• In the latest unstable patches, wizard gets a glow up with a water gun and new orb moves!
    Also. We might be getting a clash system.

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  • Patch 0.6.0!!
    Summary time:
    New system called Sadness. You can’t run from your opponent anymore or you lose your burst bar. Sadge.
    New hitstun decay system that prevents you from
    Using the same move over and over again with the same hitstun.
    Cowboy can now throw his gun!
    3 combo got nerfed a bit, and a few of his other moves got a overall Net buff.(means overall he got buffed)
    Wiz has 2 new moves, Conjure weapon, which just summons a big slow sword with armor, and orb tether, which pulls you toward the orb. And most of his moves got hitstun nerfed. Because of this, he gets a Net Nerf.
    Ninja just got some qol changes. But an overall Net Buff.
    Here’s the full notes:

    0.6.0

    – New system: Sadness

    – As you run away from your opponent, your fighter gets sad. They wish they could be in the heat of battle! If your sadness reaches a certain point, you\’ll lose all your meter and be unable to gain meter for some time. Sadness also reduces your character\’s meter gain. Reduce your sadness by landing melee attacks and playing aggressively!

    – New system: Same-move hitstun decay

    – Works differently than the previous version that never made it out of unstable. Decay is now tied only to repeated moves in a combo, meaning each time you use a melee attack in a combo, that move\’s hitstun will decrease by 1 frame, with a minimum of 1/2 the original hitstun. This resets when the combo ends. This should encourage combo variety. Once I\’m better at programming this could include projectiles as well.

    – Some more prediction errors are fixed

    – Throw tech now always moves the characters away from each other.

    – Burst is no longer DI-able (burst cancel still is tho)

    – Updated modloader

    – Now you can connect to unmodded players if you are only using client-side mods (e.g. sprite swaps, other aesthetic or UI changes)

    – reverted some collision detection problems causing players to phase through each other (still happens but under different circumstances usually involving flip)

    – Temporary solution, will be looking into more robust collision resolution

    ## Cowboy

    – Can now quick draw without any bullets as long as you have 1 bar.

    – New move: Gun Throw

    – Hits the opponent, then shoots if you have enough bullets. You\’ll have to pick your gun back up.

    – 3 Combo

    – In light of new combo routes discovered into this move, I\’m toning it down a bit (and trying to prevent more huge damage loops).

    – 3rd hit hitstun reduced (40f -> 30f)

    – 3rd hit damage reduced (180 -> 160)

    – 3rd hit minimum damage reduced (90 -> 50)

    – 3rd hit DI nudge modifier increased (1.0 -> 1.3)

    – Shoot

    – Fixed infinite ammo bug (lol)

    – Does more damage if it\’s at the beginning of a combo (90 -> 150)

    – Lasso

    – Ignores armor

    – Impale

    – Reduced first hit DI nudge modifier (1.0 -> 0.5)

    – Izuna Drop

    – Damage increased (165 -> 190)

    – Vert. Slash (aerial)

    – Reduced DI nudge modifier (1.2 -> 1.0)

    – Increased damage (50 -> 70)

    – Horiz. Slash (aerial)

    – Reduced DI nudge modifier (1.2 -> 1.0)

    – Increased damage (70 -> 90)

    – Lightning Slice

    – Damage increased (90 -> 100)

    – Followup damage increased (40 -> 60)

    – IASA reduced (38f -> 28f)

    – Back Slash

    – Sweetspot size increased

    – Sweetspot knocks down

    ## Wizard

    – Still working on orb prediction weirdness sorry

    – Fixed not being able to hover/fast fall directly out of hitstun

    – Fixed fast fall not falling fast

    – New Move: Conjure Weapon

    – Slow forward-moving attack with armor (maybe this is stupid)

    – New Move: Orb Tether

    – Moves you toward the orb

    – Confusing Touch

    – Removed far hitbox

    – Mana Strike

    – IASA increased (13f -> 15f)

    – Magic Dart

    – now free cancellable (this is basically just a flavor change)

    – Sandstorm

    – Free cancellable again

    – Reduced hitbox range

    – Kick

    – IASA reduced (30f -> 24f)

    – Icicle (aerial)

    – Hitstun reduced (25f -> 23f)

    – Combust

    – Hitstun reduced (25f -> 23f)

    – Icicle (ground)

    – Hitstun reduced (25f -> 23f)

    – Tome Slap

    – Hitstun reduced (20f ->17f)

    ## Ninja

    – is pretty much the model of balance i am aiming for with the other characters rn. i think he\’s in a good place, but feel free to tell me i\’m wrong

    – Some quality-of-life changes.

    – Caltrops

    – Now immune to other projectiles

    – Substitution

    – Projectile direction is now updated to the direction you\’re facing (allows flip)

    – Release Momentum

    – Momentum is now updated to the direction you\’re facing (allows flip)

    – Kick (grounded)

    – Animation length reduced (21f -> 18f)

    – Jump Kick

    – No longer special cancellable

    – This made sense when the move was much harder to hit – now, not so much

    – Damage increased (100 -> 120)

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  • Patch 0.5.0!
    Technically the current version is 0.5.2, but this was the most recent update I’ve been wanting to cover for a while.
    Basically, there are now Taunts. Completing one gives you a bar of meter.
    If you type /em you can make your character say something.
    When you’re in knockdown, you can’t stay on the ground as long anymore.
    Cowboy got some net nerfs.
    He has 2 new moves, a dash, and downward cleave. Which is just upward swipe but down.
    Wiz has Sandstorm now, which pushes the enemy away.
    And overall that’s it.
    Here are the detailed notes.

    version 0.5.0

    – Added taunts. If they’re out for long enough you get a bar of meter 🙂
    – Burst Cancel buffs
    – Does not increment combo count
    – if your combo proration is above 0, it is reset to 0
    – resets combo pushback
    – IASA reduced (25f -> 15f)
    – Game settings changes
    – Added option to turn off the “chess timer” for a more traditional refreshing turn timer. for now i am setting it to be off by default so i can get more feedback on this change (and if it’s preferable to the original).
    – You can now easily save and load match settings
    – New fluff system: emotes
    – type in multiplayer (or /em & /em2 in singleplayer) to make your character say something cool and badass
    – chat is enabled in sp for this purpose (press enter)
    – Is saved in replay files
    – FOOL! YOU HAVE FALLEN RIGHT INTO MY TRAP! I WILL NOW ACTIVATE MY ULTIMATE TECHNIQUE!
    – reduced max knockdown time (30f -> 20f)
    – capped knockback speed to 30
    – Superjump can no longer be angled backward
    – Block state length caps at 30 frames if the opponent starts getting comboed during it (prevents 1000cuts infinite on certain DIs and god knows what else)
    – increased grounded DI strength (3 -> 3.5)
    – attacks that keep the opponent grounded no longer apply knockback when they are hit against the wall. This should help prevent wall infinites by making the effect of DI more useful.
    – fixed reversion allowing you to flip block
    – Throw tech is now invulnerable
    – Whiff Cancel now only uses 3/4 burst meter
    – Fixed a bunch of projectiles having way-too-big hurtboxes
    – fixed modloader i think
    – Player 1 can no longer side-switch with flip

    ## Cowboy
    – Cowboy is pretty brutal in the previous stable patch and his archetype is broken. Infinite unburstable combos are no fun. Temporal bullet is extremely oppressive for little cost. Teleport breaks the combo system. Many of his moves have far too much combo potential for their minimal level of commitment. Cowboy should now have to rely more on resets, a bit of a better neutral game with Dash, and more honest gameplay overall.

    – New Move: Downward Cleave
    – Aerial attack
    – Does what it says on the tin

    – New move: Dash
    – Morrigan style ground-to-air dash
    – Initiative bonus: some invulnerability on startup
    – Maybe this is unnecessary but it’s fun and i like it

    – Teleport
    – Split into two moves
    – Meterless teleport behaves as it did prior during neutral – its frame data is variable depending on the distance and direction. It is a bit slower during combos than it is in neutral (IASA +4f).
    – Spend 1 meter to “instant teleport” which has better frame data than either version did before (IASA 9f -> 7f).
    – Upward momentum reduced by 1/3
    – Now throw invulnerable on startup

    – Izuna Drop
    – This is meant to be a combo ender. Now I think it will reliably end combos.
    – Increased landing recovery (20f -> 30f)
    – Decresed knockback (20 -> 13)
    – Decreased hitstun (40 -> 30) (now it resets to neutral with the opponent in the air)
    – Increased upward knockback angle
    – Increased minimum damage (80 -> 90)

    – Walk forward
    – Is a tiny bit faster

    – Horiz. Slash (Grounded)
    – Hitbox vertical size reduced
    – Is a “high” move now (only changes enemy hurt animation)
    – I’ve been meaning to do this for a while. a couple low attacks will be able to duck this move now.
    – Damage increased (80 -> 100)

    – Vert. Slash (Grounded)
    – Damage increased (90 -> 115)

    – Stinger
    – No longer cancellable into teleport

    – Temporal Round
    – Increased startup (2f -> 4f)
    – Goes away if Cowboy is hit
    – No longer cancellable into itself
    – fixed it spawning behind Cowboy when facing left
    – hitstun reduced (25f -> 18f)

    – Shoot
    – hitstun reduced (25f -> 20f)

    – 3 Combo
    – 3rd hit minimum damage increased (0 -> 70)

    – Back Slash
    – No longer cancellable into teleport

    – Upward Swipe
    – DI nudge modifier increased (1.0 -> 1.2)

    – Horiz. Slash (Aerial)
    – increased IASA (15f -> 18f)
    – Does not reset momentum until frame 5 (when the force is applied)
    – Momentum is now halved instead of reset
    – Hitstun reduced (22f -> 17f)
    – No longer land-cancels until frame 7, thus can sometimes be hit-cancelled into grounded moves
    – DI nudge modifier increased (1.0 -> 1.2)

    – Vert. Slash (Aerial)
    – Hitstun reduced (20f -> 14f)
    – DI nu…[Read more]

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  • Edit the group name to fit the game.

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  • Damn…
    Who would’ve thought the word Yomi was copyrighted

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  • Forget what I said.
    Blocking gets removed in the later unstable patches.
    But he said that hopefully the current one, 4.0.20(I think) will be the last unstable patch before the stable patch.

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  • In the new lates unstable patches, Ivy made a new universal block mechanic.
    I’m not 100% on how it works yet because phone restrictions, but from what I could see, it looks like it’s like a safer parry. But you cant parry out of it.

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  • In the unstable patches,
    Cowboy gets a dash, and wiz has a sandstorm move.
    Which is just Zepher, but reverse.
    If you don’t know what zephyr is, instead of pulling, it pushes away.

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  • old homi yustle match

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