better at close range but still allow the defender to walk out at long range.
They've also had their push back decreased across the board, should make it easier to transition into close-range followups with less micro walking required to reach point-blank.
Walk Ramp
Removed walk-ramp and reduced all characters' move speed to compensate, movement should feel much snappier and consistent.
Input
Many of the complex input sequences have been adjusted for slightly more ease of use:
Super - 720
Reduced required directions from 720 to 540
Super - QCF / QCB x2
Adjusted required directions to only need one true-forward
Old: 23626
New: 23623 or 23236
Super - Charge Backward -> Forward
Adjusted required directions to only need one true-forward
Old: [4]->646
New: [4]->646 or [4]->643 or [4]->346
Late Hit-Cancels
Added functionality for adding additional cancel frames beyond the hit stop when a move connects. Set to four frames and only applied to normals -> specials / super / DTC, should make it easier to cancel into things, especially very fast moves. Also adds the possibility for combos to drop or things to become non-true-blockstrings if they are cancelled too late (depending on the move / cancel), which adds a bit of execution grey-area to the game.
Push Back
Adjusted push back to happen over fewer frames, should resolve faster and look better, and especially help in the corner (jump ins should leave you closer).
Hit Sparks
Adjusted the default horizontal positioning logic for hit sparks, most attacks will now have their hit spark appear in the same position regardless of how far or close they are to the opponent. Should look better and have more consistency. Also added support for moves to use the old method (some things need it like Arnold noodles).
Added new functionality for supporting in-game vsync. With Vsync enabled, this method now correctly limits the framerate to 60 fps instead of allowing the game to run at whatever your monitor's refresh rate is set to (not ideal). Players should now be able to use Vsync problem-free and produce a silky smooth PP.
Tyara
Jumps: +fixed cancel window to make empty jump into landing moves easier (oversight from active frames reduced)
Agent G
Fw.MK: +slighly adjusted juggle physics so that followup hits more consistent
Roy and many character animations in the game have been improved.
Turn Animations
Characters now turn when they are crossed up.
Start Distance
Decreased the distance that players start from each other, still generally out of strike range.
Push Back
Decreased push back speed factor, characters will push back slightly slower (same total distance, spread out over more frames).
Damage
Adjusted damage scaling:
Old: [1.0, 0.8, 0.6, 0.5, 0.4, 0.3]
New: [1.0, 0.85, 0.7, 0.55, 0.4, 0.3, 0.2]
Falls off slightly slower but has a greater max reduction.
Camera
Adjusted battle camera movement for less vertical movement (when characters are airborne) but while also tilting up a bit more, should be an improvement and look more smooth.
Meter
T-meter is no longer gained by a constant amount. First bar comes faster than before, second bar slightly faster, third bar slower.
Attack Translation Scale
Increased the attack translation scale value from equal push, to favoring the attacker. This is a value that determines how far to push both characters when they come in physical contact while one is in an attack. Previously set to 0.5 so that both characters are pushed the same (effectively disabled, same as normal behaviour). Set to 1.0, the non-attacking character will be pushed for the full amount and the attacker will be pushed none. Will look substantially improved using moves that have a lot of movement point-blank.
Throw Stun Invul
Increased throw stun invul from 3 to 4 frames. Characters coming out of hit / block stun, air resets, or getting up from a knockdown will have an additional frame of not being able to be thrown. Because of this, using a 4f move while being pressured should always allow the defender to defeat a throw instead of losing to it.
Resets
Decreased juggle value to zero - resets will always hit
Decreased corner push back - easier to stay in / cross under in the corner
Adjusted reset arc - slightly more frames higher up but harder to cross under low
ATC
Now moves slightly forward on use during active / followthrough, has no net movement change if fully recovers
Increased meter gain on success
DTC
Now moves slightly forward on use.
JTC
Restricted input to only MP + MK, can no longer hold a direction
Adjusted movement for both hop / dash versions
Adjusted active frame hit boxes and duration
Adjusted hit boxes
Adjusted advantage
Air Normals
Disabled lower-body hurt box during startup state of all airborne normals.
Ground Normals
Rebalanced frame advantage for many normals (DTC included) in order to significantly reduce the amount of -4, -1, +1, and +4 situations. These moments are a bit of a grey area at the moment where the advantaged player is forced to choose their fastest attack (4f attack) in order to get the punish, interrupt, frame trap, or combo. Most of these situations have been adjusted into -5, -2, +2, +5 so that 5f moves can be used more effectively and not trade as often.
Sweeps
Adjusted all sweep frame data so that when blocked, cannot have their extended followthrough frames punished by 4f moves.
Throws
Decreased throw range
Standardized leniency for DTC input on most throws
Jumps
All characters have had their jump frames reduced by one and jump arcs slightly lowered (Tyara lost 3).
Version 0.7.2 is now released! Costumes, a trip to the groomer, and gameplay updates!
[previewyoutube="_jeW5BlgLA8;full"] This patch brings new costumes for our two latest characters ARN-01D and Gat, a full art / animation update for Dog, and new gameplay balance adjustments.
Before they were reprogrammed as civil peace keepers, the ARN Units were created for the frontline of the K-0 Wars. Following the withdrawal of the Galactic Agency from Punch Planet, any surviving ARN Units were repurposed.
Gat - Vizier
Before Gat became the custodian of Punch Planet, it's believed he appeared throughout history to reap from times of chaos. There is much debate as to whether he is truly immortal or using some form of space wizardry to keep himself alive.
Dog - Art / Animation Update
Dog has been taken to the groomer and given a full overhaul on his model and animations, please enjoy a smoother boy. Here are a few of his updated animations in action:
ATC
Reverted hit stop adjustments to parries
Throws
Decreased hit stop on regular throws
Adjusted grab trade logic to take attack strength into account, makes it so command grabs will beat regular grabs when landing on the same frame.
Squat.Kicks: Now special cancellable, extended hurt box top
Cr.LK: Extended hurt box top
Jp.LK: Now reorients on use
St.HK: Retracted hit box range
Energy.Turret.Projectile: Updated animation
Super.Drive.Both: Increased damage
Super.Drive.Grounded: Now uses standing move boxes (should help juggles)
Gat
Costumes: Added Vizier costume
Normals.Ground: Light attacks no longer chain into Heavy attacks
Normals.Air: Light attacks no longer chain into Heavy attacks, decreased juggle distance, decreased juggle height, decreased corner push back
Walk.Forward: Increased move speed
Dash.Backward: Decreased distance
Throw.Backward: Decreased juggle value
St.LK: Increased block stun / advantage
St.MP: Increased block stun / advantage
Cr.MP: Increased move distance
Jp.MP: Extended hit box bottom
St.MK: Adjusted movement / hit boxes, hit box now moves farther forward / up during active, increased block stun / advantage
Cr.MK: Increased damage, increased move distance, extended hit box range
Coffin.Kicks: Extended hit box top, all hits now cancellable into Levitate on hit and block, adjusted cancel window into Levitate, adjusted juggle corner push back
St.HP: Adjusted hit box (now moves downwards during active), extended hurt box bottom, increased recovery frames, increased hit stun (decreased advantage), increased block stun / advantage
Jp.HP: Decreased juggle value, fixed late frames being cancellable into Levitate
Little is known about the origins of Gat, but it's believed he has appeared throughout history to reap from times of chaos. He has returned once more and as the new custodian of Punch Planet.
There is much debate as to whether he is truly immortal or using some form of space wizardry to keep himself alive.
Name : Gat Age : Unknown Origin : Unknown Occupation : Space Wizard
Health
1000
Unique Moves
Coffin Kicks: Down + MK (in air, up to 3x)
Special Moves
Gem: QCF + Punch
Prism Cell: QCB + Punch
Levitate: QCF + Kick (in air)
Levitate Followups: -> Air Reaper: Punch -> Air Stake: Kick -> Levitate (EX): QCF + 2x Kick
Super Moves
Gem Lancer: QCFx2 + Punch (Costs 2 Bars)
Diamond Maiden: QCFx2 + Kick (Costs 4 Bars)
Notes
Normals can be chained into higher priority normals (Light -> Medium / Heavy, Medium -> Heavy), grounded and airborne
Airborne normals are cancellable into Levitate (Jp.HP exception)
St.MP, Cr.HP, and St.HK are jump cancellable on hit
Stages
Added Crystal Desert Stage
Music
Added Gat and Crystal Desert Stage.
When selecting stage music, can now choose music from other stages.
Performance Optimizations
Made substantial optimizations to systems that manage many instances of objects, greatly improving how these objects are cached and used. Collision Box, Projectile, Sound, and Game Effect systems should all have a much smaller per-frame performance footprint, which should improve both normal performance and roll-back performance.
Priority Trades
Added priority trade logic to the game. When two attacks collide at the same time, instead of always trading (both hits are applied), the strength of both attacks will be taken into consideration. If one attack has a higher attack strength value (Light -> Medium / Projectile -> Heavy -> Special), that move will win the trade and their attack will land as a counter-hit.
Hit Stop
Lowered hit stop across the board, should speed up the game flow quite a bit.
Light: Remains 6/10
Medium: Decreased from 8/12 to 7/11
Heavy: Decreased from 10/14 to 8/12
Special: Decreased from 12/16 to 10/14
JTC: Decreased from 12/16 to 10/14
Throw: Increased from 10 to 12
Input
Some adjustments to leniency to make links a little easier and cancels a little more strict (still easy). Also a slight adjust to make DP input slightly more strict.
Leniency
HitCancel_Normal: Decreased from 8 to 6
HitCancel_Super: Decreased from 20 to 6
Link_Normal: Increased from 3 to 4
Link_Special: Increased from 3 to 8
Stun: Increased from 3 to 4
Wakeup: Increased from 3 to 4
Dash: Increased from 4 to 6
Sequences
DP_Forward: Decreased buffer frames after last direction input from 8 to 6
Push Back
Some slight adjusts to make push back happen a bit faster
Increased push back scale from 2.75 to 3.0 (moves more each frame)
Decreased push calculation frames from 16 to 14 (happens over less frames)
Positioning
Increased maximum distance between characters from 23 to 24, this will allow characters to be farther apart than before.
Character Hit Shake
Re-enabled and adjusted the character shake that happens when hit collisions occur. Should look better than it did previously and provide some more umfph to attacks, also now applies to the attacker when an attack is parried.
ATC
Special moves that are cancelled out of a successful parry will now orient towards the opponent, should help when parrying moves that are hitting right as they cross up.
Also slightly adjusted the freeze / animation ratio when parrying hits, should animate slightly more than before (no functional change).
JTC
Quite a few buffs that should help the effectiveness of JTC.
Decreased juggle x-velocity and corner push back, should allow for more followups to land based on positioning.
Improved dash version by increasing distance travelled and cancel window by 2 frames.
Collision Boxes
For all body types, extended empty airborne hurt box bottom down from 4.0 to 3.75. Should make it slightly easier to hit airborne opponents before they've pressed an attack.
For Dog body type, slightly extended the width of his standing and crouching hurt boxes by 0.15. Should make him slightly easier to hit on the ground.
Walks
Slightly adjusted how the walk ramp works, increased ramp frames from 4 to 10 and adjusted range from [0.25, 1.0] to [0.5, 1.0]. This means it will ramp over more frames total, but it will start at a faster speed (longer ramp from 50% -> 100%, instead of a shorter ramp from 25% -> 100%).
Throws
Increased throw tech frames from 7 to 6, a little harder to tech.
Decreased recovery frames on whiff from 23 to 21, a little harder to punish on whiff.
Throw breaks now use the push back system for breaking the two characters apart. This will standardize how throw break movement is applied to all characters, instead of relying on their throw break animation. Also, this allows throw breaks that happen in the corner to apply extra push back and maintain the same break distance regardless of stage position.
Also improved leniency coming out of a throw break to use Special leniency instead of Normal.
Supers
Adjusted camera zoom for all Super activations, should look cooler.
Damage
Standardized damage systems and removed Global / Character scaling functionality and adjusted new values accordingly. Damage is now strictly calculated by BaseDamage * ComboScaling.
Meter
Standardized meter gain on use for all special moves to 100 (some were at 150). Also standardized meter use frame for all EX / Super moves from frame 1 to 2 to avoid extra usage when kara-cancelling.
Sweeps
Sweeps have had their block stun reduced across the board and are slightly worse when cancelling into DTC.
EX Reversals
Extended hit box bottom on all reversals so that they are not so easily low-profiled, they should hit more often against low opponents.
Roy
Fw.MP: Damage slightly decreased
Cr.MK: Early frames no longer low-profile, reduced hit box range
Cr.HP: Damage slightly increased
St.HK.Charged: Damage slightly decreased
Cr.HK: Decreased block stun and advantage
Headbutt.EX: Extended hit box bottom, increased grab invincible frames
Gunshot: Damage slightly decreased
Cid
St.MP: Damage slightly decreased
Cr.MP.Pre-Hold: Early frames no longer low-profile
Cr.MP: Damage increased
Cr.MK: Damage slightly decreased
St.HP.Charged: Decreased damage
Cr.HP: Increased damage
Cr.HK: Decreased block stun and advantage
KnifeRush.L/M/H: Decreased meter gain on use
KnifeRush.EX: Increased grab invincible frames
Grenade.L/M/H: Decreased meter gain on use
Grenade.Projectile: Extended hit box top, increased push back
Grenade.Projectile.EX: Now slides after first hit
Tyara
Cr.MK: Decreased block stun and advantage, decreased knockdown frames on normal hit, increased knockdown frames on counter-hit
St.HP: Increased armor startup frame
Jp.Splash: Increased block stun
Jp.HP: Updated animation, decreased block stun
Shield.L/M/H: Increased meter gain, adjusted armor properties, release changed from airborne to standing
Shield.L/M: Increased block stun and advantage
Shield.EX: Decreased movement distance, increased grab invincible frames
BreakYourBones.L/M/H: Decreased meter gain on use, increased spike x velocity, increased corner push back
HeadLopper.All: Now beats projectiles instead of trading
FlyingGoddess.L/M/H: Decreased meter gain on use
Super.WarDance: Decreased corner pushback against airborne opponents, decreased knockdown frames
Super.MeteorGoddess: Decreased knockdown frames
Dog
Added FX to special moves
Dash.Forward: Decreased distance
Throw.Air: Added Air Throw
Throw.Forward: Fixed not having leniency going back to neutral
Cr.MK: Decreased block stun and advantage
St.HP: Increased knockdown frames, decreased juggle value
Cr.HP: Decreased push back, increased block stun and advantage
St.HK: Increased juggle value
Dw.HK.Slide: Increased recovery frames, decreased block stun and advantage
Run->LeapStrike.Regular: No longer causes hard knockdown, increased damage, increased block stun and advantage
Run->LeapStrike.EX: Increased recovery frames, decreased block stun and advantage
PinWheel: Extended move box bottom
PinWheel.EX: Decreased corner push back
PinWheel->Dive.All: Now an overhead, adjusted animation
PinWheel->Dive.Regular: Decreased hit stun and block stun
PinWheel->Dive.EX: Decreased hit stun
PinWheel->Grab: Added PinWheel -> Grab followup, hits against standing opponents only (not crouching or airborne)
PinWheel->Slide.EX: No longer super cancellable
PinWheel.EX->ComboGrab: Added grab followup that hits against airborne and only usable if the EX.PinWheel hits on the way up
Agent-G
Dash.Forward: Decreased distance
Dash.Backward: Increased distance
Throw.Forward: Decreased knockdown frames
St.LK: Decreased damage
Cr.LK: Extended hit box range
Fw.MK: Increased startup frames, increased followthrough frames, increased hit stun, decreased hit / block advantage
Fw.MK->HK: Decreased startup frames, increased damage, extended hit box top
Fw.HK: Extended hit box range
St.HP: Retracted hit box range, extended hurt box range, now beats projectiles instead of trading
Cr.HK: Decreased block stun and advantage
LunarDisk.All: Increased projectile spawn y position (slightly higher)
LunarDisk.Projectile.EX: First hit now juggles against grounded opponents, decreased juggle x velocity
CrescentKicks.All: Extended hit box bottom, decreased first hit corner push back against grounded opponents, retracted first hit hit box left position (does not extend as far back)
Fw.HP.Fast: Now causes a soft knockdown against airborne opponents, decreased followthrough frames, decreased recovery frames, decreased hit and block advantage
Fw.HP.Charged: Requires 8 frames of holding, grants ground bounce against airborne, farther range, and better advantage
Cr.HP: Increased startup frames, decreased hit box range, decreased block stun and advantage
Cr.HK: Increased juggle remove value
GroundAndPound.L/M/H: Decreased meter gain on use
GroundAndPound.L: Now causes a hard knockdown, increased juggle remove value, decreased damage
GroundAndPound.H: Increased damage
HornyToad.L/M/H: Decreased meter gain on use
HornyToad.All: Extended initial hit box bottom
HookSwing.L/M/H: Decreased meter gain on use
HookSwing.EX: Increased second hit juggle y velocity
Buff-U.Projectile: No longer has proximity box
Super.LastCall.Buffed: Decreased damage
ARN-01D
General: Decreased health from 1100 to 1050
Dash.Forward: Increased distance
Throw.Backward: Fixed juggle animation on KO
Jp.LK: Extended hit box range, extended hurt box range
St.MP: Increased followthrough frames, decreased recovery frames (no total change)
Cr.MP: Increased followthrough frames, decreased recovery frames (no total change)
Dw.Bk.MP: Decreased startup frames
Jp.MP: Increased active frames, decreased followthrough frames
St.MK: Increased followthrough frames, decreased recovery frames, extended second hit hit box range, extended hurt box range
Cr.HP: Decreased startup frames, upper hit box no longer hits against crouching oponents, decreased upper hit hit box range, decreased lower hit hit box range, retracted hurt box range, now beats projectiles instead of trading
Jp.HP: Decreased hit stun, decreased block stun
St.HK: Decreased damage
Cr.HK: Adjusted proximity box range, decreased block stun and advantage
Jp.HK: Increased active frames, increased hit stun, increased block stun, extended hit box range
BatteryDischarge.L/M/H: Decreased meter gain on use
BatteryDischarge.All: Juggle now always launches away
EnergyTurret.L/M/H: Decreased followthrough frames, decreased meter gain on use
EnergyTurret.Projectile.All: Extended hit box bottom
EnergyTurret.Projectile.L/M/H: Increased hit stun, increased block stun, now juggles against airborne opponents in a combo (still resets against jumping)
EnergyTurret.Projectile.EX: Increased projectile hit value (no longer loses to gunshot)
RapidTaser.All: Extended hit box range, extended hit box bottom
RapidTaser.L/M/H: Decreased meter gain on use
RapidTaser.M: Increased distance, retracted final hit hit box range
RapidTaser.H: Increased distance
RapidTaser.EX: Increased distance, now has armor frames later in startup, increased grab invincible frames
OrbitalStrike.L/M/H: Decreased meter gain on use
JetPack.L/M/H: Increased hold speed
BackBoost: Can now cancel into regular JetPack
Super.MaximumThrusters: Increased damage on block
Super.AccessDenied: Decreased meter lost per frame