A big balance patch is here, for which we collected two rounds of feedback from our Discord channel!
General
-Parry shields no longer cause pushback on the character shielding
-Shielddropping through platforms can now be done by pressing the Special button at least 1 frame into shielding instead of 8
-Changed everyone's airdodge invulnerability frames from 1-32 to 1-24
-Added 6 frames of total length and 4 frames of invulnerability to everyone's rolls (not techrolls)
-Characters can now only grab other characters whose centerpoint is in front of their own centerpoint
-Characters now use their "grabbegin" animation correctly
-Updated the Library
-The damage display now rounds down to the nearest integer when damage is over 1, otherwise it rounds up
-Jenny's axes, Remedy's flasks and Ittle's bomb may interact a bit inconsistently with each other right now. We'll try to fix this for the next patch.
Stages
-Slightly lowered the bottom blast zone on Meadowvalley so that characters can more easily sweetspot the ledge from below
-Greatly lowered the bottom blast zone on The Castle so that characters can more easily sweetspot the ledge from below
Ittle Dew
-The "Old Ittle" color of the Default skin now has a bone instead of a heart
-Slightly increased range of the third Jab
-Changed third Jab base knockback from 60 to 80 and knockback gain from 3.0 to 3.4
-Changed third Jab DI from 1.0 to 0.4
-Changed Fstrong DI from 0.5 to 0.3
-Changed Dstrong selflag from 1.0 to 0.5
-Changed Uair first hit active frames from 6-9 to 5-9
-Increased Uair first hit hitlag from 1.0 to 1.5
-Slightly increased range of Uair second hit
-Changed Uair second hit knockback gain from 3.0 to 3.2
-Changed Bair animation length from 22 to 35 frames
-Changed Bair landing lag after the hitbox comes out from 8 to 12 frames
-Changed Bair hitlag from 1.0 to 0.7
-Changed Bair DI from 1.0 to 0.35
-Changed Fspecial bomb hurtbox size from 0.5 to 1.0, and made it rebound on all trades (meaning it's easier for opponents to hit the bomb without getting hit by it)
-Changed Fspecial bomb microstun from 16 to 12 frames
-Changed Dspecial priority bonus from 30 to 10 and made it clang on losing and tied priorities, instead of passing through any attack no matter how strong
-Changed Dspecial damage from 7-35 to 7-21
-Changed Dspecial base knockback from 50 to 80
-Changed Dspecial shieldstun from 1.0 to 0.5
-Changed Dspecial shield damage from 1.0 to 0.8
-Increased range of Grab
Masked Ruby
-Added a hitbox inside Ruby's body during Utilt
-Changed Fstrong DI from 0.6 to 0.4
-Changed Fstrong selflag from 1.0 to 1.4
-Changed Ustrong floorbrake after the charge from 25 to 100
-Changed Ustrong weak hit hitstun from 1.0 to 2.0
-Reduced Nspecial horizontal range (changed outer hitbox X offset from 3.0 to 2.6)
-Changed Nspecial damage from 5 to 4
-Changed Nspecial base knockback from 75 to 70 and knockback gain from 2.0 to 2.3 (to compensate for the damage change)
-Changed Dspecial hitstun from 1.0 to 0.85
-Changed Fthrow hitstun from 1.0 to 0.88
Jenny Fox
-Thrown axes no longer interact with other axes thrown by the same Jenny
-Increased range of Jab (changed hitbox X offset from 1.0 to 1.2)
-Dtilt can no longer be jump cancelled after hitting an opponent's shield
-Dtilt can now be jump cancelled from frame 19 instead of 21
-Dtilt can no longer Cruise (hold the Attack and Clutch buttons) after hitting an opponent's shield
-Dtilt cruising now stops when Jenny hits a wall
-Taunting while Cruising now has the Dair hitbox on frames 5-8
-Changed Dtilt total animation length from 35 to 39 frames
-Dtilt now changes its ground friction at the end of the move from 25 to 55 if it hit an opponent's shield
-Changed Dtilt hitstun from 1.0 to 0.9
-Changed Fstrong so every part of the attack uses the strong hitbox
-Ustrong can now be angled by holding left or right when the axe is thrown
-Non-burning Ustrong axes take 5 or more total damage to break
-Nspecial now deals 6 damage and noticable knockback and hitstun at close range, but 2 damage and minimal flinching at medium to long range
-Due to the above, Fishbunjin is no longer immune to the Nspecial axe knockback at close range while standing or walking
-The Fspecial axes now travel shorter horizontally and continue moving up or down after completing their arc
-Changed Fspecial total length from 60 to 50 frames
-Dspecial can now be jump canceled on hit from frame 17, but not on shield or miss
-Changed Dspecial shieldstun from 0.8 to 0.4
-Changed Dspecial priority bonus from 30 to 10 and made it clang on losing and tied priorities, instead of passing through any attack no matter how strong
-Changed Dspecial superarmor frames from 5-7 to 4-7
-Changed Dspecial active frames from 5-16 to 6-14
-Non-burning thrown axes now have a hitbox size of 0.8 instead of 1.0 and a hurtbox size of 1.2 instead of 1.0, making them easier for opponents to hit without getting hit by them
-The Finisher hitbox now lasts one frame longer when hitting the ground, so it's easier to hit opponents hanging on the ledge
-Changed Fthrow knockback gain from 2.2 to 2.1
-Changed Bthrow knockback gain from 2.2 to 2.1
-Can now hold the Taunt button while taunting to keep dancing
Ultra Fishbunjin 3000
-Ftilt no longer hits behind Fishbunjin's centerpoint
-Changed priority bonus of Ftilt from 0 to 10
-Changed priority bonus of Dtilt from 0 to 10
-Added Uair superarmor on frames 17-20
-Increased upwards range of Uair by having Fishbunjin stretch his body more
-Changed Uspecial landing lag from 30 to 25 frames
-Dthrow now has a blue flame effect when it moves forward (when the grabbed opponent has over 50 damage)
-Dthrow no longer slides off ledges after hitting the ground
-Slightly increased Grab hitboxes inside Fishbunjin's body
Princess Remedy
-Changed walkspeed from 8 to 9
-Changed runspeed from 12 to 13
-Changed Jab shieldstun from 1.0 to 0.85
-Changed Dtilt shieldstun from 1.0 to 0.7
-Changed Fspecial flask hurtbox from 0.5 to 1.0 (meaning it's easier for opponents to destroy the flask without getting hit by it)
-Changed Fspecial uncharged damage from 15 to 9
-Changed Fspecial fully charged damage from 30 to 27
-Initiating Uspecial with no "fuel" left no longer halts Remedy's momentum
-Initiating Uspecial with no "fuel" left, or running out of fuel during flight, makes a sound and a visual effect
-Uspecial can now be jump canceled
-Changed Uspecial horizontal max speed from 15 to 14
-Changed Dspecial total animation length from 28 to 45
-The Dspecial mine is now harmlessly destroyed if Remedy is hit or grabbed while placing it
-Changed Taunt damage from -5 to -15
Business Casual Man
-The Besiege Castle Man skin now uses different speech bubbles when Taunting
-Halved money gain on attacks that hit the opponent's shield
-If the control stick is not held diagonally down after performing Dtilt, holding the Clutch button will now make BC Man dash instead of continue crouchwalking
-Changed money gain on pummel from 30 to 10
-Changed money gain on Dthrow from 0 to 30
-Slightly reduced range of grab (mostly vertically)
Goddess of Explosions
-Fixed shieldrelease animation
-Changed Uair knockback gain from 2.4 to 2.8
-Changed Uair shieldstun from 0.5 to 0.7
-Changed Bair shieldstun from 0.6 to 0.8
-Changed Nspecial active frames from 21-21 to 23-23
-Nspecial now has 10 frames longer recovery if it hits an opponent's shield or misses altogether
-The Fspecial fireball now sends Ittle's Bomb away without exploding
-Slightly reduced range of Grab inside Goddess' body
============
Explanations
============
Ittle Dew:
Ittle's Dspecial "the butt" no longer beats out every other move in priority and also deals less damage, since people felt it was almost required to overuse it in matches, and it was hard to counter. Her Fspecial bomb is now easier to hit with attacks without getting stunned by it, and the "ministun" it causes was also reduced. Her grab was extended since it was far shorter than everyone else's, Bair was made slower but more powerful by reducing its DI, and some of her other moves (third Jab, Fstrong, Uair) now KO a bit easier too.
Masked Ruby:
It's now easier to connect with Ustrong since Ruby stops sliding when the attack comes out. Fstrong was made a bit more powerful as a KO move by reducing its DI, but it now keeps Ruby in "selflag" (also known as selstop) for longer when it connects with an opponent, so it doesn't become a semi-infinite combo. However his Nspecial now deals slightly less damage, and the hitstun on his Dspecial and Fthrow was slightly reduced in order to reduce their potential for semi-infinite combos.
Jenny Fox:
Jenny's axes no longer collide with other axes thrown by the same Jenny. Her Nspecial axe now deals more damage, knockback and hitstun at close range, but significantly less at medium to long range, encouraging her to use the axes up-close. Her Dtilt was made a bit more punishable; it slows down and can no longer be jump cancelled after hitting an opponent's shield. Similarly, her Dspecial can now be jump cancelled on hit a short while into the move to encourage more interesting play. Jenny's Fspecial axes will continue upwards or downwards after completing their initial arc and have a slightly shorter reach, but the move has less recovery than before. Her Ustrong can now be angled by holding left or right, and her Fstrong no longer has a "sourspot" with weaker knockback inside her body, meaning it only uses the more powerful hitbox. It's now slightly easier for opponents to hit Jenny's non-burning axes to destroy them. Her Fthrow and Bthrow was slightly nerfed, while her Finisher was fixed so it consistently hits people hanging on the ledge.
Ultra Fishbunjin 3000:
His Ftilt and Dtilt now have more priority to beat out other moves with interacting hitboxes, since they have quite a bit of endlag when trading with other moves. His Uair now has brief superarmor and reaches slightly higher than before. His Uspecial now has slightly less endlag and his Dthrow emits blue flames when it travels forward (when the opponent has 50 damage or more).
Princess Remedy:
Remedy now walks and runs slightly faster, since she wavedashed faster than she ran before anyway. However she floats slightly slower with Uspecial, and initiating Uspecial no longer slows her down when it has no "fuel" left, in order to make it harder for her to stall and fly around relatively risk-free. On the upside she can now jump out of Uspecial rather than just airdodge or perform moves. Her Dspecial now has more recovery when placing the mine, and the mine will disappear if Remedy is hit while placing it. Her Fspecial flasks are a bit easier to destroy without getting hit by them, and they less damage uncharged. Her Taunt now recovers more damage, which is useful for teamplay. Her Jab and Dtilt deal a bit less shieldstun so they're not safe on block anymore.
Business Casual Man:
He now only makes half as much money when hitting an opponent's shield with Buy moves. His grab pummel money gain was reduced since some felt it made too much money for a "move" that was countered simply by mashing buttons, but his Dthrow now makes him $30 instead.
Goddess of Explosions:
Uair and Bair now deal a bit more shieldstun, while the upwards angle of Uair is deadlier than before. The Fspecial fireball now sends Ittle's bomb flying away without the ball exploding or changing direction. Nspecial is very slightly slower with a better timed animation, but also has more endlag when hitting an opponent's shield or missing altogether, since people felt it was too spammable.
Slap City 0.8.9p1
Slap City 0.8.9p1 ( AKA The Spectator Mode Patch ) is here!
General
-Added option for lower intensity stage backgrounds
-Slightly extended ledgegrab hitbox behind character to make it easier to grab ledges at 90 degree walls
-Fixed issue where characters received different knockback angles depending on whether they were prone or not
-Fixed issue where moves could not be done on frame 1 if input buffer was 1
-Fixed issue where no effect or hitlag happened when both players' attacks broke through each other
-Added two new clang effects: a yellow for when one player breaks though the other's attack, and a cyan for when both players break through each other's attacks
-Updated some text in the Gallery
Online
-Added spectator mode. Pick a match and wait for the next game to start. Once it starts, use the control stick to pick emotes.
Stages
-Disabled movement inheritance on the tiny platform on Space Planet Earth
-Made the tiny platform on Space Planet Earth more noticeable
-Removed mipmaps from Space Planet Earth particle effects
-When stage backgrounds are set to lower intensity, Space Planet Earth only displays a slower version of its hyperspace sequence in the background
Ittle Dew
-Fixed issue where bomb lost almost all velocity when hit while sitting still on the ground
-Changed Utilt active frames from 8-10 to 7-10
-Changed Dstrong selflag from 0.5 to 1.0
-Changed Nair DI from 1.2 to 1.0
-Changed second and third hit of Nair clang priority bonus from 10 to 0
-The top hitbox of Ittle's finisher no longer interacts and causes clangs
Masked Ruby
-Turned off visual mesh smearing on Uspecial and Dspecial
-Tweaked airdodge animation so it transitions into tumble instead of fall
-Changed Jab damage from 4 to 5
-Changed Jab knockback gain from 1.8 to 1.65 (to compensate for the damage change)
-Ruby's light aerials can now cancel into any special on hit, but not on block (This is experimental and may be too powerful!)
-Added a slight screenshake when Ruby connects with aerial Dspecial sword tip
Jenny Fox
-Turned off visual mesh smearing on Uspecial
-Tweaked airdodge animation so it transitions into tumble instead of fall
Ultra Fishbunjin 3000
-Turned off visual mesh smearing on Uspecial
-Tweaked airdodge animation so it transitions into tumble instead of fall
-Changed first and second hit of Dstrong hitstun on airborne opponents from 0.7 to 0.6
-Changed first and second hit of Dstrong hitstun on grounded opponents from 0.7 to 1.0
-Changed Nspecial hitstun from 0.8 to 1.0
-Dthrow now only travels forward if the grabbed opponent has 50 damage or more
-Changed aerial Dspecial hitstop and selfstop from 1.5 to 2.0
-Added a slight screenshake when Fishbunjin connects with aerial Dspecial and Finisher
Princess Remedy
-Changed Uthrow weight independent knockback from 120 to 150
-Changed Uthrow hitstun from 1.05 to 1.15 (to compensate for the knockback change)
-Uair now checks if the player is holding Clutch on the frame the hitbox comes out to determine if it will send opponents upwards or downwards, rather than checking whether Clutch is held at the start of the move
Goddess of Explosions
-Turned off visual mesh smearing on Fstrong, Uspecial, Uthrow, Tauntthrow
-Tweaked airdodge animation so it transitions into tumble instead of fall
============
Explanations
============
Ittle Dew:
Ittle's Nair now has less clanging priority a short while into the move, so it doesn't beat out other moves as easily. The hitbox on Ittle's Utilt now comes out one frame sooner, as it sometimes missed short characters when it looked like it shouldn't. Finally the selfstop on Dstrong was increased, which means that Ittle herself will be stuck in hitstop together with the opponent a little longer.
Masked Ruby:
Ruby's light aerials can now cancel into any special on hit, but not on block. This is experimental and may be too powerful! His Jab got a damage increase from 4 to 5 but the knockback stays roughly the same.
Ultra Fishbunjin 3000:
Fishbunjin regained the longer hitstun on his Nspecial (sorry about that in the last patch). However, his Dthrow will now only travel forwards and off ledges if the grabbed opponent has 50 damage or more. This is due to the complaints about Fishbunjin being able to do a single move into Dthrow on the edge of the stage even when the opponent is at 0 damage. The first and second hits of Fishbunjin's Dstrong now only has reduced hitstun on airborne opponents, and normal hitstun on grounded opponents. The fact that Princess Remedy survives Fishbunjin's Dstrong and similar attacks so easily is because of her low gravity, which actually makes her suffer less knockback when an attack sends her downwards. This is a separate issue that we'll look into later.
Princess Remedy:
Remedy's Uthrow now throws opponents a bit higher with a bit more hitstun, which means that she has an easier time reacting to where the opponent is going instead of having to guess. The only opponent she cannot perform Uthrow > Ustrong on is another Princess Remedy. Her Uair now checks if the player is holding Clutch on the frame the hitbox comes out to determine if it will send opponents upwards or downwards, rather than checking whether Clutch is held at the start of the move. This is just to make the alternate Uair easier to perform; the move itself is unchanged.
Slap City 0.8.9
17 September 2018 patchnotes
General
-Characters now have more of a toon shaded look
-Added 60 fps to frame limit options
-Shield startup for all characters now makes sure shield health is at least at a small positive value
-Stages that are turned off in random config are now greyed out on stage select
-Fixed issue where some attacks clanking did not result in any visual effect or hitlag
-Fixed issue where characters would go through stage collision occasionally when going very very fast
-Fixed issue where characters (mostly Fishbunjin) would go through thin twosided walls when rolling
-Fixed issue where certain edge-on collisions would get stuck
-Fixed issue where holding down on the control stick and clutch would still fastfall
-Fixed issue where pausing during Smack the Crystals after Training, pause menu would be training menu
-Fixed issue where clanking spawned two effects
-Fixed issue where multiple identical native resolutions prevented resolution changes from happening
-Mouse cursor is now always visible when windowed
Online
-Lobby password search can now be input with the keyboard by either typing or pasting (Ctrl+V) on the password screen
-It is now possible for lobby admin to disallow random stage
-Lobby music mute state is now saved between sessions
-Online now sets random seed
-Fixed issue where if all players picked random the stage selected could occasionally be the stage just played on
-Fixed issue where stage remained active if other player disconnected from match
-Fixed issue where previous lobby search results were active in the background if new result was empty
Stages
-Added Space Planet Earth. That most final of frontiers is now readily available!
-Pepperpain now has a random alternate (and quite appetizing) look
-The lower wooden boards on The Castle are no longer fallthroughable
-Fixed ledge grab points on Frozen Court, Harbor Street and Healing Mode
-Tweaked the stage collision on Frozen Court so it's easier to grab the ledges
Ultra Fishbunjin 3000
-Changed first and second hit of Dstrong hitstun from 0.6 to 0.7
-Changed Nspecial hitstun from 1.0 to 0.8
-Fixed issue where Fishbunjin would get stuck on slopes when falling onto them with down strong
Princess Remedy
-Changed Uthrow weight independent knockback from 128 to 120
-Changed Uthrow DI from 1.2 to 0 and VXDI from 0 to 8
-Changed Uthrow hitstun from 1.0 to 1.05
Business Casual Man
-Changed size of feet hitboxes on second hit of dtilt from 0.8 to 0.9
-Fixed an animation bug when crouching after Dtilting
Goddess of Explosions
-Fixed issue where Goddess could hit with dair and land on the same frame
-Fixed an animation bug when crouching after Dtilting
============
Explanations
============
Ultra Fishbunjin 3000:
Fishbunjin's Nspecial now has a bit less hitstun, but it's still enough to perform even Bair of Fair on the opponent with good timing, and it's still possible to grab them at low damages unless they DI either up or away. Previously the opponent could only escape Nspecial > Grab by DI:ing diagonally down and away from Fishbunjin. The first two hits of his Dstrong now have slightly more hitstun again.
Princess Remedy:
Remedy's Uthrow was tweaked so she has to react to which way the opponent chooses to DI, instead of almost always getting a guaranteed followup into Ustrong by standing in place.
Slap City 0.8.8
Slap City 0.8.8 is up!
27 August 2018
General
-Reduced everyone's edgeclimb invulnerability by 4 frames
-Reduced everyone's edgeroll invulnerability by 6 frames
-Fixed some outdated character information in the Library
-Note: In previous patch notes we used the internal frame notation (starting from frame 0, the end frame is exclusive), but from now on we'll use a more logical notation (starting from frame 1, both the start and end frames are inclusive)
Stages
-Added a new stage, Fluffy Fields
-Fixed faulty collision on Jungle Zone that allowed characters to clip through the right platform from below
Ittle Dew
-Changed Finisher (against grounded opponents) selflag from 2.0 to 1.0
-Changed Finisher (against grounded opponents) hitstun from 0.8 to 1.0
Masked Ruby
-Changed Fair/Bair close hit hitlag from 0.7 to 1.0
-Uair now sends opponents forward when hitting them with the tip of the sword, and upwards when hitting them up-close to make it more consistent with Fair/Bair (Previously Uair only sent opponents upwards on the first frame of the attack)
-Changed Uthrow base knockback from 150 to 100
-Changed Uthrow knockback gain from 2.0 to 2.5
-Dspecial now has a downwards knockback angle on the tip of the sword during both active frames of the attack, rather than just the last frame
-Changed edgeclimbup duration from 24 to 25 frames (was actually a mistake)
Jenny Fox
-Changed Dtilt active frames from 5-20 to 6-18
-Changed Uair shieldstun from 1.0 to 0.5
-Changed Dair shieldstun from 1.0 to 0.8
-Fixed the uncharged Ustrong axe not being destroyed when attacked
-Shifted Dspecial superarmor forward by 3 frames so it only comes out when the hitbox does
-Tweaked the animation of rollforward and rollback so Jenny has a more continuous speed, rather than most of the horizontal movement being carried out near the end of the roll
Ultra Fishbunjin 3000
-The hurtboxes on Fishbunjin's arms and legs are now forced to 0 depth, so some attacks that previously appeared to hit him will now actually connect
-Reduced the distance of rolls and techrolls
-Changed first and second hit of Dstrong hitstun from 1.0 to 0.6
-Dstrong now only has superarmor as long as Fishbunjin is grounded
Princess Remedy
-Reduced Dtilt startup by 2 frames
-Reduced Fstrong recovery by 5 frames
-Changed Fstrong knockback gain from 4.15 to 4.5
-Changed Fstrong shieldstun from 0.7 to 0.3
-Changed Ustrong knockback angle from 60 to 90
-Changed Ustrong base knockback from 150 to 145
-Changed Ustrong knockback gain from 2.5 to 2.05
-Fair now has a blue special effect instead of red to make it more consistent with the other aerials
-Uair now sends opponents downwards if Clutch is held when the move is performed, indicated by a red special effect, and upwards if Clutch is not held
-Changed Dair back to its previous properties before patch 0.8.7
-Changed Dair hitstun against grounded opponents from 0.7 to 0.8
-Changed Uthrow set knockback from weight-dependent 350 to weight-independent 128
-Fixed many particle effects that came out one frame too late (caused by changes in the particle code in 0.8.5)
-Fixed positioning of the Ftilt particle effect
-Shortened the Ustrong particle effect so it better matches the timing of the hitbox
Business Casual Man
-Changed Uthrow base knockback from 180 to 140
-Changed Uthrow knockback gain from 1.5 to 2.2
-Nspecial now has a higher knockback angle and considerably longer hitstun when cancelled from Dspecial or Uspecial, indicated by a fire effect
-Increased Ustrong recovery by 3 frames
============
Explanations
============
Ittle Dew:
Ittle's Finisher was designed to be more effective on airborne opponents, but the selflag when hitting grounded opponents was unnecessarily high, so it was reduced.
Masked Ruby:
With Ruby's new Fair/Bair, it seemed strange that Uair still had different knockback angles depending on the exact frame the opponent was hit, rather than using a sweetspot on the tip of the sword. Therefore Uair now sends opponents forwards when hit by the tip of the sword, otherwise they are sent upwards. The severely lowered hitlag on a close hit Fair/Bair was increased, which means that Ruby is no longer at such a dramatic disadvantage when connecting with a close hit Fair/Bair. The knockback on his Uthrow was also reduced at lower damages since it didn't really lead into anything, and his aerial Dspecial now sends opponents diagonally down when struck by the tip of the sword for both frames of the attack (rather than just the last frame).
Jenny Fox:
Due to an oversight, Jenny's Ustrong axe was not destroyed by attacks. This is fixed now. Her Dspecial also has its superarmor delayed by 3 frames to match the start of the hitbox, so she can't use it to escape from combos quite as easily as before. Her Dtilt hitbox now comes out 1 frame later and lasts for 2 frames less as a careful nerf. Her Uair now deals less shieldstun since it was far too safe on block, and Dair deals a little less shieldstun as well.
Ultra Fishbunjin 3000:
Fishbunjin's roll went much farther than anyone else's, so its distance was reduced. The first and second hits of his Dstrong now have reduced hitstun so it won't KO people offstage at 0 damage anymore, and will now only have superarmor while Fishbunjin is grounded. The hurtboxes on Fishbunjin's arms and legs are now forced to 0 depth - this means that some attacks that previously appeared to hit him, but actually passed in between his arms and legs on the depth axis, will now connect. This makes him a slightly bigger target, but a more visually consistent one. Note that his hurtboxes look a bit strange when "show hitboxes" is turned on.
Princess Remedy:
After experimenting with letting Remedy hold Clutch to choose between her current and previous versions of Dair against grounded opponents, the new version that sends opponents straight up proved too safe and difficult to balance, so she simply got her old Dair back, which now has slightly more hitstun on grounded opponents than before. We apologize for changing this move without fully realizing the implications in version 0.8.7! Remedy's Uair now always sends opponents downwards when Clutch is held, indicated by a red special effect, and upwards when Clutch is not held. Her Dtilt was made slightly faster since it felt unnecessarily difficult to use, and Fstrong got slightly reduced recovery and better knockback. Ustrong had its knockback nerfed and now sends opponents straight up, which makes it more intuitive to DI (previously holding towards Remedy would get you KO'd a lot faster). Finally, Uthrow was tweaked so it now combos into Ustrong on Jenny and Remedy (in addition to the rest of the cast).
Business Casual Man:
Some were disappointed that BCMan lost his Uthrow>Dair tech chases a few patches back, so we toned down Uthrow's knockback at lower damages, as a compromise between the new and old style. It's still difficult to land the Uthrow to Fair at high damages on most characters, however. When you cancel Uspecial or Dspecial into Nspecial for $200, which wasn't very useful before, the resulting Nspecial now deals significantly more hitstun accompanied by a fire effect. Ustrong now has slightly more recovery to make it less safe to throw out at any time.
Slap City 0.8.7
Slap City 0.8.7 is up!
General
-Characters now use their entire body to parry shield, rather than most of their body being intangible during the parry shield frames
-Added some more images to use in player nametags
Stages
-Added a new Slapball stage, Bumperbowl
-Added a new song to Mecha Santa's Fortress
-Fancy Ruins now has an alternate visual style that is used at random (not used in online matches)
-Temple of Null now has an alternate visual style that is used at random (not used in online matches)
Ittle Dew
-Changed first few frames of Nair base knockback from 100 to 150
-Changed first few frames of Nair knockback gain from 2.5 to 2.0
Masked Ruby
-Fixed faulty shield/parry shield hurtboxes
-Gave Ruby a new victory pose for his default skin
-Changed Fair/Bair close hit so it no longer pushes Ruby back, but instead induces 0.6 hitstun instead of 0.9 and 0.7 hitlag instead of 1.0
-Made the Fair/Bair sweetspot easier to connect with
-Changed Dair base knockback from 0 to 5 (so Fishbunjin can no longer use his armor at 0 damage to ignore the knockback)
-Changed the rapid hits of Finisher hitlag and selflag from 1.0 to 0.3
Jenny Fox
-Changed Nspecial hitstun from 0.4 to 1.8
-Changed Nspecial hitstun deterioration from 0.013 to 0.05 per frame
-Gave Nspecial a set knockback of 30 (instead of base knockback 100 and knockback gain 2.0)
Ultra Fishbunjin 3000
-Fixed faulty shield/parry shield hurtboxes
-Changed shield hurtbox size from 2.0 to 1.5
Princess Remedy
-Fixed faulty shield/parry shield hurtboxes
-Dair now behaves differently when hitting a grounded opponent by bouncing them straight up
Business Casual Man
-Fixed faulty shield/parry shield hurtboxes
Goddess of Explosions
-Added War Queen skin
-Fixed faulty shield/parry shield hurtboxes
-Fixed a mistake that made her Utilt use the Dtilt attack properties since version 0.8.5 (The mistake wasn't obvious until 0.8.6p1)
-Dtilt now has a hitbox on the skirt one frame before the flame hitbox comes out that hits people hanging on the ledge
-------------------------------------------------------------------------------------------------------
Comments on the update
General:
Most characters had some mistakes in their blocking hurtboxes which made their feet or arms intangible, which is now fixed. We also made a slight change to how parry shields work - previously a character's body became intangible for the first few frames while they were blocking, and only by hitting the shield in the center of their body would a parry shield occur. Characters now use their entire body plus the shield itself to parry shield.
Ittle Dew:
The first few frames of Ittle's Neutral air now sends people a bit further at low damages but has the same overall knockback at high damages. This is so Ittle needs to intentionally delay her Nair more if she wants to easily combo someone with it, but she can still carry someone along with her if she already has that momentum into the opponent.
Masked Ruby:
The self-pushback when hitting someone up-close with Ruby's Fair/Bair felt like a cheap way to "fix" the move, so here's a different attempt - instead of a "close hit" knocking Ruby back, it simply has less hitstun than if he had hit with the tip of the sword. This does mean that he can end up inside the opponent who can retaliate if he messes up, so it's now slightly easier to land the sweetspot. After players have tried this for a while, we can decide which version of Ruby to keep. Ruby's default skin was also given a new victory pose that better suits him (his other victory pose is a reference to the crystals in Ittle Dew, and is still used by his alternate skin). Furthermore Ruby's Dair was very slightly tweaked so that Fishbunjin can no longer use his armor at 0 damage to walk right through it.
Jenny Fox:
It seems like people agree that Jenny's Neutral special axes are a bit too good and makes her too much of a zoner, so this is an experiment with reeling them in a bit to put the focus on the rest of her moveset. Her Nspecial axes now only cause a slight stagger instead of sending the opponent flying, like Ittle's bombs. Their hitstun also starts somewhat high and lowers the longer the axe has been out, but as usual it's not a good idea to use them at point-blank unless it was the delayed axe (which is used by holding the Special button and is still safe on hit). This means that Fishbunjin can walk through the axes with his armor, but it also means Jenny can use them to "reset" someone lying on the ground to force them to stand up.
Ultra Fishbunjin 3000:
The size of Fishbunjin's shield was quite ridiculous (it was more obvious with hitbox display turned on). It's smaller now.
Princess Remedy:
To make Dair a more interesting and useful move to use on-stage, it now knocks people straight up with fairly long hitstun if they're standing on the ground. An attentive Remedy can use this to combo into Bair or even Ustrong.
Goddess of Explosions:
There was a mistake that gave Goddess' Utilt the same properties as her Dtilt ever since she was released, which became obvious when her Dtilt properties were changed. It's fixed now. Her Dtilt now also has a brief hitbox along the ground so it hits people hanging on the ledge.
Slap City 0.8.6p1
Slap City 0.8.6p1 is live!
General
-Fixed issue where some projectiles spawned rotated incorrectly for one frame
-Added "VXDI". Like DI but gives the attacked character horizontal speed in the direction they're holding (only on specific moves)
-When hitting something that is tagged as a projectile, characters now only experience a maximum of 3 frames of hitlag
-Mashing out of grabs is now possible with the Defend and Clutch buttons
-Mashing out of grabs is no longer possible with the secondary stick
-Value for mashing out of grabs with the control stick has been halved
-Fastfall can now be initiated by either tapping down on the control stick or holding down for 14 consecutive frames
-Added loading bar to startup screen
Online
-A tentative "maybe?" on fixing lobbies breaking
Masked Ruby
-Jab now has a different knockback angle on the first frame (80 degrees)
-Hitting closely with Fair/Bair gives Ruby some pushback (more pushback the more hits he's gotten without landing). But if only the tip of his sword connects (which is now slightly larger without altering the total range), Ruby does not get pushed back
-Changed first active frame of Uair DI from 2.0 to 0.0 and VXDI from 0.0 to 12.0
-Uair now has a regular "punch" effect when hitting the opponent with the first active frame
-Changed first frame of Uair set knockback from 400 to 370
-Changed first frame of Uair hitstun from 0.5 to 0.6
-Changed Dspecial spike (the tip of the sword on the last active frame) knockback gain from 1.3 to 1.7
-Changed Dspecial spike (the tip of the sword on the last active frame) hitstun from 0.8 to 0.7
-Dspecial now has a regular "punch" effect unless the sweetspot connects (the tip of the sword on the last active frame)
-Changed dthrow knockback gain from 1.5 to 1.2
-Changed dthrow DI from 1.2 to 0.0 and VXDI from 0.0 to 12.0
-Added 5 x speed to Ruby on dthrow release depending on if player is holding left or right
-Increased finisher startup by 5 frames
Jenny Fox
-Fixed issue where respawn invulnerability was not cancelled by down special
-Neutral special axes now lose hitstun over time (start with 0.4, loses 0.013 per frame)
Ultra Fishbunjin 3000
-Changed Bair shieldstun from 1.0 to 0.5
Business Casual Man
-Can no longer gain money from invincible targets
-Increased Fstrong recovery by 5 frames
Goddess of Explosions
-Nair now transitions into Jab on landing while holding Attack
-Changed Dtilt knockback angle from 60 to 30
-Changed Dtilt base knockback from 150 to 80
-Changed Dtilt DI from 0.0 to 0.5
-Changed Dtilt SDI from 0.0 to 0.5
-Changed Dtilt hitstun from 0.8 to 1.2
-If hit during the super armor frames of Dstrong, Goddess immediately goes to the explosion counter
-Increased Nspecial hitbox horizontal offset from 5 to 6
-The Fspecial fireball now destroys other projectiles, except other fireballs and Ittle's bomb
-Pressing Fspecial while the fireball is out now deactivates it (takes 20 frames to deactivate)
-Uspecial can now grab ledges from frame 36 (lowered from frame 55)
-Uspecial can now be made to go down on frame 36 by holding down
-Changed fuse length of Dspecial from 60 to 50 frames
-Changed Dspecial hitstun from 0.7 to 0.9
Slap City 0.8.5
Slap City 0.8.5 is live!
General
-Techs now work as intended (was included but not reported for 0.8.4p1)
-Lowered default internal resolution to 1280x720
-Lowered default quality setting by one
-Renamed Gallery to Library
-Pressing Start/Pause on any controller from the results screen now goes back to character select
-Set Unity target framerate to 120 to hopefully restrict framerate for people who had issues with very high framerates
-Characters hanging on a ledge can no longer be grabbed
-Characters can now fastfall out of their jump states (this not being possible before was an oversight)
-Characters now lose walljump power on consecutive walljumps without landing in between (0.85 raised to # of walljumps)
-Characters now get released properly when hit while grabbed
-CPU is now a bit more creative in choosing attacks
-Fixed issue where game hid mouse cursor even when unfocused
-Fixed issue where random music would select incorrectly
-When characters get hit hard the game now only spawns one directional effect
Ittle Dew:
-Increased range of Utilt
-Changed Dtilt active frames from 8-10 to 6-8
-Extended the hitbox of Dtilt below Ittle
-Extended the hitbox of Dstrong below Ittle
-Tweaked Fair animation
-Increased Fair recovery by 4 frames (changed total move length from 35 to 39 frames)
-Changed Fair landing lag from 8 to 10 frames
-Changed Fair shieldstun from 1.0 to 0.5
-Changed Bthrow damage from 6 to 7
-Changed Bthrow hitstun from 1.0 to 0.8
Masked Ruby:
-Increased Ruby's hurtbox upwards when he's hanging on a ledge
-Extended the hitbox of Dtilt below Ruby
-Changed Nair active frames from 5-16 to 7-16
-Changed Nair base knockback from 60 to 100
-Changed Nair knockback gain from 2.5 to 2.1
-Changed Nair hitstun from 1.0 to 0.8
-Changed Uthrow damage from 5 to 7
-Changed Bthrow damage from 6 to 8
-Changed Bthrow hitstun from 1.0 to 0.7
Jenny Fox
-Slightly increased Jenny's hurtbox upwards when she's hanging on a ledge
-Polished Jenny's animations
-Changed the sound of axes hitting an opponent from "punch" effects to "slice" effects
-Can now delay Fair indefinitely by holding Clutch on frame 15
-If Ustrong is charged for at least 15 frames, the axe projectile becomes indestructible and on fire
-Extended the hitbox of Dstrong below Jenny
-The Uspecial skateboard now bounces once instead of being destroyed on the ground
-Slightly reduced range of Dspecial
-Changed Dspecial active frames from 3-22 to 4-14
-Changed Dspecial invulnerability on frames 1-4 into superarmor frames
-Changed Dspecial shieldstun from 1.0 to 0.8
-Changed Dspecial hitstun from 1.0 to 0.8
-Changed Finisher hitlag from 0.3 to 0.8
-Changed Finisher selflag from 1.0 to 2.2
Ultra Fishbunjin 3000
-Changed Fspecial damage from 14 to 12
-Changed Fspecial knockback gain from 2.5 to 2.1
-Changed Fspecial shieldstun from 1.0 to 0.7
-Changed Fspecial hitstun from 1.0 to 0.8
Princess Remedy
-Changed Utilt active frames from 10-13 to 7-9
-Extended the hitbox of Dtilt below Remedy
-Slightly increased travel distance of Dstrong projectiles
-Changed Uair knockback angle from 90 to 70
-Changed Uair hitstun from 1.0 to 0.9
-Changed Dthrow hitstun from 1.2 to 0.8
-Increased hitbox size of ledgeattack
Business Casual Man
-BCMan now loses $50 when he's hit during his taunt, instead of when his Taunt animation is interrupted for any reason, which fixes a minor issue with the results screen
-Now has a screen shake effect on Sell hits
-Cancelling Uspecial or Dspecial into Nspecial to gain brief invincibility now correctly tints BCMan white during the entire invincibility period
-Changed Uthrow set knockback from 400 to base knockback 180 and knockback gain 1.5
-Changed Uthrow hitstun from 0.85 to fixed at 40 frames
-$1000 Finisher cards now never move slower than speed 5
Goddess of Explosions
-Appeared in Slap City when someone summoned the wrong god
Slap City 0.8.4
General
-Added a new stage, Jungle Zone. Sharp spears come out of the ground, and there's a hole in the middle.
-Stefan Hurtig is a programming god and a hero. He did actual HUNDREDS of code optimizations.
-You can now pummel a grabbed opponent with the Grab button. (You may also use Attack, Strong and Special like before.)
-Edgerolls no longer go off ledges on the opposite end of small platforms
-Resolved an old glitch that caused characters to lose an unnatural amount of momentum in the air if no direction was held (was most noticeable in Fishbunjins' down throw)
-Teching is no longer free (them being free was unintended), trying to tech now gives you a 20 frame tech window plus a 20 frame non-tech window before tech inputs will be accepted again
-Airdodge now triggers if you input it on the same frame as a jump, instead of only on the frame after
-Pause menu now shows which player paused
-Added toggle for damage reset in training mode menu
-Chain and combo numbers are now always visible if at or above 2 in training mode
-A "slap" sound now plays at the start of a match
-Last five seconds of a timed match is now counted down by an increasingly intense number
-Series is now displayed on stage select for stages that are directly from a specific series
-Fixed issue where doing certain moves would snap characters to platforms
-Fixed issue where Crystal Targets would leave static effects behind if quitting while effects were still playing
-Game now might ignore trigger input from GameCube controllers that have had their springs removed, but who knows? ("I don't have any such controllers, so I can't really verify." @sinxtanx in the #bug-reports channel of our discord if you do and it didn't work)
-Changed the song of the Turnip Corp. stage. You can still select the old song through music selection.
Online
-It should now be possible to play online from non-owner steam account on same computer that another user has installed and shared the game on
-Default BATTLE/TEAM BATTLE time is now 8 minutes, like offline modes
-Password search now makes sure to search worldwide
-Ability to cancel stage vote and character selection menus
-Fixed issue where creating a lobby with default amount of players per match (4) accidentally created a lobby with 2 players per match
-Fixed issue where a KO sound could be heard on match startup
Ittle Dew
-Changed Air strong active frames from 30-34 to 31-33
-Changed Air strong base knockback 150 to 40
-Changed Air strong knockback gain 2.0 to 2.7
-Changed Air strong hitstun from 0.8 to 0.6
-Changed fully charged Air strong knockback multiplier from 1.5 to 1.25 (was actually a mistake)
-Dspecial now displays a fire effect a short while into the move, and produces an even bigger fire effect when it's almost at full power
Masked Ruby
-Changed getupattack duration from 31 to 32 frames (was actually a mistake)
-Changed getup duration from 29 to 30 frames (was actually a mistake)
Jenny Fox
-Tweaked edgeattack animation
-Changed Fair knockback gain from to 2.2 to 2.3
-Changed Fair DI from 1.2 to 0.8
-Changed Fair SDI from 1.2 to 1.0
-Changed Uspecial and Specialfall air speed from 13 to 15
-Changed Uspecial and Specialfall air acceleration from 60 to 70
Ultra Fishbunjin 3000
-Added a heavier sound, dust and screenshake when Fishbunjin hits the ground during crashland and Dair
-Changed air acceleration from 50 to 55
-Changed getup invulnerability frames from 0-24 to 0-20 (was actually a mistake)
-Changed Ftilt active frames from 9-13 to 7-11
-Changed Ftilt total duration from 40 to 38 frames
-Changed Dtilt active frames from 6-10 to 5-9
-Changed Dtilt total duration from 29 to 28 frames
-Tweaked Dtilt animation so he no longer pokes his foot out before the hitbox becomes active.
-Changed Nair base knockback from 160 to 140
-Changed Nair knockback gain from 1.5 to 1.7
-Changed Nair hitlag from 0.6 to 0.7
-Changed Nair SDI from 2.0 to 1.0
-Changed Fair (leg hit) base knockback from 120 to 150
-Changed Fair (leg hit) knockback gain from 2.3 to 2.1
-Changed Fair (chest hit) base knockback from 140 to 180
-Changed Fair (chest hit) hitlag from 1.5 to 1.0
-Changed Fair (chest hit) selflag from 1.5 to 1.0
-Changed Dthrow X velocity from 20 to 12, since it now checks this value correctly (not intended as a nerf but the result of a bug fix)
Princess Remedy
-Changed Uspecial horizontal airspeed from 12 to 15
-Changed Uspecial horizontal air acceleration from 50 to 65
-Increased range of Ftilt (changed hitbox X offset from 0.5 to 0.75)
Business Casual Man
-Changed getup invulnerability frames from 0-16 to 0-18 (was actually a mistake)
-Now uses the correct Loser animation for Besiege Castle Man colors
-Now loses $50 if Taunt is interrupted for any reason after 10 frames
-Tweaked the Sell graphical effect
Slap City 0.8.3
Includes:
General
-Meadowvalley is now an available stage! You can fight here day and night.
-Airdodging onto a platform is now much easier
-Characters now carry slightly more momentum when leaving a platform edge during landlag
-When hanging from an edge, characters can now roll onto stage by pressing shield
-When hanging from an edge, characters can now let go, walljump, attack and roll by pressing down, back, up and forward respectively on the secondary stick
-Fixed issue where clone horde characters would still become invisible at times
-Fixed issue where characters wouldn't turn around correctly during a side special sometimes
-Savefiles are now loaded more carefully
-Fixed issue relating to using controllers that output stick values outside of bounds while using a Mayflash GameCube Controller Adapter
Online
-Online match manager now ACTUALLY prefers a different random stage from the stage that was just played
-Lobby Management thread is now more strict about accepting data from steams server
-Pings are now sent more often
-Game now reacts faster to a change in average ping
-Ping calculation is now clamped to 9999
-Lobby menu now does not care about mouse input if application is not focused
-Lobby menu received some graphical touch-ups
Ittle Dew
-Now has an edgeroll
-Changed forward and backward roll invincibility frames from 0-12 to 0-14
Masked Ruby
-Now has an edgeroll
-Changed forward and backward roll invincibility frames from 0-10 to 0-12
-Changed run acceleration from 40 to 60
-Changed floorbrake from 65 to 80
-Changed sword slash hit effects and sounds.
-Tweaked Ftilt animation
-Improved ledge attack hitboxes
-Added extra hitboxes in the Z axis to the tip of the sword during Jab, Ftilt, Fstrong and Grab, so it actually connects with Fishbunjin and BC Man during -their idles when it looks like it should
-Changed Fstrong DI from 0.7 to 0.6 (due to a mistake it was still 0.7)
-Changed Dstrong DI from 0.7 to 0.6 (due to a mistake it was still 0.7)
-Changed Dstrong hitlag from 1.0 to 1.5
-Changed Dstrong selflag from 1.0 to 1.5
-Changed Ustrong (first four hits) selflag from 1.0 to 0.5
-Changed Dair hitlag from 1.0 to 0.5
-Changed Dair selflag from 1.0 to 0.5
-Can now hold the Special button during Nspecial instead of having to mash it
-Nspecial can now be repeated a maximum of 12 times
-Fixed grounded Dspecial having a faulty hitbox and sword trail
-Changed grounded Dspecial total frames from 29 to 32 (actually a mistake since version 0.7.1p1)
-You can now press Clutch during the startup of aerial Dspecial to flip it vertically at the cost of one double jump
-Changed aerial Dspecial so the tip of the sword has a downwards knockback angle on the last active frame
-Changed Air strong (final hit) hitlag from 1.0 to 1.5
-Changed Air strong (final hit) selflag from 1.0 to 1.5
Jenny Fox
-Now has an edgeroll
-Changed forward and backward roll invincibility frames from 0-12 to 0-14
-Changed edgeclimbup animation from 36 to 30 frames
-Changed edgeclimbup invincibility from 0-28 to 0-26 frames
-Fixed mistake in sleeping animation
-Can no longer use the Clutch button to reverse the horizontal momentum and direction of Dspecial
-Changed Jab hitbox horizontal offset from 0.8 to 1.0
-Can once again jump cancel Dtilt from frame 20
-Changed Fstrong (axe hit) damage from 18 to 20
-Changed Fstrong hitlag from 1.0 to 1.8
-Changed Fstrong selflag from 1.0 to 1.8
-Changed Air strong hitlag against airborne opponents from 1.0 to 0.3
-Nspecial now throws the axe on frame 10
-Holding the Special button until at least frame 8 of Nspecial angles the axe upwards and delays it to frame 32
-Can now fastfall Uspecial after 30 frames by holding Down
-Uspecial now grabs ledges from 40 frames into the animation (out of 50 total frames)
-Changed Dthrow DI from 0.8 to 0.6
Ultra Fishbunjin 3000
-Now has an edgeroll
-Changed forward and backward roll invincibility frames from 0-14 to 0-16
-Can now use the Clutch button to reverse the horizontal momentum and direction of Nspecial
-Changed dash speed from 14 to 15
-Changed air acceleration from 40 to 50
-Changed Nair hitstun from 0.7 to 0.85
-Changed Uair hitbox size from 1.0 to 1.2 (chest)
-Changed Uspecial superarmor frames from 8-16 to 8-20
-Changed Dthrow DI from 1.2 to 0.7
-Changed Dthrow hitlag from 1.0 to 0.2
-Changed maximum Finisher horizontal recoil from 10 to 14
-Restored property of Finisher to stop movement in previously forward direction if done in opposite direction
Princess Remedy
-Now has an edgeroll
-Changed forward and backward roll invincibility frames from 0-12 to 0-14
-Changed edgeclimbup animation from 32 to 28 frames
-Changed edgeclimbup invincibility from 0-28 to 0-24 frames
-Fixed issue where Remedy could spawn on top of stage geometry directly above her spawnpoint
-Fixed issue where Remedy could spend her flask charge without actually throwing it
Business Casual Man
-Now has an edgeroll
-Changed forward and backward roll invincibility frames from 0-12 to 0-14
-Changed edgeclimbup animation from 30 to 28 frames
-Changed edgeclimbup invincibility from 0-26 to 0-24 frames
-Changed non-Sell Finisher knockback angle from 25 to 35
-Changed non-Sell Finisher landing lag after the hitbox comes out from 10 to 25
-Changed Sell Finisher landing lag from 10 to 60
Slap City 0.8.2
Slap City 0.8.2
-The one with Besiege Castle Man!
General
-DirectX 11 is now supported by the game
-The game now natively recognizes the common MAYFLASH GameCube Controller Adapter in its PC mode
-Fixed issue where for some players characters and other things were invisible if stood still
-Getup rolls can now be activated with the secondary stick
-Fixed issue where characters could gain an incorrect amount of speed by dashing in super-quick succession
-Characters can now drop through platforms from shield by pressing special
-Respawn invulnerability is now 90 frames long (down from 120) and runs out immediately if the character initiates an attack
-Holding down on the control stick now never grabs edge
-Edge grab hitboxes are now a little more lenient
-Renamed the Dash button to "Clutch", due to it's variety of non-dash uses
-Dpad can now be set to press Clutch
-New option "Set Simple Controls" in controller config activates all tap options and unbinds Strong and Clutch
-Previously undocumented usage of the clutch button here explained:
--Hold clutch to force lightshield
--Hold clutch to suppress fastfall
-Characters can now walljump from holding edge by pressing clutch
-Characters can now extend moonwalks once per moonwalk by pressing clutch
-Characters can now tech and Dash-Cancel with Clutch
-Introduced momentum reversal on selected moves; during any of these moves, press the clutch button to flip character and horizontal velocity
-Assigned clutch button in default configs:
--Keyboard, right ctrl
--XInput, left bumper
--GameCube, L
-Remaining jumps are now indicated by wings on the right side of player arrow
-Clutch button press is indicated by option symbol on the left side of player arrow
-Added controller config menu inside Controllers menu
-Added "Training" button to mode select
-Stage select now prefers picking a random stage that is different from the stage most recently played
-Smack the Crystals is now playable as a standalone mode
Online
-Accepting an invite via Steam Overlay now forces the game to the online menu
-Create lobby menu now shows values for defaults
-Match manager now prefers picking a random voted stage that is different from the stage most recently played
-Avatars and status of people in lobby is now visible at the bottom of the online character select screen
-After loading, but before starting, loading status of other players is now overlayed on player info
-You can now send pre-defined messages while on the online character select screen
-Fixed issue where steam avatar colors were washed out due to difference in color format
-Ping is now determined with more precision
Ittle Dew
-Changed getupattack shield stun from 1.0 to 0.5
-Can use the Clutch button to reverse the horizontal momentum and direction of Nspecial, Fspecial, Dspecial, Air strong
-Changed Fair hitbox size on the ice ring from 1.0 to 0.75 and shrunk the particle effect to compensate
Masked Ruby
-Changed getupattack shield stun from 1.0 to 0.5
-Can use the Clutch button to reverse the horizontal momentum and direction of Nspecial (only during the startup)
-Changed Dair damage from 2 to 3 (9 damage total)
-The crouching state now has a floorbrake of 15 instead of Ruby's usual 65
Jenny Fox
-Changed getupattack shield stun from 1.0 to 0.5
-Can use the Clutch button to reverse the horizontal momentum and direction of Nspecial, Fspecial, Dspecial, Air strong
-Changed run acceleration from 60 to 80
-Changed dash (run start) animation so it feels better
-Dtilt can no longer be jump canceled after frame 20
-Changed Dtilt DI from 1.0 to 1.3
-Changed Nair base knockback from 110 to 130
-Changed Nair knockback gain from 2.2 to 2.3
-Changed Nair hitlag from 1.0 to 0.8
-Changed Dthrow knockback gain from 2.8 to 2.6
-Changed Dthrow hitstun from 0.75 to 0.85
-Changed Dthrow damage from 16 to 11
-Changed aerial Nspecial air control from 0.0 to 1.0
-Changed Nspecial axe throwing frame from 10 to 30
-Changed Nspecial axe hitstun from 0.3 to 0.4
-Nspecial can now angle the axe upwards by holding the Special button until at least frame 8, indicated by a slightly different animation
-Changed the ledgeattack animation and its hitboxes
-Tweaked the end of the Fstrong animation (does not affect hitbox positioning)
Ultra Fishbunjin 3000
-Changed getupattack shield stun from 1.0 to 0.5
-Can use the Clutch button to reverse the horizontal momentum and direction of Air strong
-Changed weight from 125 to 120
-Changed dash speed from 15 to 14
-Changed air acceleration from 80 to 40
-Changed Nair base knockback from 100 to 160
-Changed Nair knockback gain from 2.0 to 1.5
-Changed Nair SDI from 1.0 to 2.0
-Changed Nair hitlag from 1.0 to 0.6
-Changed Nair hitstun from 1.0 to 0.7
-Changed Bair active frames from 16-20 to 17-20
-Changed maximum Finisher horizontal recoil from 20 to 10
-Removed the hitboxes on Fishbunjin's elbows on Nspecial
-Removed Fspecial attack superarmor (previously frames 5-9)
-Changed Uspecial superarmor frames from 0-20 to 8-16
-Uspecial now travels 10% shorter vertically
Princess Remedy
-Changed getupattack shield stun from 1.0 to 0.5
-Can use the Clutch button to reverse the horizontal momentum and direction of Fspecial, Dspecial
-Changed Fair hitbox size from 1.2 to 1.0
Business Casual Man
-Changed getupattack shield stun from 1.0 to 0.5
-Can use the Clutch button to reverse the horizontal momentum and direction of Fspecial, Air strong
-Changed air acceleration from 70 to 80
-Changed air speed from 12 to 13
-Fair, Ustrong, Fstrong and Fthrow will no longer act as Sell moves if you hold the Clutch button, even if you can afford them
-Changed Jab minimum stun frames from 16 to 20
-Changed Fstrong base knockback from 120 to 180
-Changed Fstrong knockback gain from 2.3 to 2.2
-Changed Fstrong Sell damage multiplier from 2.5 to 2.0
-Fstrong now instantly breaks shields with a Sell hit (unless it's powershielded)
-Changed Dstrong money gain on hit from $15 to $20 ($140 total)
-Changed Fair knockback gain from 2.0 to 2.5
-Changed Fair Sell damage multiplier from 2.0 to 1.6
-Changed Bair landing lag after the hitbox comes out from 8 to 12 frames
-Changed Uair hitlag (first three hits) from 0.4 to 0.8
-Changed Dair hitlag (first four hits) from 0.4 to 0.8
-Changed Dair total move length from 45 to 40 frames
-Embiggened the Fspecial hitbox
-Changed Fspecial active frames from 22-26 to 20-26
-Fspecial now shoots forward horizontally at 1.15 times the dash speed when used on the ground
-Uspecial now gains $50 on hit
-Changed Dspecial superarmor start frame from 12 to 6
-Changed Dspecial money gain during his superarmor from $60 to $5+(damage taken*8)
-Finisher attack at $1000 now spawns cards predictably