Slap City cover
Slap City screenshot
Genre: Fighting, Platform, Indie

Slap City

Jenny Fox story mode is now released with Slap City 0.9.7

Slap City version 0.9.7 is live! This update includes:



General
-Added Jenny Fox's timeline to story mode
-You can now hold down menu option buttons (X, Y, L, R) to re-watch dialogue in stoy mode
-Story mode arena robot now takes damage when weakpoint is hit during robo-idle and robo-stretch
-Story mode file time is now slightly more accurate
-Added option menu on story mode savefile select; options for ingame timer, option to auto-skip dialogue
-Changed all horizontally moving platforms and conveyors in Story Mode to how they worked before the Ruby Story Mode update. You'll no longer slide off moving platforms, however you will still gain an unintended speed boost when walking off their edges. We'll look into fixing this.

Masked Rubys story mode is now released with Slap City 0.9.6



Slap City version 0.9.6 is live! This update includes:

General
-Masked Ruby's timeline is now available in story mode
-The stage "New Caves" added to versus stages
-Landing on a moving platform now adds its negative movement to character velocity (for consistency, since we add positive movement when leaving a platform; a few select platforms are exempt from this)
-Fixed issue where story mode dialogue window would sometimes stay up
-Fixed issue where P1 internal cpu level was not reset in story mode

Online
-Invite join process now checks that the lobby has a matching game version

Ultra Fishbunjin 3000
-Stage collision on elbows moved to shoulders
-Airdodge animation now retracts arms immediately
-Made flexing into flex by pressing special after a 5 frame window of tapping up less strict

Story Mode released with Slap City 0.9.5

Adventure awaits! We are excited to announce that you can play Ittle Dew's campaign in Slap City's story mode right now!



We have also changed, fixed and re-broken a whole slew of things, full change list below:

General
-Story mode is now available on the single player menu
-Ittle Dew's timeline is now available in story mode
-Added save icon when saving
-Added page with various links to social media
-Player and CPU buttons on the character select screen now toggle each other
-Added music selection style toggler button on stage select screen
-You can now toggle which music tracks get selected from for random music on the music select when selecting stage
-Fixed issue where player slot set to OFF could still block character color selection
-Fixed issue where collision checks going exactly parallel from within a collision line to outside of it, would hit the end of the collision line instead of ignoring it

Online
-Updated Steamworks to version 1.46 (from version 1.42)
-Fixed issue where match data download was not properly null-checked on parse
-Fixed online "fighting" glitch

Characters
-Hurtboxes set to zero on Z-axis
-Shoulder hitboxes removed
-If current speed is below half of dashspeed, dash startup now consistently sets speed to half of dashspeed for all characters
-Upwards attacks out of jump with tap jump on now trigger consistently across all characters
-Fixed issue where not all shield hurtboxes were assigned shield pushback
-Shield positions tweaked to more evenly cover characters
-Strong attacks that had priority 5, has had that increased to 10
-Tapping up on ledge with tapjump set to “off” now results in a standard getup
-Falling backwards off a ledge while in shield no longer grants ledge intangibility
-If ledge intangibility runs out, getup attack will no longer have intangible properties
-Ledge intangibility effects now start a frame after ledge is grabbed for visual clarity
-Ledge intangibility duration decreased (75 -> 60)
-Ledge options once again bufferable
-Pressing down or jump while in a downed state will now result in a normal getup
-All getup options are now bufferable
-Grabs now affect characters from anywhere, not just in front of the grabber
-Grab escape X-Velocity increased (10 -> 12)
-Grab escape now has movement locked for 20 frames
-Can now use up tilt, up strong & up special out of shield
-Silver shield removed, in its place parry now has shield regen properties
-Shield health set to 5 after a shield break instead of 25, and regenerates normally during stun period
-Successfully parrying now sets remaining parry frames to 7, instead of adding 4, preventing large buildups of parry
-Time to exit parry once parry window ends adjusted (11->9 frames, unchanged in practice due to above change)
-Can no longer turn around and grab out of shield state
-A grab input no longer buffers an attack on shield
-Fixed typo in rolls that caused them to end a frame early
-Airdodging no longer gives ledge intangibility under any circumstance
-Airdodging can now grab ledge on frame 3 instead of frame 0
-Fixed issue where airdodges out of a jump out of shield would trigger too easily
-Finishers no longer regain stall upon grabbing ledge
-Walljump now maneuverable earlier (40 > 20)
-Walljump now preserves most stored horizontal momentum
-Walljump now possible by pressing clutch
-Walljump from ledge is now unaffected by walljump decay (does not reset walljump decay)
-Can now taunt out of walking and running states
-The turn state no longer instantly stops all momentum
-Attacks that stop momentum when turning around against momentum no longer do so out of moonwalks or within 25 frames of an airdodge landing
-Sword trails are now a bit smoother
-Getting damaged and flinching in the air now always gives ledge intangibility
-Fixed issue where walltechs would sometimes become ceilingtechs
-Walljumps from walltechs are now easier to perform
-Global shieldstun multiplier reduced (0.85 -> 0.75)

Ittle Dew
-Ittle now has a mouth
-Shield health increased (50 -> 60)
-Jab third hit knockback gain reverted (3.6 -> 3.4)
-Jab third hit animation tweaked to no longer hit behind
-Aerial empty lag standardized (3 -> 4)
-Neutral air stale hit 2 removed
-Neutral air stale hit damage reduced (6 -> 5)
-Neutral air stale hit base knockback increased (80 -> 120)
-Neutral air stale hit knockback growth reduced (2.5 -> 1.7)
-Neutral air stale hit priority reduced (0 -> -10)
-Forward air final hit knockback increased (120 -> 135)
-Back air knockback gain increased (2.5 -> 2.6)
-Up air initial hit given set knockback
-Up air final hit base knockback reduced (120 -> 100)
-Down air mid hit shield damage reduced (1 -> 0.8)
-Down air mid hit damage reduced (8 -> 6)
-Down air weak hit shield damage reduced (1 -> 0.65)
-Down air weak hit damage reduced (8 -> 5)
-Down air weak hit base knockback increased (40 -> 80)
-Down air weak hit hitstun increased (0.7 -> 0.9)
-Fixed a bug where the "full charge" variable of finisher was not reset when the move begins
-Forward Strong no longer activates a frame early when canceled into from finisher
-Up Strong initial hit removed
-Up Strong strong hit retooled to a rising hitbox
-Up Strong strong hit active frames increased (1 -> 3)
-Down Strong startup increased by 8 frames
-Down Strong selflag increased to match hitlag (0.5 -> 2)
-Forward throw base knockback increased (150 -> 160)
-Forward throw knockback gain decreased (2.2 -> 2.1)
-Forward throw hitstun reduced (1 -> 0.95)
-Down throw initial base knockback decreased (200 -> 160)
-Neutral special uncharged projectile size reverted (0.5 -> 0.1)
-Neutral special turnaround window reacts instantly instead of waiting for the final frame
-Bomb no longer changes trajectory on initial contact
-Bomb now does damage on initial contact (0 -> 3)
-Down special no longer regains its hop on ledgegrab
-Down special land attack frames reduced 3->1

Masked Ruby
-Shield health increased (50 -> 60)
-Friction while crouching now consistent with other standing states
-Floorbrake in crouching states reduced 80->25 to compensate for friction change
-Third jump can now be done from 15 frames into jump 2, down from 35
-All tipper hitboxes increased (0.2 -> 0.3)
-Jab animation tweaked to no longer hit behind
-Jab starts trail on frame 3 instead of frame 4 to remove trail wobble
-Forward tilt knockback gain reverted (2.4 -> 2.3)
-Up tilt animation tweaked so the sword more effectively scoops the opponent
-Up tilt hitbox slightly extended downwards
-Down tilt hitbox slightly extended to cover whole sword
-Aerial empty lag standardized (3 -> 4)
-Up air weakhit VXDI removed
-Up air weakhit DI reimplemented (0 -> 1.5)
-Up air base knockback reverted (100 -> 80)
-Up air now lasts one extra active frame
-If last hit of finisher hits, Ruby does not become helpless whle falling
-First 5 frames of finisher landing lag activate forward strong
-Forward strong angle reverted (45 -> 40)
-Forward strong knockback growth reduced (2.7 -> 2.6)
-Up strong initial hits priority increased (0 -> 5)
-Up strong hitboxes extended to cover more of rubys body
-Forward, back and down throws now have hitboxes
-Forward throw base knockback increased (150 -> 160)
-Forward throw knockback gain reduced (2.2 -> 2.1)
-Forward throw langth increased (21 -> 25 frames)
-Down throw VXDI removed
-Down throw DI reimplemented (0 -> 2)
-Movement out of down throw analog instead of digital
-Up special sweetspot window delayed (33 -> 35)
-Up special hitbox shifted to be slightly above Ruby’s head

Jenny Fox
-Shield health increased (50 -> 60)
-Weight decreased (115 -> 110)
-Floorbreak decreased (50 -> 40)
-Jab animation tweaked to no longer hit behind
-Jab hitbox activates one frame later (3 -> 4)
-Jab shield damage reduced (1 -> 0.6)
-Down tilt now has proper amount of endlag (33 -> 39)
-Down tilt has rr clank properties in the air
-Down tilt can now cancel into up tilt & up strong
-Down tilt when hitting an invincible or shielded opponent will no longer go off ledges
-Ollie can now immediately cancel into turnaround, kickflip or itself
-Aerial empty lag standardized (3 -> 4)
-Neutral air now a single hitbox
-Forward air angle reverted (30 -> 35)
-Forward air base knockback reverted (110 -> 100)
-Forward air landing lag increased when the move is held but not released (3 -> 8)
-Forward air holdtime no longer indefinite (inf -> 30)
-Forward air fully charged variant now classified as a different move
-Forward air uncharged variant shield damage reduced (1.15 -> 1)
-Forward air charged variant damage increased (12 -> 15)
-Forward air charged variant hitstun increased (0.8 -> 1)
-Forward air charged variant shield damage increased (1.15 -> 1.4)
-Forward air charged variant hitlag and selflag increased (1 -> 1.5)
-Forward air charged variant base knockback increased (100 -> 120)
-Forward strong base knockback reverted (110 -> 100)
-Down strong angle reverted (40 -> 45)
-Down strong knockback growth increased (2 -> 2.1)
-Finisher grounded variant now DIable
-Finisher axe hitboxes size changed 1->0.85 during the first two frames of the attack
-Forward throw now has a hitbox
-Forward throw angle reverted (30 -> 35)
-Forward throw base knockback reverted (110 -> 100)
-Back throw changed to have two twirls if clutch is held.
-Back throw 0 twirls: the move works like it used to (8 dmg, 150 angle, 150 bkb, 2.1 kbg, 1.0 hitstun)
-Back throw 1 twirl: the angle changes to 135 and hitstun to 0.85
-Back throw 2 twirls: the angle changes to 120 and hitstun to 0.85
-Back throw length increased (24 -> 30 frames)
-Down throw damage decreased (11 -> 10)
-Down throw hitstop/selfstop for the first five hits reduced (1 -> 0.5)
-Down throw sixth hit damage reduced (1 -> 0)
-Down throw sixth hit base knockback decreased (180 -> 160)
-Down throw sixth hit knockback gain increased (2.6 -> 3.8)
-Down throw knockback unchanged in practice
-Neutral special turnaround window no longer indefinite
-Neutral special no longer regains its hop on ledgegrab
-Down special can now cancel into up tilt & up strong
-Down special can now cancel into up special if grounded or (at the cost of a jump) in the air

Ultra Fishbunjin 3000
-Fixed issue where hitbox on down throw could refresh infinitely
-Fixed issue where Fishbunjin would never receive edgeclimb attack intangibility
-Shield health increased (50 -> 60)
-Forward tilt priority reinstated (0 -> 5)
-Aerial empty lag standardized (5 -> 4)
-Neutral air animation tweaked to no longer hit behind
-Forward air angle reverted (35 -> 40)
-Forward air knockback growth reduced (2.3 -> 2.2)
-Dumbbell during finisher stall no longer land cancels before the dumbbell is thrown
-Dumbbell landing lag fixed, before it ended too early by mistake (15 -> 25)
-Forward strong angle reverted (40 -> 45)
-Down strong now takes a jump if canceled via up special
-First 5 frames of finisher landing lag activate forward strong
-Finisher base knockback reduced (100 -> 80)
-Finisher hitstun reduced (1 -> 0.8)
-Pummel now hits other opponents
-All throws now have a hitbox
-Forward throw less DIable (1.2 -> 1)
-Up throw more DIable (1.4 -> 1.5)
-Down throw knockback growth increased (1.5 -> 1.6)
-Flex can now cancel into up tilt & up strong
-Flex can now cancel into up special if grounded or (at the cost of a jump) in the air
-Flex can cancel into flex by pressing special after a 5 frame window of tapping up
-Forward special priority reinstated (0 -> 5)
-Forward special can now cancel into up tilt and up strong
-Forward special can now cancel into up special if grounded or (at the cost of a jump) in the air
-Forward special can cancel into flex by pressing special after a 5 frame window of tapping up
-Up special now has a large body hitbox that acts as a sourspot (weak up air properties)
-Up special super armor now focused entirely on ascending dumbbell
-Aerial down special animation tweaked to no longer hit behind

Princess Remedy
-Shield health increased (50 -> 60)
-Airspeed increased (8 -> 9)
-Jab base knockback reverted (80 -> 60)
-Forward tilt now only clanks on arm
-Up tilt now only clanks on leg
-Up tilt reverted to old rr priority
-Down tilt knockback gain reverted (2 -> 1.8)
-Down tilt reverted to old rr priority
-Aerial empty lag standardized (3 -> 4)
-Back air shield damage decreased (1 -> 0.3)
-Back air angle raised (162 -> 145)
-Back air startup increased (5 -> 13)
-Back air tipper hitbox added
-Back air tipper DI modifier decreased (1 -> 0.6)
-Back air sourspot damage decreased (12 -> 10)
-Back air tipper damage increased (12 -> 13)
-Back air tipper hitlag and selflag increased (1 -> 1.5)
-Back air sourspot hitstun decreased (1 -> 0.7)
-Back air tipper knockback growth increased (1.8 -> 2)
-Back air sourspot base knockback decreased (120 -> 110)
-Forward Strong no longer activates a frame early when canceled into from finisher
-Up strong scooping hitbox removed
-Up strong now one consistent size (1.35)
-Up strong active frames reduced (14 -> 8)
-Down strong now travels through platforms
-Fixed down strong sending Remedy too low (was never compensated for gravity)
-Pummel now hits other opponents
-Up throw VXDI removed
-Up throw DI reimplemented (0 -> 1.5)
-Down throw now has a hitbox
-Neutral special can now be land canceled
-Forward special no longer dash cancelable (bugfix)
-Forward special no longer stores charges
-Forward special fully charges in half the time (120 -> 60), but full charge variant is now weaker
-Forward special can be canceled up until the point the flask actually leaves Remedy’s hands
-Forward special cancel can now be buffered
-Forward special landcancel can now be prevented by holding special button
-Mine now disappears upon death

Business Casual Man
-Shield health increased (50 -> 60)
-Friction standardized (0.8 -> 1), Floorbrake decreased to compensate (40 -> 30)
-Forward tilt angle reverted (42 -> 45)
-Down tilt first hit removed entirely
-Down tilt damage increased (3 -> 6), compensates for first hit removal
-Down tilt base knockback increased (140 -> 155)
-Down tilt knockback gain decreased (2.2 -> 1.25)
-Down tilt selflag reduced (1 -> 0.65)
-Aerial empty lag standardized (3 -> 4)
-Neutral air final hit knockback gain reverted (2.6 -> 2.5)
-Forward air angle reverted (40 -> 45)
-Forward air knockback gain reverted (2.6 -> 2.5)
-Back air no longer immediately snaps to the ground after leaving an edge
-Down air hitboxes tweaked for consistency
-Forward strong angle reverted (42 -> 45)
-Forward strong sourspot removed
-First 5 frames of finisher landing lag activate forward strong
-Finisher sell variant cards no longer SDIable
-Forward throw non-sell variant knockback gain reverted (2.2 -> 2)
-Up throw now has a hitbox
-Down throw knockback gain reverted (2 -> 1.8)
-Neutral special (base version) shield damage reduced (1.2 -> 0.5)
-Neutral special shieldstun increased (1.7 -> 1.9, compensates for general shieldstun nerf)
-Forward special no longer gains super armor upon getting a grab
-Up special tie hitbox reduced slightly

Goddess of Explosions
-Shield health increased (50 -> 60)
-Forward tilt hitboxes now accurate to the animation
-Down tilt now clanks on leg
-Down tilt knockback gain reverted (2.1 -> 2)
-Down tilt initial hitboxes now align with slopes
-Aerial empty lag standardized (3 -> 4)
-Down air hitboxes reduced, now more focused on leg
-Down air clutch overhauled, now acts like other clutchable moves during recoil
-Down air now rapidly decelerates instead of stopping immediately
-Forward strong angle reverted (40 -> 45)
-Forward strong knockback growth decreased (1.8 -> 1.7)
-Forward strong weak hit given clank properties
-Forward strong weak hit base knockback decreased (170 -> 140)
-Forward strong weak hit knockback growth decreased (1.7 -> 1.2)
-Forward strong no longer cancelable into utilt
-First 5 frames of finisher landing lag activate forward strong
-Forward throw strong hit angle reverted (40 -> 45)
-Forward throw initial throw knockback set
-Forward throw initial throw angle tweaked (45 -> 20)
-Back throw angle reverted (145 -> 140)
-Fireball rebound cap increased (10 -> 999)

Asha
-Shield health increased (50 -> 60)
-Arm hitboxes readded to relevant attacks (excluding elbow hitboxes for utilt)
-Aerial empty lag standardized (3 -> 4)
-Forward air horizontal angle reverted (43 -> 45)
-Forward air sourspot damage increased (6 -> 9)
-Back air now lasts an extra active frame (1 -> 2)
-Back air endlag increased (35 -> 45)
-Up air waist hitbox removed
-Down air VXDI removed
-Down air angle lowered (60 -> 50)
-Down air DI increased (1 -> 1.5)
-Down air SDI increased (1.5 -> 2)
-Down air hitlag increased (1 -> 1.5)
-Forward Strong no longer activates a frame early when canceled into from finisher
-Forward strong now lasts an extra active frame (1 -> 2)
-Forward strong angle reverted (42 -> 45)
-Forward strong knockback gain reverted (2.2 -> 2.1)
-Forward strong endlag increased (28 -> 36)
-Forward strong hitlag & selflag increased (1 -> 1.5)
-Up strong shell is no longer parriable
-Down strong hitbox activation delayed (30 -> 45)
-Finisher has an extra hitbox by Asha’s head
-Forward throw angle reverted (48 -> 50)
-Back throw angle reverted (143 -> 140)
-Down throw now has a hitbox
-No longer gain teleport recharge while in hitstun
-Teleport recovery rate lowered (0.25 -> 0.2)

Slap City 0.9.4p1

24 May 2019

General
-Fastfalls now activate when moving stick down past configured tilt value, with x held within tilt or 0.5, whichever is largest
-Fastfalls now set a secret large speed downwards and smoothly tweens up speed from a smaller start speed to the real speed in a handful of frames (unless character is already falling fast enough). The real speed accelerates with gravity up to a maximum fastfall speed, as was previously the case.
-Fastfalls documented per character below in the format: Fastfall(start:#/secret:#/frames:#/max:#)
-Airdodge, KOs, grabbing edge and getting launched now all reset fastfall
-Shield now regains whenever the character is not in shield or parry on the ground, or when holding ledge (previously, shield only regained when in idle/walk/run)
-Previously, when you get launched above a certain horizontal speed the part of the x speed above twenty got doubled. This was an old hold-over from before the general knockback speedup existed, and has been deactivated.
-Bouncing against walls now only happens if moving horizontally, and adds ten frames of hitstun
-Bouncing against floor increases hitstun so that character remains in stun until top of bounce
-When falling off an edge backwards while in shield, characters now get stunned for 20 frames
-Remodeled Library into "How to Play" and "Extras"
-Library save now uses actual save system.
-Music is now only loaded when needed

Thaddeus Crews
-Lots and lots of hitbox changes implemented by Thaddeus, documented in extensive detail here
-Attack sfx are now aligned with the attacks coming out, including some sfx now being segmented (ittle uair, ruby dair, jenny bair)
-Hurtboxes in shield state are now up to date (didnt update them before because I didnt notice they were under a different category)
-Ledge hurtboxes implemented for each character, allowing dtilts to no longer need their "scoops", while also letting them always hit people on ledge
-Fixed an issue where characters would perform their landing lag animations in midair
-Managed to add a popular request where in a downed state, c-stick up would do a getup attack and c-stick down would do a neutral getup
-Made the shieldbreak process less awkward, giving characters landing sfx and fx, plus a daze end animation (mostly slowed shielddrop animations)
-A shieldbroken character now hits the ground much sooner but is dazed for longer as well, and the shieldbreak invulnerability period is increased from 40 frames to 60
-Gave ittle a sfx and hitbox on her taunt

Ittle Dew
-Fastfall(start:5/secret:25/frames:7/max:40)
-Up attack now covers less behind Ittle
-Down aerial attack has one less active frame (5->4)
-Down throw angle 270 -> 290
-Down throw initial toss angle 55 -> 30
-Down throw initial kb gain disabled 1->0 (locked knockback)
-Getup attack shieldstun 0.5->0.25
-Horizontal launch fixes:
-Jab third hit kb gain 3.4->3.6

Masked Ruby
-Fastfall(start:7/secret:25/frames:5/max:50)
-Trails now begin and end with a move's hitboxes
-Trails now aligned with the tip of the sword model
-Grab timing changed (7-9)->(8-10)
-Getup attack shieldstun 0.5->0.25
-Horizontal launch fixes:
-Fstrong angle 45->40, kb gain 2.5->2.7
-Dstrong kb gain 2.4->2.6
-Ftilt kb gain 2.3->2.4
-Finisher last hit kb gain 2->2.4
-Uair base kb 80->100

Jenny Fox
-Fastfall(start:5/secret:20/frames:4/max:30)
-Neutral special now turns around by just holding the stick backwards
-Neutral special hop activates one frame later (5->6)
-Neutral special hop is reset on ledge grab
-Neutral special hop height increased 2->3
-Neutral special axe hitstun decreased 0.95->0.75
-Up special can be fallen by just holding down
-Finisher angle reduced 310->300
-Trails now begin and end with a move's hitboxes
-Fixed a bug where Jenny couldn't jumpcancel her downtilt until frame 19 (should've been frame 17)
-Getup attack shieldstun 0.5->0.25
-Horizontal launch fixes:
-Fair angle 35->30, base kb 100->110
-Fstrong base kb 100->110, kb gain 2.2->2.5
-Fthrow angle 35->30, base kb 135->145, kb gain 2.1->2.4
-Bthrow angle 145->150, kb gain 2.1->2.3
-Dstrong angle 45->40

Ultra Fishbunjin 3000
-Fastfall(start:5/secret:30/frames:12/max:50)
-Removed super armor from neutral special
-Removed armor from idle movement
-Up special super armor now only on arm holding dumbbell
-Up special no longer has interacting hitbox*
-Forward and down attack have reduced interaction bonus 5 -> 0
-Forward special has reduced interaction bonus 5 -> 0
-Grab endlag reduced 32->30
-Getup attack shieldstun 0.5->0.25
-Horizontal launch fixes:
-Fstrong angle 45->40
-Fair angle 40->35, kb gain 2.1->2.3

Princess Remedy
-Fastfall(start:5/secret:20/frames:9/max:30)
-Getup attack shieldstun 0.5->0.25
-Horizontal launch fixes:
-Fthrow kb gain 2.2->2.4
-Jab base kb 60->80
-Dtilt kb gain 1.8->2

Business Casual Man
-Fastfall(start:5/secret:25/frames:7/max:42)
-Grab endlag reduced 32->30
-Getup attack shieldstun 0.5->0.25
-Horizontal launch fixes:
-Fair angle 45->40, kb gain 2.5->2.6
-Bair angle 130->135
-Nair lasthit kb gain 2.5->2.6
-Fstrong angle 45->42
-Dstrong lasthit kb gain 2.8->2.9
-Fthrow kb gain 2->2.2
-Bthrow kb gain 2.4->2.6
-Dthrow kb gain 1.8->2
-Ftilt angle 45->42

Goddess of Explosions
-Fastfall(start:5/secret:20/frames:7/max:55)
-Up throw intangibility frames tweaked (0-33 -> 5-32)
-Getup attack shieldstun 0.4->0.25
-Horizontal launch fixes:
-Fstrong angle 45->40, kb gain 1.6->1.8
-Fthrow angle 45->40, kb gain 2->2.2
-Bthrow angle 140->145, kb gain 2->2.2
-Dtilt kb gain 2->2.1

Asha
-Fastfall(start:5/secret:25/frames:5/max:60)
-Grab timing changed (7-9)->(8-10)
-Down aerial attack landing lag increased 4->6
-Getup attack shieldstun 0.5->0.25
-Horizontal launch fixes:
-Fstrong angle 45->42, kb gain 2.1->2.2
-Bthrow angle 140->143
-Fthrow angle 50->48
-Fair horizontal hit angle 45->43

Elias Explains
-ok enough of the ultra fastfall silliness it's impacting single player (ultra fastfall will return one day to avenge itself)
-implemented some suggestions from Discord Gang

Ascension is Imminent - Patch 0.9.4

Featuring quality of life additions, a few new sights, and a dumb change for fish because we could: 0.9.4 is now live!



Stages
• Added "The Ascend Zone" to stage selection. It's off to the side for now

General
• The first three frames of a dash are now slightly faster
• Edgerolls now activates on shield press instead of shield hold
• Actions from the edge no longer buffer
• Actions from the ledge now have a 16 frame lockout
• Rolls no longer buffer on main control stick from shieldstun
• Pressing both color switch buttons on character select now cycles through available skins
• Fixed rare crash due to destruction of particle effect objects
• Fixed issue where digital controls could not fastfall while holding left/right
• Fixed issue where airdodging into the ground could cause another airdodge

Ittle Dew
• Updated hurtboxes to be more detailed

Masked Ruby
• Updated hurtboxes to be more detailed
• Length of sword reduced 110%->100%
• When doing special cancels, Ruby will briefly be tinted pink
• Last hit of down aerial attack is now the only one for that attack that can be special canceled from, has hitstop increased 0.5->2
• Neutral special starts falling quicker if special canceled into from an aerial

Jenny Fox
• Updated hurtboxes to be more detailed
• Jab hitbox starts one frame earlier (4->3)
• Jab total animation length is 5 frames shorter (25->20)
• Jab shieldstun reduced 16->11 frames
• Jab hitbox fixed and bound properly to left arm (was floating freely off of the wrong arm), second hitbox added closer to body
• Finisher aerial opponent hit angle 290->310, hitstun 0.7->0.71, base knockback 2.6->2.7
• Finisher grounded opponent hit shield damage 0.1->1, shieldstun 20->15 frames
• Finisher grounded opponent hit base knockback decreased 100->65
• If Finisher hits an opponent (not shield or invincible) then landing recovery is shortened to 17 frames (regular recovery is 30 frames)
• Fixed issue where Finisher did not reset charge if a previous strong had been fully charged
• Neutral Special now throws axe on frame 22 always, throw angle can be "wound up" by holding up on the control stick
• Neutral Special axe now does 4 damage always, and no longer deteriorates knockback/hitstun, can travel to blastzones
• Flicking stick backwards (neutral - back - neutral) during neutral special now turns Jenny Fox around (once per neutral special)
• Hold special button during neutral special to do a small hop, but only once per air-time

Ultra Fishbunjin 3000
• Updated hurtboxes to be more detailed
• Down throw now has a spiking hitbox

Princess Remedy
• Updated hurtboxes to be more detailed

Business Casual Man
• Updated hurtboxes to be more detailed
• Delayed start of superarmor on special down, from frame 5->8

Goddess of Explosions
• Updated hurtboxes to be more detailed
• Special down explosion size increased 1.6->2.5
• Forward tilt damage increased 9->10
• Forward tilt knockback gain decreased 2.15->2
• Forward aerial attack damage increased 8->10
• Forward aerial attack knockback gain decreased 2.1->1.8
• Neutral special damage increased 9->10
• Neutral special knockback gain decreased 2.15->2
• Added body hitbox to forward strong
• Down aerial attack bounceback can now be directed forward by holding clutch, this will also redirect the hitbox angle

Asha
• Updated hurtboxes to be more detailed
• Halved shield damage on all moves (shield stun untouched) except aerial strong and down strong
• Shortened edgeroll to go about as far as Ittle Dew

********************

Elias explains
• Hurtboxes were updated by Thaddeus Crews, what a guy
• Implemented some Masked Ruby suggestions
• Implemented some Jenny Fox suggestions
• Implemented one Fishbunjin suggestion because it's fun
• Noticed GoE spd explosion was really tiny. Also buffed her.
• Implemented some Asha suggestions

Slap City 0.9.3

Slap City 0.9.3 is live!

General
-Parrying is now done by dropping shield, or by pressing shield and strong at the same time. Parry window only activates if these inputs are made when NOT in shieldstun.
-The first four frames of shield still regain shield health if hit, indicated by some silver sparks
-Added "Shield+Strong" button binding
-Global shieldstun lowered to 85%
-When in shieldstun, characters now flash red
-Shieldbreak invulnerability window changed from 7->40 frames
-Made it so you can do things that buffer out of shield immediately from shield
-Airdodge no longer deletes edge intangibility credit, but if character grabs edge directly out of airdodge, no intangibility is given
-Edgeclimb attack now only gives intangibility if edge was grabbed with intangibility credit
-Fastfall is now done by tapping stick down, sets fallspeed to 25
-Fixed issue where characters could act out of shield on the same frame their shield got hit
-Fixed issue where characters could not fall through platforms by holding down during jump states

Stages
-D.C.M.F.P.R. Facility now has a new version of the song remixed by HyperDuck! The old version can be found in the manual music select (needs to be turned on in the Options menu).

Ittle Dew
-Jab combo hits 1 and 2 shieldstun increased from 10 to 14 frames
-Bomb is now the only party affected by a hit while flying, bomb now slows down x speed and bounces up instead of hurting the other party
-Changed spotdodge length 25->24 frames, intangibility 15->14 frames
-Changed edgeclimb length 28->24 frames, intangibility 20->16 frames
-Changed standup length 32->24 frames, intangibility 20->14 frames
-Changed techland length 22->24 frames, intangibility 15->14 frames
-Changed rollback length 41->34 frames
-Changed rollfwd length 41->34 frames
-Changed edgeroll length 38->34 frames, intangibility 24->20 frames
-Changed getupfwd length 30->34 frames, intangibility 20->18 frames
-Changed getupback length 30->34 frames, intangibility 20->18 frames
-Changed techrollfwd length 30->34 frames, intangibility 20->18 frames
-Changed techrollback length 30->34 frames, intangibility 20->18 frames

Masked Ruby
-Edgeclimb attack hitbox start delayed by two frames (13->15)
-Changed rollback length 39->34 frames, intangibility 16->18 frames
-Changed rollfwd length 39->34 frames, intangibility 16->18 frames
-Changed spotdodge length 23->24 frames, intangibility 13->14 frames
-Changed standup length 30->24 frames, intangibility 18->14 frames
-Changed getupfwd length 28->34 frames
-Changed getupback length 28->34 frames
-Changed techland 22->24 frames, intangibility 15->14 frames
-Changed techrollfwd 28->34 frames
-Changed techrollback 28->34 frames
-Changed edgeclimb 25->24 frames, intangibility 17->16 frames
-Changed edgeroll 35->34 frames, intangibility 21->20 frames

Jenny Fox
-Changed rollback 41->34 frames
-Changed rollback 41->34 frames
-Changed spotdodge 25->24 frames, intangibility 15->14 frames
-Changed standup 32->24 frames, intangibility 20->14 frames
-Changed getupfwd 30->34 frames, intangibility 20->18 frames
-Changed getupback 30->34 frames, intangibility 20->18 frames
-Changed techland 22->24 frames, intangibility 15->14 frames
-Changed techrollfwd 30->34 frames, intangibility 20->18 frames
-Changed techrollback 30->34 frames, intangibility 20->18 frames
-Changed edgeclimb 30->24 frames, intangibility 22->16 frames
-Changed edgeroll 40->34 frames, intangibility 26->20 frames

Ultra Fishbunjin 3000
-Edgeclimb attack hitbox first 4 frames only on head, also last 5 frames
-Changed rollback 43->34 frames, intangibility 20->18 frames
-Changed rollfwd 43->34 frames, intangibility 20->18 frames
-Changed spotdodge 25->24 frames, intangibility 15->14 frames
-Changed standup 32->24 frames, intangibility 20->14 frames
-Changed getupfwd 32->34 frames, intangibility 22->18 frames
-Changed getupback 32->34 frames, intangibility 22->18 frames
-Changed techland 22->24 frames, intangibility 15->14 frames
-Changed techrollfwd 32->34 frames, intangibility 22->18 frames
-Changed techrollback 32->34 frames, intangibility 22->18 frames
-Changed edgeclimb 30->24 frames, intangibility 22->16 frames
-Changed edgeroll 40->34 frames, intangibility 26->20 frames

Princess Remedy
-Up strong first hit shieldstun increased from 3 to 5 frames
-Edgeclimb attack hitbox first 7 frames only on head
-Changed rollback 41->34 frames
-Changed rollfwd 41->34 frames
-Changed spotdodge 23->24 frames, intangibility 13->14 frames
-Changed edgeclimb 28->24 frames, intangibility 20->16 frames
-Changed edgeroll 38->34 frames, intangibility 24->20 frames
-Changed standup 32->24 frames, intangibility 20->14 frames
-Changed getupfwd 30->34 frames, intangibility 20->18 frames
-Changed getupfwd 30->34 frames, intangibility 20->18 frames
-Changed techland 22->24 frames, intangibility 15->14 frames
-Changed techrollfwd 30->34 frames, intangibility 20->18 frames
-Changed techrollback 30->34 frames, intangibility 20->18 frames

Business Casual Man
-Shortened last hit of downwards aerial from 11 frames to 1 frame (fixing a typing error)
-Edgeclimb attack hitbox start delayed by two frames (5->7), head hitbox added
-Changed rollback 41->34 frames
-Changed rollfwd 41->34 frames
-Changed spotdodge 25->24 frames, intangibility 15->14 frames
-Changed standup 30->24 frames, intangibility 18->14 frames
-Changed getupfwd 30->34 frames, intangibility 20->18 frames
-Changed getupback 30->34 frames, intangibility 20->18 frames
-Changed techland intangibility 17->14 frames
-Changed techrollfwd 30->34 frames, intangibility 20->18 frames
-Changed techrollback 30->34 frames, intangibility 20->18 frames
-Changed edgeclimb 28->24 frames, intangibility 20->16 frames
-Changed edgeroll 38->34 frames, intangibility 24->20 frames

Goddess of Explosions
-Jab explosions shieldstun increased from 12 to 14 frames
-Edgeclimb attack hitbox start delayed by one frame (13->14), hitbox only on hand first 2 frames
-Changed rollback 41->34 frames
-Changed rollfwd 41->34 frames
-Changed spotdodge 25->24 frames, intangibility 15->14 frames
-Changed standup 32->24 frames, intangibility 20->14 frames
-Changed getupfwd 32->34 frames, intangibility 22->18 frames
-Changed getupback 32->34 frames, intangibility 22->18 frames
-Changed techland 22->24 frames, intangibility 15->14 frames
-Changed techrollfwd 30->34 frames, intangibility 22->18 frames
-Changed techrollback 30->34 frames, intangibility 22->18 frames
-Changed edgeclimb 28->24 frames, intangibility 20->16 frames
-Changed edgeroll 38->34 frames, intangibility 24->20 frames

Asha
-Neutral aerial first hit shieldstun increased from 9 to 13 frames
-Changed rollback 39->34 frames, intangibility 16->18 frames
-Changed rollfwd 39->34 frames, intangibility 16->18 frames
-Changed spotdodge 23->24 frames, intangibility 13->14 frames
-Changed standup 30->24 frames, intangibility 18->14 frames
-Changed getupfwd 28->34 frames
-Changed getupback 28->34 frames
-Changed techland 22->24 frames, intangibility 15->14 frames
-Changed techrollfwd 28->34 frames
-Changed techrollback 28->34 frames
-Changed edgeclimb 25->24 frames, intangibility 17->16 frames
-Changed edgeroll 35->34 frames, intangibility 21->20 frames

Elias explains
Parry feels more deliberate and cool compared to powershield.
Edgeclimb changes were made to eliminate some "hitboxes reaching below edge" related jank.
Fastfall is now tap only, because I figured that just giving it a reasonable (14 frames) buffer on first opportunity is more consistent than accidentally fastfalling because you were holding down.
Got some feedback from the Discord gang and implemented it to see what would happen.

Slap City 0.9.2

Slap City 0.9.2 is live!

General
-Upgraded Unity version from 5.6.3 to 2018.1.9
-Official GameCube Adapter is now natively supported. If you don't depend on it for anything else, vJoy can now be uninstalled.
-If you still want to use vJoy for some reason, the old behaviour can be forced with the "-disable-native-gc" launch option
-Added Vulkan and OpenGL renderers
-Unity has removed DirectX 9. If you were having problems with DirectX 11 previously and was forcing DirectX 9, it is now recommended to force OpenGL instead using the "-force-glcore" launch option
-The default ordering of renderers is now DirectX 11, OpenGL, Vulkan. Depending on what your platform supports, the first available renderer will be used.
-Updated Steamworks SDK to 1.42
-When launched at high speeds (200+ knockback) characters now receive half that knockback in armor that falls off with a rate of 500 armor per second. Like a bullet. (For comparison, Ittle uncharged forward strong on Ittle at 100 damage does 380 knockback). This means that characters will no longer be stopped by the ministun from Ittle's bomb while flying away from an attack.
-Fixed issue where clangs always had at least 15 frames of lag for normal interactions
-Fixed issue where hitting a projectile did not always result in three frames of hitlag
-Added option to Airdodge Thresholds, "Analog to Full" for those who just want it on fullpress
-A bunch of projectile interactions have been changed to make them more reasonable, and some errors were ironed out. For example, Jenny's Ustrong fire axe is now significantly tougher versus other projectiles, Remedy's Nspecial pills will now lose to Jenny's Nspecial and Fspecial axes, Ittle's uncharged Nspecial fireball can no longer be destroyed by regular attacks, and Jenny's Fspecial axe colliding with Ittle's Fspecial bomb - as well as Remedy's Fspecial flask colliding with Asha's Dstrong mine - will no longer have seemingly random outcomes.
-Changed minimum rebound time when losing a hitbox interaction from 25 to 30 frames
-Fixed issue where doing a grab with shield+attack could cause an unwanted pummel if input assist was set too high
-Reduced hitstop of non-projectile clangs to also be three frames long
-Halved rebound time when two characters rebound off of each others' attacks
-Analog lightshields can now only go as light as clutched lightshields
-GameCube controllers no longer give trigger fullpress input without also pressing the digital trigger button

Stages
-Updated the graphics of Temple of Null
-Added a third random visual style to Temple of Null

Ittle Dew
-Changed first and second Jab hitstun from 15 to 16 frames
-Changed Ustrong hitstun from 1.0 to 0.95
-Uspecial no longer stretches Ittle vertically during the animation, meaning her hurtbox no longer becomes huge during certain frames
-Dspecial now only gives Ittle the small in-built jump once, until the next time she lands on the ground or grabs a ledge

Masked Ruby
-Canceling an aerial move on hit into a special move now produces a special effect
-Increased Jab startup by 2 frames
-Slightly decreased range of Jab
-Increased Dair startup by 2 frames
-Changed Dair landing lag from 4 to 6 frames
-Changed Dair shieldstun from 1.0 to 0.4
-Changed Finisher SDI from 1.0 to 0.5
-Changed Finisher knockback gain from 2.5 to 2.0
-Changed the positioning of the Finisher special effects (cosmetic only)

Jenny Fox
-Added screenshake on hit to Ustrong (cosmetic only)
-While charging an Ustrong, you can now cancel it by pressing Block after the axe catches fire, which will store the fire property of the axe for the next Ustrong
-The Ustrong fire axe is now significantly tougher against other projectiles than a regular Ustrong axe, and as usual cannot be destroyed by regular attacks
-Changed Ustrong fire axe hitstun from 1.0 to 1.1
-Changed Dstrong DI from 1.0 to 0.3
-Changed Dstrong base knockback from 200 to 170
-Changed Fair DI from 0.8 to 0.5
-Changed Nspecial hitstun from 0.9 to 0.95
-Changed Nspecial hitstun deterioration per frame from 0.03 to 0.025
-Finisher now correctly activates its hitbox even when the move is used near the ground

Ultra Fishbunjin 3000
-Changed Jab minimum stun frames to 30
-Changed grounded Dspecial shield damage from 1.0 to 1.2
-Changed aerial Dspecial knockback gain from 2.4 to 2.1
-Changed aerial Dspecial hitstun from 0.8 to 0.75
-Increased aerial Dspecial endlag by 6 frames
-The Finisher dumbbell once again spawns on Fishbunjin's hand without being able to throw it through solid geometry

Princess Remedy
-Changed walk speed from 9 to 10
-Changed run speed from 12 to 13

Business Casual Man
-Changed Nair first three hits hitstun from 0.6 to 1.0
-Changed Dair first four hits hitstun from 0.4 to 1.0
-Changed Dair fifth hit hitstun from 0.6 to 0.8
-Dair fifth hit no longer has knockback angle stacking
-Changed Dair knockback angle from 0 to 330
-Fixed an issue where using the secret clutch taunt made BCMan lose money the next time he was hit

Goddess of Explosions
-Reduced Utilt startup by 2 frames and reduced endlag by 2 frames
-Changed Ustrong first hit damage from 13 to 15
-Changed Ustrong first hit base knockback from 140 to 120 (to compensate for the higher damage; the total knockback is still higher than before)
-Changed the successful Dstrong counter hitbox size from 2.8 to 3.4 and altered the visual effect to compensate
-A successful Dstrong counter now makes Goddess invulnerable for 10 frames instead of 1
-Fixed an issue where the Dstrong counter did not properly activate when hit by certain multi-hit moves with high hitstop
-Changed Fair hitstun from 0.8 to 0.85

Asha
-Changed Finisher shield damage from 0.1 to 1.0 (Was a mistake)

============
Explanations
============

Ittle Dew:
Using Dspecial now only gives Ittle the small in-built jump once, until the next time she lands on the ground or grabs a ledge. In other words, if she performs Dspecial, jumps out of it and performs another Dspecial, she'll keep falling and the hitbox may not have time to activate before she hits the ground. Ittle's Uspecial accidentally gave her a huge hurtbox the instant she teleported due to the animation stretching, which has now been fixed. Her Ustrong now has slightly less hitstun without decreasing its KO power.

Masked Ruby:
People felt that Ruby needed to be nerfed, so we chose two of the suggestions to begin with. First is slightly more startup and range on Jab since it has a lot of versatility and combos easily into Ustrong. Second is slightly more startup and landing lag on Dair, together with less shieldstun. Since people discovered combos into his powerful Finisher, but also felt that it's too easy for the opponent to fall out of its initial stabs, its knockback was reduced but its SDI was also reduced, which means it's harder for opponents to avoid the final hit. However the main reason opponents may fall out of multi-hit moves is because of how their hurtbox changes when they are hit, such as Fishbunjin and Asha going from a stretchy attack animation into their ball-shaped tumble animation when they are struck by the first stab of Ruby's Finisher.

Jenny Fox:
Jenny can now store the fire property of her Ustrong by pressing Block after the axe catches fire, so the next time she performs an Ustrong the axe will catch on fire immediately when the move begins. The fire Ustrong axe is now a lot stronger against other projectiles. Jenny's Fair and Dstrong now have less DI, which means that opponents won't survive considerably longer when holding up and forward compared to holding down and away when hit by it, and Dstrong has a bit less knockback to compensate for its increased KO power. The Nspecial axe now has slightly more hitstun. Also, an issue was fixed that caused Jenny's Finisher to not have a hitbox when performed close to the ground.

Ultra Fishbunjin 3000:
When using Fishbunjin's Dspecial on the ground, it now deals more shield damage. His aerial Dspecial was nerfed and given longer endlag due to people finding it too powerful as both a mid-combo move and an easy combo finisher. His Jab now deals at most 4 frames more hitstun than before at low damages. His Finisher once again spawns the dumbbell in his hand rather than his centerpoint, and the bug that made it possible to throw the dumbbell through the stage was fixed.

Princess Remedy:
Remedy's running speed has been slightly increased. It felt unnecessarily slow since her wavedash and Uspecial float speeds were faster than running.

Business Casual Man:
BCMan's Dair now has more hitstun, especially when the final hit of the move does not connect, which prevents the opponent from leaving hitstun almost immediately after getting hit by it. The angle of the final hit of Dair is now always diagonally down and forwards, instead of the angle depending on how many of the previous four hits connected with the opponent. Similarly, the hitstun of Nair when the final hit does not connect has also been increased.

Goddess of Explosions:
Goddess's Utilt has become slightly faster. The first hit of her Ustrong is slightly stronger with more knockback, since it's risky to use as an anti-air move due to its endlag. If she uses her Dstrong startup to counter another move, her counter attack now has a bigger hitbox than before, so the counter is more likely to hit the opponent. Also, Goddess's Fair has slightly more hitstun so that it combos a little better.

Slap City 0.9.1

28 January 2019

General
-This version will erase previous controller settings, in order for the new controller config data to work
-Upgraded controls config: now supports profile loading, saving and deleting, can unbind all buttons, can set deadzones, fullpress and tilt ratio for both sticks, can disable specific controller axes, can set secondary stick to do regular attacks instead of strongs on the ground, can set grab button to press attack/strong/special/defend/clutch in the air, can enable upwards attacks from jump startup with tap jump off, all in a unified interface with folders.
-Keyboard controls get two extra settings: setting up to be jump, and binding buttons to up
-Airdodge now activates both when going from zero defend to analog defend, and from analog defend to fullpress defend
-Can set airdodge input thresholds to "Zero to Analog", or "Zero to Analog to Full"
-Fixed issue where clanks did not have hitlag
-Removed tumble techs. What a weird mechanic that was. See ya.
-Increased everyone's spotdodge endlag by 3 frames. This and the following two changes were due to people feeling that these defensive options were too powerful.
-Increased everyone's dodgeroll endlag by 5 frames
-Added 3 frames of vulnerability to start of airdodges
-Ledge attacks now have 15 frames of intangibility (Fishbunjin has 20)
-Changed everyone's ledgeattack shieldstun to exactly 4 frames
-Added some juice to dodges to signify when intangibility frames start
-Powershields now have a window of 4 frames instead of 7
-Made CPUs be a little more creative in their move choices
-Fixed issue where airdodging out of jump startup would not land immediately on some surfaces due to floating point imprecision (was most noticeable on Meadowvalley and Public Transit)

Stages
-Raised respawnpoint on Meadowvalley
-Lowered blastzone ceiling by 1.15 on Meadowvalley
-Lowered blastzone ceiling by 2.75 on Space Planet Earth
-Raised blastzone ceiling by 4 on Sector 5: Tower

Ittle Dew
-Now has hurtboxes on her upper arms and legs
-Changed grab total length from 20 to 30 frames
-Changed Ftilt shieldstun from 1.0 to 0.8
-Changed Utilt shieldstun from 1.0 to 0.4

Masked Ruby
-Changed grab total length from 25 to 30 frames

Jenny Fox
-Now has hurtboxes on her upper arms and legs
-Changed grab total length from 25 to 30 frames
-Dspecial no longer has superarmor
-Dspecial no longer has an interacting hitbox
-Changed Dspecial total length from 50 to 40 frames

Ultra Fishbunjin 3000
-Changed grab total length from 35 to 32 frames
-Nspecial now has superarmor on frame 1-3 if Fishbunjin performs it from a standing or walking state, but not from any other state (such as jump startup, jump or tumble)

Princess Remedy
-Now has hurtboxes on her upper arms (she already has hurtboxes on her upper legs)
-Changed grab total length from 22 to 30 frames
-Uair once again sends opponents upwards on the first attacking frame and downwards on the remaining frames

Goddess of Explosions
-Changed grab total length from 22 to 30 frames
-Fixed turnaround animation

Asha
-Added Ansaksie skin
-Changed grab total length from 25 to 30 frames
-Changed Fstrong total length from 30 to 37 frames
-Changed Nair landing lag from 6 to 10 on first kick and from 8 to 12 on second kick
-Changed Fair shieldstun from 15 to 5 frames
-Fair's body hitboxes now have priority over the dagger hitboxes and send opponents forward
-Changed Bair knockback angle from 155 to 145
-Changed Bair base knockback gain from 2.0 to 1.85
-Changed Uair hitstun on upwards angles from 0.9 to 0.8
-Changed Uair landing lag after the hitbox comes out from 8 to 10
-Changed Finisher damage from 18 to 15
-Halved teleport charge gain while in hitstun

============
Explanations
============

Jenny Fox:
Down special no longer has superarmor, but now has less endlag and no longer clanks with other moves.

Ultra Fishbunjin 3000:
Neutral special now has superarmor on frame 1-3 if Fishbunjin performs it from a standing or walking state, but not from any other state (such as jump startup, jump or tumble). This is so it's not as safe to mash Neutral special to get out of combos. Unlike most characters who now have a longer grab animation in this patch, Fishbunjin has a slightly faster one.

Princess Remedy:
Up air once again sends opponents upwards on the first attacking frame and downwards on the remaining frames, because people felt that the clutch Up air was too good.

Asha:
By request, Asha's moves have been nerfed in various ways. The teleport charge amount he gains while in hitstun has also been halved.

Slap City 0.9

Slap City 0.9 is finally here!

17 December 2018

General
-Added Asha, the teleporting Komato assassin
-Added tumble tech input - while in tumble, hold shield and press jump to do a small uninterruptable and vulnerable jump (35 frames)
-SDI will now trigger on the first frame of hitlag if control stick is already held, secondary stick being held will override SDI direction
-Added 30fps to framelimit options
-Made the game slightly more lenient with frametime needed for a frame to be executed
-Activated results screen win quotes. Winning character says something quippy.
-Made CPUs check if a teammate is closer to an opponent and prioritize another opponent if they exist instead
-Made CPUs recovery logic prioritize safety zones better. Now they have significantly more success recovering on Mecha Santa's Fortress.
-Added Mecha Santa's Fortress to Arcade stages
-Added CPU DI and SDI options to training mode
-Replays can now be fast forwarded by holding the FFWD button (displayed in lower right corner during replay)
-Lives counter now uses an image of a heart instead of relying on text
-Rotated horizontal death blast by 90 degrees so that it is no longer viewed edge-on
-Fixed issue where rebounding animations had hitlag applied
-Fixed issue where attacks beating grabs would behave strangely. Now attacks properly beat grabs.
-Attack hit FX are now placed more accurately where attacks actually hit
-Fixed issue where stage collision would lag behind objects on moving platforms
-Fixed issue where pressing Start and retrieving the selection marker on the same frame on the Smack the Crystals character select, the game would load forever
-Fixed issue where Business Casual Man and Goddess of Explosions lost their animation at the end of their jump startup
-Fixed issue where characters would always face left after bouncing on the stage
-Fixed issue where countdown for timeouts would animate on pause screen
-Overhauled the clang values and hitbox interaction for all attacks. The minimum rebound time is now 25 frames. You can see a detailed explanation of the clang system and a list of all interacting hitboxes at the bottom of this changelog.

Online
-Added ranked mode. Now you can make a number go up by beating people!
-Added Mob Patrol to ranked minigames. Now you can lay waste to some animal friends while you wait for a match!
-Added The Jums & Bemp Show to ranked minigames. Now you can watch the lowest-budget talk show on Earth while you wait for a match!

Stages
-Added D.C.M.F.P.R. Facility. Lasers inbound. Seek shelter. The music is a placeholder and will be remixed later!
-Added Sector 3: Interior. The elevator may or may not be your friend. The music is a placeholder and will be remixed later!
-Added Sector 5: Tower. Time for a showdown.
-Added Warehouse to Slap Ball stage selection. Goals are stored on the top shelves.
-Added Fire Ball to Slap Ball stage selection. Goals are situated above lava.
-Lowered blastzone ceiling of Mecha Santa's Fortress by 1.25
-Raised blastzone ceiling of Space Planet Earth by 2.75

Ittle Dew
-Tweaked Ustrong first hit so it more reliably connects into the second hit (changed size from 1.5 to 1.3, y offset from 0.0 to -0.5, angle from 90 to 110, hitstop from 2.0 to 2.2)
-The second hit of Ustrong now always sends the opponent straight up (knockback angle stacking during hitstop is disabled)
-Changed Nair landing lag after the hitbox comes out from 5 to 8 frames
-Changed Uair landing lag after the hitbox comes out from 7 to 8 frames, to make it consistent with other aerials
-Changed Dthrow damage from 12 to 10
-Changed Dthrow knockback gain from 2.0 to 2.3 (to compensate for the damage change)

Masked Ruby
-Tweaked the animation of Dspecial
-Ruby's sword is now 10% longer except during Nspecial and Dspecial (which also makes it easier to sweetspot Fair, Bair and Uair)
-The last hit of Ustrong now always sends the opponent straight up (knockback angle stacking during hitstop is disabled)
-Nspecial now has an interacting hitbox with standard aerial priority that Rebounds on losing and tied priorities
-Changed Finisher DI from 1.0 to 0.5

Jenny Fox
-Jenny can now hold either the Attack or Clutch button to delay Fair
-Dtilt can now be jump cancelled from frame 17 instead of 19
-Changed Nspecial hitstun from 0.85 to 0.9
-Changed Fspecial horizontal speed from 35 to 45
-Changed Fspecial vertical distance from 3 to 4.1
-Changed Fspecial hitbox refresh time from 10 to 5 frames (hits twice as often)
-The Fspecial axes keep travelling horizontally after the arc has ended, as before patch 0.8.10
-Changed Finisher base knockback against aerial opponents from 150 to 100
-Changed Finisher knockback gain against aerial opponents from 1.5 to 2.6
-Changed Finisher hitstun against aerial opponents from 1.0 to 0.7
-Changed Finisher DI against aerial opponents from 1.0 to 0.3

Ultra Fishbunjin 3000
-Now has immunity against very slight knockback during the Jump and Fall states in addition to Idle, Crouch, and Walk/Run
-Fishbunjin's hands now catch fire when the grabbed opponent has 50 damage or more, signifying the point where Dthrow will travel forwards
-Edgeroll now travels faster near the start of the move, so Fishbunjin becomes vulnerable further onto the stage
-Can now clutch reverse aerial Dspecial
-Changed aerial Dspecial landing lag from 20 to 25
-Changed aerial Dspecial shieldstun from 1.0 to 0.5
-Changed Uthrow total length from 50 to 48 frames

Princess Remedy
-Changed Bair landing lag before the hitbox comes out from 5 to 3 frames, to make it consistent with other aerials
-Changed Fthrow hitstop and selfstop from 0.0 to 1.0

Business Casual Man
-Now loses money during Taunt when he's grabbed, and not just when he's hit
-Fixed Fstrong having infinite priority against other attacks on the hitbox at the center of his body
-Changed Utilt hitstun from 1.0 to 0.95
-Changed Utilt total length from 24 to 22 frames
-Changed Dspecial superarmor start frame from 6 to 4

Goddess of Explosions
-Changed Jab and Nair refresh time from 9 to 7 frames (they attack faster)
-Changed Jab and Nair selfstop and hitstop from 1.0 to 0.8
-Changed Ftilt damage from 10 to 9
-Changed Ftilt knockback gain from 2.0 to 2.15 (to compensate for the damage change)
-Changed Utilt hitstun from 1.0 to 0.9
-Changed Fair damage from 10 to 8
-Changed Fair knockback gain from 1.8 to 2.1 (to compensate for the damage change)
-Changed Fair DI from 0.8 to 1.0
-Fair no longer bounces away when hitting a shield or invincible opponent
-Dair no longer bounces away when hitting a shield or invincible opponent
-Changed Nspecial damage from 10 to 8
-Changed Nspecial knockback gain from 1.8 to 2.1 (to compensate for the damage change)
-Changed Finisher DI from 1.0 to 0.5
-Changed Fthrow DI from 0.4 to 0.3

============
Explanations
============

Ittle Dew:
Ittle's Fair and Uair landing lag was slightly increased. Her Ustrong now more reliably connects with the second hit. Dthrow deals less damage than before but has the same knockback; it dealt a bit too much damage relative to the more powerful characters.

Masked Ruby:
Ruby's sword is now 10% longer except during Nspecial and Dspecial, which makes it easer to sweetspot Fair, Bair and Uair. The last hit of his Ustrong now always sends the opponent straight up. Nspecial can clank with other moves. His Finisher has become deadlier due to reduced DI.

Jenny Fox:
Jenny's Finisher no longer KO's opponents at zero damage. Her Nspecial axes have very slightly more hitstun. Her Fspecial axes travel further, hit opponents more often and no longer continue travelling up/down after completing their initial arc. Jenny can now hold either the Attack or Clutch button to delay her Fair instead of just Clutch, and she can jump out of her Dtilt slightly earlier than before.

Ultra Fishbunjin 3000:
Fishbunjin can now clutch reverse Aerial Dspecial, but it also has slightly more landing lag and less shieldstun so it won't be as safe on block. He now has immunity against very slight knockback (Ittle's bombs and Jenny's Fspecial axes) during the Jump and Fall states in addition to Idle, Crouch, and Walk/Run. He can now act out of his Uthrow slightly faster.

Princess Remedy:
Her landing lag before Bair's hitbox comes out was reduced, and Fthrow now has hitstop which is just a cosmetic change.

Business Casual Man:
Now loses money during Taunt when he's grabbed, and not just when he's hit. His Utilt hitstun was lowered due to its infinite combo potential against Asha, but its endlag was lowered to compensate. His Dspecial superarmor comes out faster than before.

Goddess of Explosions:
Goddess' Jab and Nair now attack in more rapid succession. She deals slightly less damage with Ftilt, Fair and Nspecial, but their knockback remains the same. Her Fair and Dair no longer bounce away when they hit a blocking or invincible opponent. Her Utilt hitstun was lowered due to its infinite combo potential against Asha, but her Finisher and Fthrow are deadlier due to reduced DI.

Asha:
Appeared in Slap City after a particularly confusing teleportation accident.

Slap City 0.8.10p1

The patch is up and running!

General
-Standing on the ground and pressing Up + Attack/Strong/Special during jump startup now buffers an aerial move instead of a grounded move if Tap Jump is turned off, making upwards-facing moves work like all the others in that regard
-Added the music for the alternate versions of Fancy Ruins, Pepperpain Prairie and Mecha Santa's Fortress to the music selection, plus a bonus from CCN2 (Space Odyssey)

Online
-Spectators now automatically hurry back to lobby from results if either all players are ready, or at least one is locked
-Fixed issue where the most recent frame delivered was not being handled, putting gameplay one frame behind
-Delayed spectator start by 30 frames

Ittle Dew
-Changed getupattack invincibility frames from 1-25 to 1-23 (12 vulnerable frames total)
-Changed getupattack second hitbox active frames from 21-24 to 21-23
-Changed getupattack knockback angle from 15 to 30

Masked Ruby
-Changed getupattack invincibility frames from 1-25 to 1-20 (12 vulnerable frames total)
-Changed getupattack knockback angle from 15 to 30
-Changed walljump from 40 to 35 frames (was accidentally too long)
-Changed spotdodge total length from 19 to 20 frames (was previously a mistake)
-Changed getupforward, getupback, techrollforward, and techrollback total length from 27 to 28 frames (was previously a mistake)
-Changed grab total length from 24 to 25 frames (was previously a mistake)
-Changed edgeattack total length from 29 to 30 frames (was previously a mistake)
-The first three hits of Ustrong now drag the opponent towards Ruby and into the last hitbox
-Changed Ustrong final hit hitstun from 1.0 to 0.9

Jenny Fox
-Changed getupattack invincibility frames from 1-28 to 1-24 (12 vulnerable frames total)
-Changed getupattack knockback angle from 15 to 30

Ultra Fishbunjin 3000
-Changed getupattack invincibility frames from 1-29 to 1-26 (12 vulnerable frames total)
-Fixed an unassigned hitbox in Dstrong that could hit characters in the center of the "world" (usually the center of the stage)
-Fixed an issue where Fishbunjin could throw his dumbbell through the stage (the dumbbell now spawns closer to his body)
-Fishbunjin's regular dodge rolls now move quicker at the start of the roll

Princess Remedy
-Changed getupattack invincibility frames from 1-22 to 1-20 (12 vulnerable frames total)
-Changed getupattack knockback angle from 15 to 30
-Changed getupattack base knockback from 150 to 100
-Changed getupattack knockback gain from 2.0 to 1.5
-Changed Fspecial flask hitbox size from 0.5 to 0.6 so it interacts more consistently with Jenny's non-burning axes

Business Casual Man
-Changed getupattack invincibility frames from 1-28 to 1-24 (12 vulnerable frames total)
-Changed getupattack knockback angle from 15 to 30
-Fixed Dthrow getting an additional $50 when hitting other characters besides the one that's thrown
-Fixed an issue where BCMan could earn Dspecial amounts of money (8 * damage taken) by hitting an opponent with any Buy move on the same frame as being hit
-Fixed an issue where BCMan could get knocked out of his Dspecial chair (because one of his hurtboxes was not in superarmor state)

Goddess of Explosions
-Changed getupattack invincibility frames from 1-25 to 1-23 (12 vulnerable frames total)
-Fixed an issue where Goddess couldn't walljump during her jumping state
-Buffering Dair during jump startup no longer causes Goddess to immediately strike the ground when the Dair begins, and correctly causes full landing lag

============
Explanations
============

Besides the spectator fix, this patch mostly has bugfixes for various characters, and there are some small gameplay tweaks too. Some characters had surprisingly deadly getupattacks (when you press Attack while lying on the ground) when hitting characters hanging on the ledge, which have been slightly nerfed, since they weren't meant to be that dangerous. Princess Remedy in particular had a very powerful getupattack for some reason. Getupattacks now also have the same amount of vulnerability frames at the end of the animation as the regular "getup" animation.