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    TimelostGamer 2022-12-01 16:48:54 UTC

    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)

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