Kirby Battle Blitz/Patch Notes/2.1

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2.1.1

General

1. Player 2 now automatically skips the palette selector if in Training Mode.
2. Fixed an issue where hitting with a helper allowed you to activate starburst at any point in time, including hurtstates.
3. In training mode, meter no longer refills automatically when in StarBurst.
4. Sliding Knockdown now slides based on the direction you're flying in rather than the direction of the opponent vs yours.
5. Corpses in Tag Mode now Darken rather than Brighten.
6. Starburst Dash Cancels now have Super Flash for 5 frames, effectively giving you a 5 frame buffer window of deciding your next move from dash cancelling.
7. Collision has been touched up so side swapping does not happen randomly when mid-combo and in mid-air.
8. Added a Training Mode Menu option for allowing Knockouts.
9. Added a Training Mode Menu option for enabling or disabling meter refills.
10. The space bar key is now bindable. The key to unbind keys is now the delete key.
11. As a debug tool, pressing Ctrl + M or Ctrl + Pause/Break will now freeze/unfreeze the game. While frozen pressing ctrl+shift+pause/break or ctrl+shift+m will advance the game by one frame.
12. Made the AI somewhat more aggressive by fixing code that made them run away too often.
13. Adjusted 1-Hit Autoguard's timing.
14. The Announcer now annouces more events mid match. (Low Health, Partner Death, Perfect Win, Star Strike Win)
15. Characters are now unable to starburst/twinkle cancel off of an old hit from a helper during neutral or a hurt state.
16. New character template for modders! it can be found in chars/Template/Character.def.


Aege

1. Fixed an issue where Aege's 214B didn't connect properly versus Vivienne.

2. Aege previously was able to timestop command grabs (and if anyone has even tried it, Star Counter.) This issue has been mended.

Clutch

1. Fixed an issue where Clutch's AI could use attacks while tagged out, causing numerous issues if he was on a team.

2. It is now easier (or the same vs the rest of the cast) to pick Clutch off the ground.

Glitch

1. Adjusted Glitch's Guard Animations.

  • They all started and recovered too soon meaning he was capable of acting earlier than the rest of the cast out of blocking. His are now on par with the rest of the cast.


Bill

1. Fixed an Issue where Bill's corpse kept blinking in tag if he still had a Sticky Bomb or was still in Pyromaniac.

2. Changed the name of Bill's 214C. This change is reflected in the movelist. ("Lemme show you real power" -> "The One's")

3. Bill's 2B now consumes 1 juggle rather than 0.

4. Removed Bill's Universial Overhead (2B)'s Cancel to j.B.

  • This literally won't change much if you're good at timing (2B IAD jB).


5. Bill's 214B now activates faster when within a combo.

6. Bill's 2A now consumes 2 juggle.

Hiryo

1. Adjusted Hiryo's Guard Animations.

  • Similar issue to Glitch but he had less time to act compared to Glitch.


Max

1. Added collision on Wall Bounce/Splat states.

2. Fixed multiple occurences of Max's 236B requiring less meter than it consumes.

3. Now has a voice! Thanks, Fahyda! Max's voice is Yosuke Hanamura from Persona 4.

Clutch

1. Added collision on Wall Bounce/Splat states.

Noll

1. Noll's 5c and j.5cc have had their inputs split more appropiately.

  • Pressing 5c on the ground will ALWAYS give you 5c, even if you have a phantom blade out.
  • To cancel a grounded move into j.5cc, the input is now 8 (Jump) + C.
  • Note that this means j.236b will always do 5c as well.


2. Reworked Noll's 5bb. Now after hitting with 5b or cancelling certain attacks with B, Noll will enter a stance in which he can summon swords around his opponent from 8 different directions.

  • In this stance, pressing a direction + B will summon a sword that flings the opponent in that direction.
  • Noll can summon up to 5 swords with this method, and cannot use the same direction twice in a row
  • Using any other attack and then 5b will reset the 5 use limit, as well as hitting with j.5cc or using switch or having your combo end.
  • While hitting with j.5cc, Noll will enter the stance immediately. This can be used from full screen.
  • Repeatedly pressing B without holding a direction will result in an attack very similar to the old 5bb. This is weaker but should be easier to use for beginners.
  • Pressing up twice will result in Noll jump cancelling out of the stance.


3. j.5c now gains a follow up attack, depending on the direction held while Noll is summoning the phantom blade.

  • After a few seconds of being idle, the sword will begin its attack depending on the direction held.
  • Forward or backwards will cause the sword to fly in that direction, wall pinning opponents hit.
  • Upwards or backwards will cause the sword to swing upwards or downwards respectively.
  • The sword can still be activated via j.5cc or 2c during these attacks.
  • After finishing its attack, the sword will remain idle as usual.


4. j.A and j.AA's hitboxes and hurtboxes have been increased in size.

5. Fixed a bug where 5c consumed 300 meter instead of 200 (The normal required amount)

6. Fixed a bug where 5c would often not have a meter requirement from many cancels (It now always requires 200)

7. Noll's 2A now consumes 1 juggle. (0 -> 1)

8. Noll's 4B's juggle has been increased. (2 -> 3)

9. Noll's 4B's damage has been increased. (15 -> 20, 30 -> 40 on CH)

10. Slightly increased the hitpause of 236a's last hit. (19 -> 25)

11. Cancelling 236a into 2c or j.5cc now requires 200 meter

12. Shrank the hurtbox during the active frames of 4b so it is less likely to lose to air attacks.


Sareo

1. Sareo's voice has been changed to Roxas from Kingdom Hearts 3. (Thanks fahyda!)

2. Increased j.5aa's juggle to 5 (From 0)

3. Increased j.2c's juggle to 8 (From 0)

4. Increased 4c and j.4c's juggle to 5 (From 0)


Vivienne

1. Adjusted Vivienne's Guard Animations.

Yoru

1. Fixed Formatting and Inputs in the movelist for MetaStar Tackle, Metastar Fury Toss, and Metastar Finale Air.

2. Made 214A more consistent.


Bosses

1. Unhinged Vivienne, King Dedede and MetaKnight now adhere to when they can and cannot burst.

2. Unhinged Vivienne, King Dedede and MetaKnight now have speech bubble indicators for when they are about to do an unblockable attack.


2.1

General

1. Fixed a bug where KO'd tag characters resulted in things a lot of things breaking "Ex: enemy,stateno".

2. You can no longer Starbuster off of Starbuster (Including the on-block version) or Starburst

3. Moves with a special bonus on counter hit are now labeled as "fatal" counters.

4. Previously when waking up, players had 3 frames of invincibility to all attacks. This has been reduced to 1.

  • This invincibility bled into whatever action you did, so if you woke up with an attack then it would get 3 frames of invincibility. Now it will get only 1.
  • I would have made it 0 but you still need 1 frame to do a frame 1 option like counter or block on wake up
  • Note that you can hold down the counter button to wake up on frame one


5. Fixed an issue where throw invincibility didn't work on super throws

  • When waking up, the player has 12 frames of invincibility vs throws. Previously super throws used the 3 frame value instead, making them much harder to avoid on wake up


6. Fixed a bug where players in the downed state who were hit by targetbind moves could float into the air or sink into the ground based on momentum

7. AI opponents should tech more reliably now, dependent on difficulty.

8. Counters have been cleaned up across the cast, the changes include:

  • All counter red boxes don't go behind the character
  • All characters now have appropiate recovery time after whiffing an air counter (Some recovered instantly)
  • Some missing sprites were fixed
  • Recovery hurtboxes fit the character's sprites better
  • The defence penalty for whiffing a counter now activates on the first frame the counter window ends, rather than in the recovery state. Furthermore, it should now reset more consistently upon recovering from damage
  • Star Constellation (Counter off block) does not have a defence penalty for failing


9. Backdashes now give 4 invul frames universally

10. Jumping now disables blocking for 5 frames, while backdashing prevents blocking for 6

  • Note that these frames start after the player inputs the jump or backdash, so characters with slower jumps will be less affected (Or unaffected)
  • Essentially this change makes it so all characters cannot block after jumping for the same number of frames (Previously it varied between 3 to 6)
  • Since backdashing has 4 frames of invul, this means there's 2 frames after a backdash where you can be hit and can't block.
  • Previously players could not block for 2 frames on the start of an airdash, so essentially this vulnerability window has been moved up 4 frames.


11. Added Red Counters to the game, which can be done by inputting counter + forward on the ground.

  • Red Counters are more difficult to perform, having a counter window of only 5 frames rather than 15. They also have a slightly slower startup than normal counters and are blockable
  • However, Red Counters are completely invincible once triggered, and upon hitting your opponent will launch them into the air, setting them up for a combo
  • Red counters don't reward meter on hit, and can't be done in the air.
  • Red counters are intended to be a high risk, high reward version of the normal counter


12. Added instant blocking as a mechanic

  • Instant blocking can be performed by pressing back to block just before a move hits you
  • When instant blocking, the player is rewarded 50 meter and flashes white briefly, while also being immune to chip damage.
  • Additionally, when instant blocking the player's blockstun and blockslide are capped to 8 frames, meaning they can potentially leave blockstun much earlier
  • This means instant blocking slower moves that rely on heavy blockstun can potentially allow for punish opportunities
  • You can instant block even when already blocking by letting go of back and then inputting it once again. The window to do this is 4 frames instead of 8, so it's more difficult.
  • After tapping backwards, there is a brief cooldown before the player can instant block again (You can still normal block, you just won't get the instant block benefits)
  • Instant blocking is intended to be a low risk, but potentially rewarding defensive mechanic if players know their matchups well


13. After blocking an attack, players are granted 8 frames of lingering grab invul

  • This is mostly being implemented due to Twinkle Cancel being added as well as some other potential future features/moves
  • This lingering grab invul will probably not be noticable in most grab setups outside of those that take advantage of heavy + on block situation
  • Twinkle cancel basically lets players be very + on block in any situation, which is why this change was made


14. In Tag mode, character defence is now modified by the number of characters on the team.

  • A solo character has 200% defence, while characters in a team have 100%, 65% and 50% defence for teams of 2, 3 and 4 respectively.
  • Additionally, characters gain 5% more defence per member on the enemy team.
  • This means that in a 4v4 fight, characters will all have 70% defence, while in a 1v4 it will consist of 1 character with 220% defence vs 4 characters with 55% defence.
  • The goal of this system is to try and even out unbalanced tag team sizes, so that a smaller team has a fair chance against a larger team.


15. In tag mode, combo proration now carries between characters. Additionally, using active switch causes 20 proration.

  • Previously, using active switch in tag mode caused your proration to reset, making it very very easy to ToD.
  • Juggle is still not shared between characters, so by switching it is still possible to do very long and damaging combos.
  • Note that ToD combos are still possible in tag mode, especially on 4 character teams where characters have very little defense and players have many characters for extended tag combos.
  • We believe it's ok for ToD's to exist in tag mode, considering how players have multiple characters. However if you feel that it is too easy please give us feedback on it.


16. Characters now immediately turn to face their opponent upon landing from a jump. This primarily prevents players from jumping the opposite direction they're holding after crossing up

17. When counterhitting with any move, the game will now give more cues. Also, moves that don't fatal counter (have a special counterhit buff) now apply the following buffs:

  • -10 proration points
  • +7 frames of hitstun on the first hit


18. All 5a's across the cast are now air unblockable, with the exception of Sword Jodie whose 5b is air unblockable instead.

19. Counter switch has been removed from tag mode.

20. Players now gain 25 meter when guarding an attack.

  • This is based per move, not per hit, so guarding a multi-hit attack will not grant more meter.


21. Hard knockdown and Sliding knockdown hurtstates added to the cast. Some older moves now put the opponent into these states.

  • Hard knockdowns cannot be OTG'd if the player hits the ground, but force the player to wake up as slowly as possible (45 frames)
  • Sliding knockdown causes the player to slide along the ground, they can be OTG'd in this state.


22. Added a new mechanic: Twinkle cancel. This is done by inputting counter + grab when hitting a blocking opponent. It requires 1.5 bars to use.

  • When you use twinkle cancel, it will immediately cancel your attack and stop time briefly. You can input a direction to move your character during the start of this time stop.
  • You cannot attack during this movement, but you can move in all eight directions and can act instantly when it ends.
  • This ability is costly, but it allows you to be very advantageous on block, allowing new mixup opportunities, way to approach your opponent, and can make many dangerous moves significantly safer.


23. Fixed an issue where players who landed on the ground from a non-juggle airborne hurtstate could be pseudo reset by a meaty attack

  • Players were intended to be gain control and be able to block attacks upon touching the ground if they weren't being juggled. However being hit on the first frame prevented the player from blocking since they didn't gain control yet.


Noll

1. 236c's super flash has been changed from time = 1 to animElem 1

  • This was done to fix a bug that could occur if the counter was triggered frame 1


2. 236c no longer summons the phantom blade if Noll's slash whiffs

  • If the slash whiffs, the 2nd slash animation is skipped.


3. 236c's damage on block has been reduced from 17 per hit to 4

4. 236c is now blockable

  • The first hit was unblockable but the phantom blade wasn't, hence how it did 17 chip damage previously if you managed to block it in very rare cases


5. 4b now has 5 proration (It didn't have any before oops lol)

6. 4b no longer hits downed opponents

  • This prevents players from mashing 4bb as a combo since that's just lame


7. Changed the ending animation of Noll's counter and fixed its hitbox

  • The previous one made Noll float in the air both visually and in his hitbox, now he is properly grounded
  • The air version lifted him up further into the air


8. Cancelling 214a into j.236b now properly requires 1 bar of meter

9. Increased the startup of 2c from 2 frames to 4, and gave it a hurtbox so it's not invincible

10. Increased the recovery of 5b from 21 frames to 34

11. 214a now has a brief recovery period if Noll reaches the ground before hitting his opponent enough to trigger j.5c.

12. 214a now applies 15 proration

13. j.5cc now properly requires and consumes 200 meter on use.

14. j.5c is now significantly worse on block, having 0 guard pause time as well as sending the opponent straight down if they air guard it.

15. 6b applies 2 juggle (up from 1)

16. 236c's damage is lowered to 220 (From 375)

17. Fixed a bug where j.236b's visual effect could last indefinitely

18. Reworked several properties of Noll's 214b

  • The move can now be delayed briefly by holding down the B button
  • The hitstun of the move has been decreased, although it increases if you hold down the button longer.
  • It can now hit targets who are in a hurt state, including downed enemies
  • Hitting with 214b will now put the opponent into a hard knockdown state after the initial hitfreeze (If you don't hit them)
  • When hitting an opponent, sleeper move now does increased damage based on your current combo's proration and then cuts proration by half.


Jodie

1. Gave unarmed j.5c 5 proration (From 0)

2. Cancelling unarmed j.5c into instant airdash now properly takes your instant airdash up until you land again

3. When using 214a Jodie is now put into the proper jumping state with his sword (Previously he didn't hold his sword until landing or doing another action)

  • This change is purely visual


4. 214a now has a longer recovery animation if blocked or whiffed

5. Unarmed Jodie 5bb, 5a and 5aa now apply 5 proration (From 3)

6. Jodie can now switch stances before the round starts, letting you start in sword or unarmed mode

  • You can switch stances after picking your pallet, or during the "Round start" effect on later rounds
  • This also means you can annoy your opponent by mashing 2C before the round starts, just don't start in the wrong mode by accident


7. Unarmed Jodie 5bbb cannot cancel into 236a on block

8. Sword 5aa can now cancel into 2a

9. Sword j.5b's untech time has increased from 10 to 37

10. Sword 5a no longer launches ground opponents

  • This is to both prevent potentially abusable AUB setups but also to make it easier to combo into 2a.


11. Reduced the juggle of Sword j.5b from 2 to 1

12. Increased the amount of meter Sword j.5b gives from 50 to 100

13. Reduced the power gain of Unarmed 5bb from 400 to 320

14. Removed the invincibility from Jodie's "Bounce" states in Sword mode (The special jump animation)

15. j.6c and 6c can now be countered

16. Sword j.5c can now cancel into sword j.5cc on block, doesn't bounce Jodie up on hit, doesn't cost power, and causes hard knockdown

17. Sword 5aa can now cancel into sword 2a

18. Added a new move which can be performed by pressing j.2c while in Sword stance.

  • In this move, Jodie rapidly spins to attack with his sword. If j.2c is held, Jodie will throw his sword at the end of the attack, switching him to unarmed stance.
  • The thrown sword can be used as a projectile and has the ability to fatal counter on hit.
  • After throwing his sword, Jodie is unable to switch to sword mode until he picks up his sword again or it explodes after 10 seconds.
  • Jodie can pick up the sword by either pressing 2c next to it, or by running into it with 236a
  • The sword explodes in a fasion similar to his 236b, although weaker damage wise.

Hiryo

1. Reduced the bindtarget time on 5bb from 100 to 1 and the hitpause from 100 to 30

  • This mostly makes it so trading with this move looks less jank, it shouldn't be noticable in normal gameplay unless you're trying to do some really weird starburst combos


2. 2B's startup has been increased from 12 frames to 14

3. Fixed a bug where Hiryo's j.2c did 87 damage instead of 35 before landing

4. Fixed a bug where Hiryo's j.2c's first hit didn't actually connect (Its hitdef trigger was on a keyframe that didn't actually have a red box)

5. Increased the hitpause time on Hiryo's 2c and the size of the hitbox to make it work more consistently as an OTG

6. Shrank the size of the first hitbox of 2c and j.2c horizontally but increased the second hitbox's width

  • The first hitbox was incredibly long, while the second was so short you couldn't hit your opponent unless if your collision was touching them
  • Overall this means that the move has less initial range but has more (useful) active frames. Since the move pushes you forward its total range should be fairly similar to before but may be slower at longer ranges.


7.Added an extended hurtbox on 5c

8.Reduced the number of active frames of 66a from 11 to 9

9. Cancelling 66a into j.5b is now only possible after 16 frames into the move

  • What this means is that 66a into j.5b is no longer air tight if done point blank, it has gap of about 3 frames
  • This means players can mash counter or reversals upon blocking 66a if it is used this way. (Just don't mash an attack unless if you're sure they're doing 66a into nothing)
  • If 66a is tipped or meatied, then this gap is eliminated. This makes the move better if tipped like many of Hiryo's other attacks
  • Note that 66a into j.5c is still tight regardless of distance


10. Fixed an issue where players hit in the downed state by j.236a would fall out of the special early

11. 5CB's active frames were reduced to 4 (From 7)

Stray

1. Added collision to Stray's 2C - This means you can't walk through Stray's 2C, and it no longer has invincibility

2. Increased the startup of 2CA by 6 frames

3. 2C can cancel into 2CA immediately (Previously 6 frames) - Overall this means that 2CA has the same startup, but the other 2C moves will lack the invincibility on their startup

4. 2CA has 9 frames of invul (Up from 6), however the invul starts on frame 3 - Previously this NotHitBy activated from frame 1, but because of how cancelling 2C into 2CA worked you had 1 frame of vulnerability when using 2CA - So basically while it sounds like 2CA had startup invul it didn't, but it's been nerfed so the vulnerable period isn't 1 frame.

5. Gave 2CB one frame of startup - previously it had 0 frames of startup (6 in total from 2C stance - This means the startup of the move has been nerfed effectively from 6 frames to 7

6. j.5cc now has heavy recovery if the move whiffs or is blocked - This is to prevent it from being spammed carelessly in neutral - Note that you can still cancel the move into j.214b regardless of whether the move was blocked or hit

7. Fixed Stray 5c not applying Juggle properly (It now applies 2 as intended)

8. Decreased the range of 2CA's first hitbox - This means that at long range 2CB hits, you should confirm into other moves instead

9. Increased the recovery of 2CB from 14 to 20, but increased the pause time from 4 to 10 - This means the move's frame advantage is the same on block, but you're more vulnerable on whiff

10. Increased the proration of j.5c from 5 to 10

11. Added the ability for Stray to charge 5c (So it would be 5[c])

  • 5[c] can be performed by holding down the C input for 25 frames, after that Stray is locked into charging until the move comes out on frame 45
  • You can use 5c normally by tapping the input. You can also hold the C button briefly to delay 5c without going into the full charge
  • 5[c] shoots three projectiles rather than 1, causing the move to do more damage, giving better frame advantage, and being more difficult to avoid
  • You can also dash cancel or jump cancel the move once the projectiles come out


12. 2CA has 15 proration (From 10)

13. 236a and 214a now vanish if Stray changes states

14. Stray now has additional voice lines

Fly

1. Increased the hitpause time of 2a's first hit

  • This should hopefully allow OTG 2a to connect more reliably with both hits


2. Increased the meter requirement of 2C and j.2c from 300 to 500

3. 2C and j.2c now consume 500 meter on use, rather than draining 1000 on successful activation

4. During an activated 2c or j.2c, you can now press the C or Y button to cancel the move into a throwing attack on 2c or press B to use j.5b off of j.2c

  • When used this way, the attack occurs during timestop so it is essentially an invincible counter attack, However, it causes 50 proration and 10 or 5 juggle.
  • If you see a bigger opening, let the dodge end naturally on its own for a full combo, if it's not available, hold B or C for this safer attack.


5. 2C and j.2c no longer work vs grabs

6. Install 214b now only has auto-counterhit properties once per combo, multiple uses will result in the normal weaker hit (Although the move is still sped up greatly.)

7. 214a should now work more consistently

8. 5aaa can now cancel into 5aaaa and 5bb on block

9. Reduced the corner push of 5aaaa on block

  • 4a is unchanged.


10. Fly's j.5c will now travel along the ground instead of going under the ground if used too low to the ground.

11. Fly's j.5c now consumes meter when the projectile comes out, rather than on move startup

Max

1. Improved the hitpause of 2a's first hit from 10 to 15 to make it combo into the 2nd hit more reliably on OTG

2. Max's j.2c only consumes meter once the grenade is thrown, rather than on use.

  • This was mostly because backdash -> j.2c or other low to the ground uses could often result in the player wasting their meter by accident


3. Added a new move to Max's moveset, 4a. Max Rolls backwards and fires his gun at the opponent, giving him a full screen attack

  • On hit or block the move can cancel into 5aaa, so you can empty the rest of your bullets into the opponent
  • The move can also counterhit, dealing heavy hitstun and allowing confirms into super moves
  • The move has a brief period of upper body invincibility during the roll animation, so in certain situations you might be able to dodge an attack and fire back
  • You can cancel the startup of the attack into 5AAAB (The gun overhead), however, when cancelled into like this the move becomes a mid
  • This move can potentially be used as an anti-air, and may give Max a better knock down option to set up oki


4. Removed the ability to cancel 5AAAB into jump on block

5. If the opponent has high proration, the gun overhead has much shorter hitstun

  • This is mostly to prevent players from spamming the gun overhead repeatedly in a combo to stall


6. Grenades no longer get triggered by normal grabs

7. 214a will now summon the bomb on frame 1 instead of frame 6, although the helper has been slowed down by 5 frames

  • This means that the startup of the move is effectively the same, but it can now be used as a psuedo reversal option.


8. 236b no longer has startup invul, but is now 10 frames faster (35 frame startup)

  • It retains invincibility during the "Throwing" part of the attack.


9. Fixed a bug where if Max uses j.5c from very very high up it would turn into a clone of him.

10. 214a now does 25 chip damage

11. Fixed a bug where an opponent double bouncing from 5AB could bounce the opposite direction.

Glitch

1. 214a cancelling into teleport now properly requires 1/2 of a bar.

2. 5C has been converted from a projectile to a helper, this was to fix it not interacting with reversaldefs on helpers

  • This means Glitch's 5C hits Max's grenade and Sareo's reflect shield properly now


3. Properly removed the startup invincibility from 236a

  • The move is vulnerable for 5 frames, then it gains 30 frames of invincibility


4. 2c now has invincibility to air attacks during its startup.

  • Note that this only applies to the grounded version.


5. 236c should now work more consistently. Hopefully. Again.

6. 236c now does unprorated damage on hit, rather than reducing the opponent's life by 200

  • What this means is that Glitch's 236c will now be affected by defense modifiers (Such as if you 236c someone who failed a counter)


Sareo

1. Blizzard (5C) has been converted from a projectile to a helper, this was to fix it not interacting with reversaldefs on helpers

  • This means Blizzard hits Max's grenade and Sareo's reflect shield properly now

2. 2C now applies 15 proration (Up from 8)

3. Reduced the damage of the Fire j.2c hit from 70 to 50

4. Cleaned up Sareo's UI element to hopefully be more accurate

5. Modified the visual effect of j.2c, it is now shorter but wider and is animated differently, matching the move's hitbox better

  • The actual move's hitbox is unchanged, this change is purely visual.


6. Added a new move: Blizzara

  • Done by using 4c, j.4c or 214a and then casting 5c before swapping elements again
  • Shoots forward a huge, fast wave of ice mist forward. Doesn't apply damage and has terrible blockstun, but enemies hit will be frozen for a long period of time
  • The projectile expands over time, so it can hit enemies in the air further away but may be difficult to hit enemies closer to you if they are too high


7. Added a new move: Thundara

  • Done by using j.2c or 236b and then casting 5c before swapping elements again
  • Shoots a wave of thunder strikes down in a wave in front of Sareo. Covers a large portion of the screen but does not track the opponent
  • The first lightning strike comes out faster than normal thunder, and it's possible to hit your opponent with multiple strikes for heavy damage, also hits overhead like normal thunder


8. Thundaga (236b) now uses the larger thunderstrike rather than the smaller one and has an additional lightning strike

  • This changes the moves in a lot of subtle ways, so you can think of it as a minor rework
  • For the most part it means the move hits high, and can do more or less potential damage depending on spacing. However it should be a more consistent move overall


9. Lowered the damage of 5c thunder bolts from 80 to 50

10. Fixed a missing hitbox on Sareo's 5c (fire).

  • It should now do more damage and have slightly better frame data


11. Reduced the damage of 5bbb from 40 to 30

12. Reduced the damage of 2c from 30 to 20

13. Added 10 proration to amped fireball and 5 to non-amped fireballs

14. Added 5 proration to 5bb

15. Sareo's movelist has been updated to closer resemble the naming conventions in Kingdom Hearts

16. Thundara and Thundaga now do hard knockdown

Saito

1. 5b now causes Saito to jump forward further (About 50% further)

2. Increased the amount of active frames of 5b from 2 to 6

3. Dashing into 5b or cancelling into it from 2a now causes Saito to jump further forward on use.

4. 236c now recovers when the opponent has hit the ground, rather than after they wake up

  • This means that Saito should have 10+ frames to cover his opponent's wake up after using 236c


5. Saito can jump out of 2c on frame 17, rather than frame 21

6.Increased the active frames of 2a from 3 to 7

  • Note however that the additional active frames have a noticably shorter range, so it mostly improves your ability to meaty with this ability rather than giving it extra range


7. Adjusted j.2b so it should (hopefully) be + on hit more reliably

  • The final hit should hit more often and it will pop your opponent up if it OTG's them, putting them low to the ground


8. Increased the size of j.2b (Pre-landing) hitbox slightly by making it wider

9. j.5c does 30 damage (Up from 20)

10. Increased the damage of j.5a to 15 (from 10)

11. 5aa launches the opponent further away if they're in the air already

12. Fixed an issue where hitting downed opponents with j.214b could cause them to fall out of the super early

13. j.2c should now work reliably against downed opponents.

14. Put a limit to how high Saito can fly up with 214b tornado

15. Made Saito's j.2c count as a HA attack so it plays by throw rules properly now

16. Saito's fastfall had 22 frames of invincibility to all moves which was not intended. It now only invuls through projectiles.

Yoru

1. 5b can now cancel into 5bb on whiff - This enables the player to send Metastar out further, enabling new combos and allowing them to disjoint their 236a and 214b

2. 5b and 5bb can now cancel into 214b counter on whiff

3. The distance 5b and 5bb travels is increased if the player is holding forward - Altneratively just think of this as 6b and 6bb being new moves

4. 2C cancelling into 2CC now properly requires 70% of a bar

5. You can no longer get Metastar clones by using a Metastar ability right after 236c

6. 2C now ground bounces, giving the player more time to cover their opponent's wakeup

7. Yoru's glasses no longer hit downed opponents

8. 214a has 6 additional recovery frames

9. If Yoru's 214a is blocked, the height of his jump is reduced

  • The height on whiff is still the same, that is he shoots up high into the air


10. The final hit of Yoru's 214a has less blockstun

  • Combined with the above changes, Yoru will be -9 on block, allowing for potential punishes
  • However keep in mind that he will be above the blocking player, so properly punishing him may be tricky


11. Using 236c now teleports Metastar to Yoru's position

  • This has gameplay changes in very specific scenarios, but this was mostly just so Metastar wouldn't kiss Yoru from fullscreen


12. Yoru's voice clips when getting hurt are now less frequent and more random

  • This should make it so Yoru doesn't play hurt voice clips as quickly when being hit by rapid hitting moves


13. Fixed an issue where ending power charge sent Yoru to the wrong ending state

14. Reduced j.5a's meter gain from 300 to 150

15. Decreased the juggle of 66a from 3 to 2

16. Increased the juggle of 2a from 1 to 2

17. 5C now hits enemies one additional time on the way back, but it applies 10 proration (from 0)

  • This move was meant to apply 5 proration previously but it was bugged
  • Note that the hit on the way back has very little blockstun


18. Cleaned up a lot of code regarding Yoru, which allows players to cancel moves into Metastar attacks in very specific situations where they weren't allowed to before

  • For example, players could not cancel 2a into 236a while Metastar was doing 2c. You probably wouldn't do that anyways but it and other similar scenarios are fixed.


19. Cancelling into 2C now requires 300 meter rather than the incorrect value of 500 on many moves.

  • The cost of the 2C special is unchanged, just that you needed 500 meter to cancel into it despite it only consuming 300.


20. Increased the juggle of Metastar's 5bb from 0 to 1

21. Metastar can now be controlled properly after 2c, but you can't cancel 2c or 2CC into 2C

  • Previously if you tried to use 5b after 2C, metastar would punch with 5b but couldn't cancel into other moves. Now you can do that.

22. Metastar can now dab as an attack by pressing 4b after using 5b or 5bb

  • This move is based directly on the player's input rather than Yoru being in a certain state, so it is possible to command Metastar to do this attack even if Yoru is busy doing another action.


23. Increased the recovery of 236a by 10 frames

24. Added a new move: j.2C. In this move, Yoru calls down Metastar who flies straight downwards from the top of the screen with a flying dive kick.

  • Players who are hit by Metastar will be slammed into the ground.
  • If Metastar hits an airborne target, pressing B will cause her to follow up with an upwards swing. Then pressing down + B on hit will cause her to dunk the opponent in a hard knockdown.
  • If Metastar reaches the ground, she will wait in place for another command.
  • Pressing B will cause her to follow up with an upwards swing (Stronger than the air version). Then pressing down + B on hit will cause her to dunk the opponent in a hard knockdown.
  • Pressing back + B will cause her to dab
  • Using 2C or 236a will cause her to do those attacks from that position
  • Getting hit or throwing the opponent will cause Metastar to leave
  • These actions are independent from Yoru as well, so she will do these, regardless of what Yoru is doing.


Aege

1. Improved the randomness of Aege's voice clips playing

  • This should make it so Aege doesn't play hurt voice clips as quickly when being hit by rapid hitting moves


2. Adjusted Aege's counter so it doesn't look like he's floating in the air and the hurtbox is more accurate

3. Time sphere now vanishes if Aege gets hit

  • Blocking an attack does not remove the time sphere, only getting hit
  • This was mostly done so if the opponent counters and hits Aege, the time sphere is removed. However if the counter is blocked then the time sphere can punish them


4. You can now influence the direction the opponent is flung by holding forward or backwards during 236a

  • Holding backwards will cause Aege to kick them back towards where he started, forward will fling them forward
  • Otherwise not holding directions will cause the move's normal behavior (Usually kicking them forward unless if a wall is hit)
  • Note that near the corner you may still side swap if holding forward, although you can most likely side swap again while they are still in hitstun


5. Fixed an issue where ending power charge sent Aege to the wrong ending state

Vivienne

1. When Vivienne super armors through an attack, she now takes reduced damage per hit she takes until super armor ends, additionally the pausetime of super armor is reduced as well

  • She takes 15 damage minus the number of hits taken divided by two, so you can still potentially take a lot of damage, but you won't get obliderated.
  • This is mostly to prevent her from losing all of her life to a multi-hit super


2. Armoring an attack with 236c now skips Vivienne to animation element 2. However the move does 10 less damage, flings the opponent a little higher and has 2 less hitstun

  • Aka. if you armor through an attack with the startup frames it comes out faster but it's a little weaker
  • This makes the move easier to use as a reversal


3. Vivienne has a new move, 236Y (Grab button). A super throw which costs 1 bar

  • This throw comes out on frame 0, but has short range and cannot hit airborne or hurt targets.


4. 2AA now has 5 proration (Up from 0)

5. 2AB now has 20 proration (Up from 0), but does 0 juggle (From 3)

  • This is to prevent the throw from breaking if you use it late in a combo


6. j.5b now has 5 proration (Up from 0)

7. j.6c now has 8 proration (up from 0)

8. Air grab's playerpush now triggers on hit only,

  • This means you can't phase through people off of a whiffed air grab


9. When Vivienne super armors through moves, she now pauses based on the opponent's self hitpause

  • She will now pause for the opponent's hitpause minus 5 frames
  • This means that if she armors through an opponent's move that has a large amount of hitpause (Ex. A fatal counter), she won't get a psuedo time freeze effect
  • 236c ignores this rule


10. Reworked Vivienne's plasma gain. She now requires twice as much charge to use moves as before (100 -> 200), but she now gains additional plasma from doing certain actions.

  • The goal of this rework is to make it harder to gain plasma while Vivienne is using combos, putting more importance into knowing how to combo with a specific plasma level you have when you get a confirm. We also want to encourage more agressive play with Vivienne and put more importance on her throws.
  • 236c sets her plasma to 200
  • 5Y, 6Y, 2y and j.5Y grant 50 plasma on hit
  • The slow version of 6C grants 30 as Vivienne dashes forward
  • 6CA grants 30 (Regardless of which 6c it is from)
  • 236Y grants 25 on hit
  • Walking forward generates 1 plasma per two frames (30 per second). Running forward generates 1 per frame (60 per second).


11. j.5a now has 5 proration (up from 3)

12. Adjusted the hitbox of level 4 Plasma (Spear) and its spawning location so it has less initial range. However it now has a plasma delay of 60 frames rather than 90

13. Added 25 proration to 214c (Up from 0) and lowered its damage from 85 to 50. However it now stuns and launches airborne opponents, rather than having them bounce off mostly harmlessly. It also knocks down on hit.

  • It's still much trickier to combo off of an air hit than a grounded one, but it is possible.


14. Fixed a bug where 5b didn't have proration if its super armor was triggered

15. Added 10 proration to 5bbb

16. Increased 2a's proration from 5 to 8 and increased its recovery to 15 frames (From 9)


Training Dummy

1. The dummy now properly uses the HitOverride Check map on universal counters

  • Aka. You can hit the dummy while it's countering in the air when using moves that wall bounce


Bosses

1. Bosses now tech properly, based on their difficulty. They should tech quickly most of the time.

2. Made FP vivienne less likely to spam 2c to ToD you.

3. Waddle Doos from Waddle rusher now deal 1 chip damage when you block their beams.

4. FP Vivienne will use throws more consistently, including the new super throw

  • Also I made it stronger on her lol


Roadmap

17% complete
In Progress / Completed To-do
  • Basic stuff like the landing page and navbox is in, along with some system pages.
  • System page is complete.
  • Clean up and finish the rest of the character pages. Every page needs to be updated to account for changes in updates 2.0 to 2.4.
  • Create netplay page.
  • Update FAQ
  • Add patch-notes from 2.1 to 2.4.
  • Finish adding frame data to every page, and begin adding hit-boxes to every page. Glitch is currently the gold standard in the gameplay section, hitboxes aside. (Avoid doing Violet's at all costs however!)
  • When Adding Hitboxes: Only take images from Fighter Factory. This is to keep the look of the hitboxes clean!
  • Ensure that this chart is updated over time.


General
FAQ
Controls
HUD
Netplay
Menus
System
Glossary
Patch Notes
Characters
Glitch
Aege
Fly
Max
Yoru
Stray
Jodie
Clutch
Saito
Noll
Sareo
Hiryo
Vivienne
Bill
Violet
Jay
Leon