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P-P-P-P PATCH NOOOOTTTEEEESSSS!!!!!!!
Version 0.3.3!
Quick summary:
Nearly all moves are safer to use in neutral.
Ninja FINALLY got that Quick slash and Uppercut nerf.Backdashing is now even more committal.
Cowboy got some buffs to 1000 slashes:
It now lasts twice as long and you can’t parry it unless you’ve parried something before it. It benefits greatly from the reduced endlag of everything.Wiz orb got a buff and nerf: push orb is now a free action. Meaning you can do it, and something else at the same time I believe. Like Ninjas stick bomb. Which is a pretty good buff.
It also apparently used to cause ground bounce?
Anyway, it causes knockdown now, so that’s a nerf.Wiz also benefits from the endlag buffs. Tho I wouldn’t say as much as cowboy.
Anyway, here are the detailed notes:
– many moves have been made safer to use in neutral, hopefully to encourage more active play.
– IASA = “interruptable as soon as,” aka “first actionable frame (on whiff)”– ragequit has been nerfed
– reduced the freeze-frames on some supers
– Yomi Advantage is now called Initiative (with a new ingame display effect)
– burst can no longer counterhit
– burst hitstun reduced (25f -> 23f)
– burst knockback reduced (24 -> 14)
– dodge invulnerability now starts at frame 2 and ends at frame 8
– added ingame guide
– returned to GLES3. some upcoming features require it and i found that there is no reason to use GLES2 since i am not currently developing for web or mobile. tell me if this breaks the game for you – i’ll look into it. but it shouldn’t.
– fixed rematch UI bug
– fixed block changing recovery
– fixed some projectile asymmetries
– fixed rematch breaking after forfeit bug from unstable patch
– mod loader updated
## Ninja
– Forward dash speed slightly reduced (15 -> 14)
– Dash Back
– IASA increased (9f -> 13f)
– speed increased (8 -> 11)
– stops momentum at frame 10
– Release Momentum
– this move is just ridiculous. i don’t know what to do with it.
– IASA increased (3f -> 8f)
– Drop Kick
– hitstun reduced (33f -> 20f)
– damage increased (90 -> 115)
– knockback increased (12 -> 13)
– Uppercut
– first hit hitstun increased (52 -> 60)
– second hit hitstun reduced (inf -> 50)
– cannot cancel second hit
– adjusted momentum
– doesn’t retain momentum going backwards
– forward momentum retention reduced (1.0 -> 0.33)
– Quick Slash
– startup increased (6f -> 7f)
– invulnerability removed
– damage decreased (60f -> 40f)
– uses an air option
– Stomp
– IASA reduced (49f -> 22f)
– Kick (grounded)
– IASA reduced (20f -> 18f)
– Caltrops
– cannot be parried on the ground
– Dive Kick
– fixed momentum resetting on hit-cancel
## Cowboy
– Walk back
– IASA increased (7f -> 9f)
– speed reduced (4 -> 3)
– has 1f startup
– no longer interruptible on opponent’s turn
– Lasso
– IASA reduced (44f -> 20f)
– Horiz. Slash (grounded)
– startup reduced (7f -> 6f)
– animation length reduced(25f -> 20f)
– forward momentum increased (6 -> 8)
– Vert. Slash (grounded)
– IASA reduced (29f -> 18f)
– Upward Swipe
– IASA reduced (31f -> 22f)
– Stinger
– IASA reduced (29f -> 16f)
– Pommel
– IASA increased (9f -> 11f)
– hitbox size increased
– Backslash
– has startup invulnerability with Initiative
– first hit lands vs grounded opponents again (sends aerial)
– backward momentum increased (5 -> 8)
– Ankle Cutter
– startup reduced (9f -> 7f)
– knockback angle adjusted (sends upward)
– hitlag increased (2f -> 6f)
– Vert. Slash (aerial)
– knockback angle adjusted (sends a bit more horizontal)
– knockback reduced (5 -> 4)
– victim hitlag increased (4f -> 6f)
– 1000 Cuts
– reduced knockback (5 -> 2)
– reduced DI nudge modifier (1.0 -> 0.2)
– cannot be parried unless you parry something else first
– increased active time (120f -> 240f)
– 3 Combo (both)
– 3rd hitbox appears 1 frame earlier (27f -> 26f)
– 3rd hitbox damage increased (130 -> 180)
## Wizard
– Dash Back
– Dash back IASA increased (9f -> 11f)
– Speed increased (7 -> 9)
– Dash back stops momentum at frame 9
– Zephyr
– Throw hitbox active time reduced (25f -> 23f)
– this fixes freeze glitch (i think)
– Orb
– Orb Push
– Now a free action while orb is active
– Speed reduced (12 -> 10.5)
– Momentum change – it’s now harder to control.
– Orb Dart
– No longer causes ground bounce (orbsaka nerf)
– Causes knockdown
– Missile Form
– startup reduced (9f -> 7f)
– Ice Spike (Aerial)
– IASA reduced (18f -> 14f)
– Ice Spike (Grounded)
– IASA reduced (25f -> 16f)
– Tome Slap
– Startup reduced (5f -> 4f)
– IASA reduced (12f -> 11f)
– Kick
– Hurtbox adjusted
– Mana Strike
– Startup reduced (7f -> 6f)
– IASA reduced (25f -> 13f)
– Flame Wave
– IASA reduced (15f -> 14f)
– Conjure Storm
– IASA reduced (29f -> 25f)
– Bolt of Magma
– IASA reduced (15f -> 12f)
– Vile Clutch– IASA reduced (17f -> 12f)