Idol Showdown/News & Updates: Difference between revisions

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=== {{Date|June|27|2023}} Hotfix Version 1.3.11===
=== {{Date|June|27|2023}} - Hotfix Version 1.3.11===
:Hotfix 1.3.11
:Hotfix 1.3.11
::- BUGFIX - Resolved issue where upon rematching with an online opponent you would sometimes be softlocked.
::- BUGFIX - Resolved issue where upon rematching with an online opponent you would sometimes be softlocked.
=== {{Date|June|15|2023}} Hotfix Version 1.3.9, 1.3.10===
=== {{Date|June|15|2023}} - Hotfix Version 1.3.9, 1.3.10===
:Hotfix 1.3.10
:Hotfix 1.3.10
::* Bugfix: Resolved issue where hitgrab animations will trigger on opponents with Super armor, but not grab the opponent.
::* Bugfix: Resolved issue where hitgrab animations will trigger on opponents with Super armor, but not grab the opponent.
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:Hotfix 1.3.9
:Hotfix 1.3.9
::* BUGFIX - Fixed issue where hitting an opponent in an armored state would allow you to cancel your knockdown animation.
::* BUGFIX - Fixed issue where hitting an opponent in an armored state would allow you to cancel your knockdown animation.
=== {{Date|June|14|2023}} Update/Hotfix Version 1.3.0, 1.3.1, 1.3.2, 1.3.3, 1.3.4, 1.3.5, 1.3.6, 1.3.7, 1.3.8===
=== {{Date|June|14|2023}} - Update/Hotfix Version 1.3.0, 1.3.1, 1.3.2, 1.3.3, 1.3.4, 1.3.5, 1.3.6, 1.3.7, 1.3.8===
:Patch 1.3.0 Overview + 1.3.1-1.3.8 Hotfix
:Patch 1.3.0 Overview + 1.3.1-1.3.8 Hotfix


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::- Korone - Forward M - Can now cancel into Standing H
::- Korone - Forward M - Can now cancel into Standing H
::- Aki - jM - now an overhead
::- Aki - jM - now an overhead
=== {{Date|May|22|2023}} Update/Hotfix Version 1.2.2, 1.2.3===
=== {{Date|May|22|2023}} - Update/Hotfix Version 1.2.2, 1.2.3===
:Hotfix v1.2.3 - Thank you for playing our public beta. Based off of reports from the beta we have added the following bugfixes:
:Hotfix v1.2.3 - Thank you for playing our public beta. Based off of reports from the beta we have added the following bugfixes:


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:::- Light Armor: now grants a 25% defense buff
:::- Light Armor: now grants a 25% defense buff
:::- Tokino Soda: You can no longer take damage from Aura effects while snack is active.
:::- Tokino Soda: You can no longer take damage from Aura effects while snack is active.
=== {{Date|May|13|2023}} Update Version 1.1.1===
=== {{Date|May|13|2023}} - Update Version 1.1.1===
:Features
:Features



Revision as of 13:50, 31 August 2023

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News and update items for Idol Showdown.

June 27, 2023 - Hotfix Version 1.3.11

Hotfix 1.3.11
- BUGFIX - Resolved issue where upon rematching with an online opponent you would sometimes be softlocked.

June 15, 2023 - Hotfix Version 1.3.9, 1.3.10

Hotfix 1.3.10
  • Bugfix: Resolved issue where hitgrab animations will trigger on opponents with Super armor, but not grab the opponent.
- As a result of this change, all supers are now capable of breaking armor. Non Super hitgrabs will treat hitting armor as if the attack was blocked.
  • Korone- Forward M - Canceling a light attack into Forward M will no longer allow the move to circumvent cancel rules.
  • Botan - Super - When the Super Startup is interrupted by a Collab, the subsequent helicopter animation will no longer be unblockable
Hotfix 1.3.9
  • BUGFIX - Fixed issue where hitting an opponent in an armored state would allow you to cancel your knockdown animation.

June 14, 2023 - Update/Hotfix Version 1.3.0, 1.3.1, 1.3.2, 1.3.3, 1.3.4, 1.3.5, 1.3.6, 1.3.7, 1.3.8

Patch 1.3.0 Overview + 1.3.1-1.3.8 Hotfix
Thank you for playing Idol Showdown! The changes on the Beta branch are now being merged onto the standard release branch. The following is the final patch list.
Patch Overview
The goal of this patch is to address the most disruptive character issues and establish system changes that can even the playing field across characters. This will help us establish a new baseline from which we can then build upon in subsequent patches.
Due to the nature of this patch, it will contain primarily nerfs to problematic moves and strategies. Although there are not many direct buffs to weaker characters, the system-wide changes in this patch are intended to benefit weaker characters.
Due to the amount of changes, we wanted to first evaluate the new meta before preemptively changing currently underutilized characters or moves. From that point onwards, we will have a firmer foundation which we can build upon.
v1.3.8 Hotfix that might overlap with 1.3.0-1.3.7 changes
- Botan - DDS - Superarmor now starts at frame 1
- Botan - JH - Landing lag reverted 7f -> 4f
- Botan - jH - Now an overhead
- Korone - Forward M - Can now cancel into Standing H
- Aki - jM - now an overhead
General Changes
New Features and Mechanics
We discovered that the system mechanics we had were very skewed against certain characters and playstyles, with certain characters receiving more resources to work with then others. As a result many of these changes are intended to better balance resource-gain and provide all characters similar opportunities.
Although we expect there to still be variation across characters, it should be a lot closer than before.
New STAR Meter Changes
One core issue with character balance and gameplay revolved around STAR meter imbalance. There were two main issues with STAR meter gain that we are aiming to resolve.
In the previous version, we felt that STAR meter gain was overwhelmingly skewed towards the winning player, giving the losing player very little to play with.
In addition, STAR meter gain was too imbalanced between characters. Many characters with long combos such as Aki and Botan would gain many times more meter then other characters such as Coco. Since the characters with long combos also were some of the strongest characters in the game, this change has a slight balancing effect as well.
The new STAR meter will work as follows.
  • Meter gain will now scale down as the combo goes on. Meter gain will be scaled by 0.9x per move in a combo, with a 0.2x minimum meter gain.
  • Meter gain on taking damage and blocking will be significantly higher from before.
  • After performing a STAR special move, meter gain will be reduced to 0.3x for 60 frames
  • After performing a Super STAR special move, meter gain will be reduced to 0.3x for 120 frames
  • After performing a Call-In, meter gain will be reduced to 0.3x for 300 frames
  • After performing a Super chat cancel, meter gain will be reduced to 0.3x for 120 frames
  • Dashing will no longer gain meter
New Superchat (SC) Meter Changes
The Superchat meter has a similar issue to STAR meter gain where the amount gained was too imbalanced between characters. In particular, the “Motion Input” superchat condition needed to be re-evaluated. These changes are also intended to better balance Superchat gain across characters.
In addition, we have rebalanced our Superchat conditions and added new conditions in order to encourage neutral play.
Finally, we added the ability to gain superchats from Burst in order to provide an alternate use for burst and provide opportunities for interesting decisions
The new Superchat values are as follows:
  • Superchats gained from performing Motion Inputs can now vary between Special Moves.
  • Overall, the average amount of SCs gained from motion inputs has been reduced. The average amount gained has been reduced (5 -> 3)
  • Anti Air SCs increased 10 -> 15
  • Counter Hit SCs increased 5 -> 10
  • Punish SCs increased 5 -> 15
  • Grab Break SCs increased 10 -> 15
  • NEW SC condition for a successful Normal Throw 0 -> 5
  • NEW landing a Burst on an opponent in neutral will give 2 full bars of SC meter (0 -> 60)
  • NEW landing a Burst on an opponent who you are comboing will give 1 full bar of SC meter (0 -> 30)


In addition the following changes were made to the Superchat system.
  • The Superchat banner will now have the money value reflect the actual amount of superchats gained.
  • Idol Skills in general give more superchats than before.
  • Counter Hits, Anti Air and Punish Superchat conditions no longer applies to Projectiles


Character HP Values
In order to provide our characters a more unique identity, we allowed characters to have different HP values.


The new Character HP values are as follows:
  • Aki - 950
  • Ayame - 950
  • Botan - 1000
  • Coco - 1100
  • Fubuki - 1000
  • Korone - 1050
  • Sora - 1000
  • Suisei - 1000


Other Gameplay Changes
  • Instant Block will now reduce blockstun by 2 frames.
  • When performing a Burst in midair, you will be unable to attack or block until you land on the ground.
  • All bursts now have significantly more recovery 15f to 30f
  • Getting hit during backdash and dash will no longer result in a counter hit.
  • New “Reversal” Indicator when performing an action on the first possible frame after being knocked down.
  • As a general change, invincible reversals that can be comboed off of will now have prorated damage.
  • All HARD knockdown times increased 45f -> 65f.
  • Input Buffer added on Defense (3 frames). This should significantly change how easy it is to punish certain moves. The buffer applies on blockstun and hitstun


Other New Features
  • Adjusted Aki’s Voicelines.
  • Adjusted Fubuki’s Voicelines.
  • Adjusted Sora’s Voicelines.
  • Stage preview videos re-enabled.
  • A new Unlock pop up window will appear upon unlocking Cosplay 5 (winning 10 matches with the character in Local VS mode or Online)


General Gameplay Bugfixes
  • Fixed Issue where performing a move on Reversal will not auto-orient towards the enemy position.
  • You are now no longer able to summon Collabs during your opponent's grab animations. (Though you can still summon them during your own grab animations).
  • You are now no longer able to summon Collabs during Superfreeze animations. The Collab will instead come out the moment the superfreeze stops.
  • Fixed issue where characters were slightly above ground on round start.
  • Fixed issue where you could perform air attacks on the ground if the attack was performed very low to the ground.
  • Fixed issue where you could grab break with a negative edge input.
  • Fixed issue where bursting a multi-hit attack could result in you being stuck in a hitstun state.
  • Anti Air grabs no longer count as strikes for grab-strike priority. Meaning they no longer have grab invulnerability during active frames.
  • Fixed issue where projectiles would allow you to bypass move cancel priority.
  • Fixed Rollback issue that would occur on KO where the camera would remain zoomed in after a KO.
  • Fixed issue where hits that “locked in your position (such as Crouching H’s) could interrupt moves with super armor.
  • Adjusted Down Down Motion Input detection.
  • You can no longer Instant Block attacks with no blockstun.


Other Bug Fixes
  • The Mouse cursor will now disappear after 5 seconds of inactivity.
  • Fixed settings option issue with Audio when clicking out of the window.
  • Fixed issue where credits BGM sometimes wouldn’t play.
  • Fixed issue with rebinding 1p and 2p controllers where delete binding and other keys would interfere with players binding.
  • Fixed issue with controllers picking up the wrong binding if a controller gets disconnected.
  • Fixed issue with UI sometimes showing improper controller for gamepad.
  • Fixed issue with Loading Videos causing crash issues on certain computers.
  • Fixed training mode reload bug where dummy record could cause player to reload in wrong position.
  • Fixed issue where unlocking cosplay 5 through online matches would unlock cosplay 5 for every character instead of just for the played character.


Character Bug Fixes and Adjustments


Character Changes
  • Aki
- Crouching M - No longer jump cancellable.
- Crouching Forward M - Aki-Chopper- No longer jump cancellable, but is now special cancellable
- Jumping M - Reduced horizontal range. More landing recovery 3f -> 6f. Now counts as an overhead attack.
- Jumping Down M - Aki-Drill - Blockstun increased by 2 frames.
- All QCF Specials - Increased recovery from 20f -> 27f.
- All QCF Specials - Projectiles will now disappear upon contact with the opponent.
- QCF L - Good Boy - Adjust angle of projectile to be lower, making it worse at covering aerial approaches.
- QCF M - Bad Boy - Adjust angle of projectile to be higher and extended upwards hitbox, making the projectile better at covering aerial approaches. The projectile has also been slowed down.
- QCB M - Muki Pound! - Startup increased by 1 frame. Recovery increased by 6 frames, and chip damage reduced 20 -> 10.
- QCB M - Muki Pound! - New Effect, Muki will now knock the opponent towards Aki . This will mean Muki will sacrifice space upon hit/block. This is intended to make Aki need to more carefully consider when to summon Muki.
- All Teleport Specials - Startup increased 9f -> 14f.
- All Muki Specials - All Muki related moves will now have Muki disappear if Aki is hit.
- All Teleport Special Moves - Startup increased 9f -> 14f.
- DDL/M/H - Elven Flash (all variations) - Invincibility frames reduced 9f -> 2f.
- DD LHold - Elven Flash (all variations) - Recovery is now slower then the Tap variant by 5f.
- All Hold Variants of Teleport - All kicks will now have ‘head’ property. This would result in the kicks whiffing on characters who are performing their Down H attacks.
- All Hold Variants of Teleport - Hitstop increased 20f -> 24f.
- Jumping S - Going Down - Invincibility Removed.
- Idol Skill - Hypnotic Hips - Now grants 5 superchats on use. Startup reduced 85f -> 45f.
- Idol Skill - Hypnotic Hips - New effect. Instead of granting the homing ability for the next Good Boy/Bad Boy projectile, it will now make all projectiles for the next 360f have the homing ability.


  • Ayame
- Hurtbox - Ayame’s hurtbox while being juggled will now the same as other characters
- Crouching H - Now Air unblockable and is ‘head invulnerable’, meaning it cannot be hit by most air attacks.
- All QCF Specials - Will now provide superchats for each motion input of the rekka. The amount given will decrease for each subsequent attack of the rekka. The exact amount given is different depending on the variant used.
- All QCF Specials - BUGFIX: resolved issue where you would continue the rekka when attempting to Superchat cancel into a different special move.
- QCFL - Asura’s Fury (close) - 2nd Hit will move Ayame forwards more, allowing her to more consistently connect the 2nd hit after the first hit. The third hit of the rekka will also move forwards less.
- QCFH - Rakshasa’s Wrath - The final hit of the mid ender will now have less recovery 38 -> 27.
- All QCB Specials - Oni Flip (far) - Flip arcs have been adjusted. Can now superchat cancel after landing on the ground.
- QCBL - Oni Flip (close) - Will now be more safe on block (-1f or -2f depending on spacing).
- Jumping Special - Heavenly Oni Flip- Increased Hitstun and increased size of downwards hitbox.
- DDH - Shin Demon Cutter - Now applies 50% damage proration on hit. Now Air Unblockable
- Idol Skill - Karma and Shiranui - Now generates 10 Superchats on use.


  • Botan
- Standing M Followup - Recovery frames increased 18f -> 26f. Hitstun and blockstun also increased. (Hitstun: 22f -> 26f) (Blockstun 14f -> 24f)
- Jumping H - Now counts as an overhead attack
- Jumping H - New Properties, will now only be a single hit instead of a multihit.
- Jumping Down H - Lead Curtain- Increased Landing Recovery 4f -> 10f, visual hitstop reduced.
- Universal Overhead -Hitstop adjusted to be -1 on block. (from +1)
- QCFL - Poi (high) - Now Limited to one LGrenade on screen at a time.
- QCFM - Poi (low) - Now Limited to one M Grenade on screen at a time.
- QCBL - Quickscope (low) - Low profile is now consistent with the Roll followup Low sniper (low profile begins on frame 4). Projectile now spawns further forwards.
- QCBM - Quickscope (high) - Will now whiff on crouching players outside of point blank range.
- Idol Skill - Trials Ascending - Startup Increased 2f -> 5f. Now gives 5 Superchats on execution. Armor now begins on frame 1
- Idol Skill - Trials Ascending - The properties of the attack here changed. It will now be a hard knockdown on the final hit. This means you can no longer get a free follow up. However, her Idol Skill is now counted as “Special cancel priority. This means you can still spend Superchats to follow up from the attack.
- Burst - BUGFIX Fixed issue where burst could not destroy projectiles.


  • Coco
- Standing M - Will now force stand on hit. Increased Hitstun (23f -> 26f) and Blockstun (16f -> 20f)
- QCFH - Essence of Advancing Assault: Dragon Drop - Removed Superfreeze frames
- Jumping Special - Dragon Glide- Can now be canceled starting at frame 20. Minimum Height added.


  • Fubuki
- All SSR Moves - BUGFIX - Resolved issue where you could sometimes not superchat cancel the SSR version of the move
- Standing M - Increased pushback on block
- Jumping H - Will now have a sourspot with weaker properties to the original hit. The Sourspot has the following properties: Reduced Damage (90 -> 60), no longer knocks opponents into the ground, no longer ground bounces, smaller hitbox that cannot cross up.
- Sweep - Now moves Fubuki forwards slightly
- SSR QCF L/M - Oruyanke - Now no longer knocks opponents in the air and instead does additional damage (100)
- QCF L - Oruyanke (Slow)- Projectile now spawns further forwards. Projectile disappears if player is hit.
- QCF L - Oruyanke (Fast)- Projectile now spawns further forwards. Projectile disappears if player is hit.
- QCF H - Kon-Cob - Now knocks opponent down on the second hit. Projectile now spawns further forwards.
- All Jumping Special Variations - Aerial Blizzard- Decreased size of second hitbox, Reduced pushback on block
- Jumping Special - Aerial Blizzard - First hit of non lucky variation hitstun reduced from 60f -> 15f. Using only the first hit off of instant overhead now leaves Fubuki punishable on hit. Fubuki retains the ability to combo off of the instant overhead off of the lucky verison of this move
- SSR Jumping Special - Aerial Blizzard BUGFIX: Resolved issue with “blue hitstun” causing the opponent to be stuck if the move was interrupted.
- DDH - Shin Yukkuri Flip - Now applies 50% damage proration.
- Idol Skill - Burger Fox - Now grants 10 Superchats on use.


  • Korone
- Standing M - Extended Hurtbox stays out for Slightly longer, Increased pushback on block.. Recovery increased by 2f. Blockstun increased by 1f (net advantage change is -1 from before)
- Crouching M - Increased range with adjusted animation, increased pushback on block.
- Sweep - Low profile now starts on frame 4 (instead of frame 1)
- Forward M - The first hit can now be canceled into heavy attacks
- QCF L - Yubi! (Slow)- Projectile now spawns further forwards. Projectile disappears if player is hit.
- QCF M - Yubi! (Fast)- Projectile now spawns further forwards . Projectile disappears if player is hit.
- QCF H - Yubi! Yubi!- Projectile now spawns further forwards.
- Jumping Special - DOOG from Above - Reduced the effects of Damage scaling (75% -> 85%)
- Jumping Special - DOOG from Above - Landing Recovery reduced 10f -> 7f. It is still minus but not as punishable
- DDH - Super Koro Punch 64- Now applies 75% damage proration
- Idol Skill - Doggy Dash - Now grants 10 Superchats on use.


  • Sora
- Standing H - Significantly increased range. Reduced knockback
- Crouching M - Increased horizontal range on both hits
- Sweep - Now combos into Re:Play mine detonation. Low profile is now delayed further in the animation.
- DDM - A-egis Reflector! - A-Chan will now appear later and go away upon Sora being hit
- QCF L - On-Stage (low) - Projectile disappears if player is hit.
- QCF M - On-Stage (high) - Projectile disappears if player is hit.
- New Aerial Special - Sky:Play - Sora will now be able to manually detonate her Mines while in mid air. Attempting to detonate mines in mid air with no mines out will result in a failure animation.
- Idol Skill - Rakka chan - Juggle trajectory adjusted for consistency. Recovery reduced to 20f. Range decreased. Initial hitbox removed


  • Suisei
- Jumping Special - Stellar Slice- Now counts as a head attack and will whiff against 2H attacks. Added landing lag 0f -> 6f
- QCB L - Stellar Medley (Close) - blockstun of uncharged projectile decreased by 5f. Projectile spawn location moved slightly forwards and down. Uncharged projectile disappears if player is hit.
- QCB M - Stellar Medley (Far) - blockstun of uncharged projectile decreased by 5f. Projectile spawn location moved forwards. Will now whiff on crouching opponents at close range. :::- Uncharged projectile dissappears if player is hit.
- kyou mo kawaii


Collab changes
  • Risu
- Off-Collab - Non-stop Nuts- Only Crouching H will send the nuts upwards
- STAR Call-In - Isekai Truck - Will now hit OTG


  • Marine
- Off-Collab - Hugging Pirate- Now starts from further behind.


  • Kiara
- STAR Call-In - Hinotori- Will now launch opponents much higher and can no longer be air-teched. Now stays in corner without going off screen


  • Kanata
- STAR Call-In -50kg Grip - Removed superfreeze frames


  • Amelia
- Off-Collab - Time Slow - fixed issue where Ame's time slow could hit OTG
v1.3.8 Hotfix that might overlap with 1.3.0-1.3.7 changes
- Botan - DDS - Superarmor now starts at frame 1
- Botan - JH - Landing lag reverted 7f -> 4f
- Botan - jH - Now an overhead
- Korone - Forward M - Can now cancel into Standing H
- Aki - jM - now an overhead

May 22, 2023 - Update/Hotfix Version 1.2.2, 1.2.3

Hotfix v1.2.3 - Thank you for playing our public beta. Based off of reports from the beta we have added the following bugfixes:
Gameplay Bugfixes
1. Fixed issue where you could bypass move cancel rules on wakeup if the first hit is performed on the first possible frame
2. Fixed issue where landing a projectile while performing a different move would allow you to cancel the other move.
3. Fixed issue where you could create multiple STAR Special VFX if performed during the opponent's Superfreeze.
4. Fixed issue where you could bypass move cancel rules if a move is performed during opponent's superfreeze.
5. Fixed issue where summoning an off collab or call in while throwing a projectile will result in the projectile losing its "on hit" properties. This includes applying damage Scaling or triggering followup animations (such as with Fubuki's Super STAR Attack)


Collab Update 1.2.2 - This patch is intended to focus more on Collabs, with a later patch focusing on Systems issues and Character adjustments.
General Features:
- Input Rebinding - Added functionality for a second controller to have input rebindings
- Input Rebinding - Added ability to remove/delete a binding
- Settings Option- You can now specify whether you want the game to mute or not when the game is out of focus
- Voicelines - New Aki voicelines
- Voicelines - New Fubuki Voicelines
- Soundtrack - New Song for Gangtown stage
- Soundtrack - New Song for Main Stage stage
General Bugfixes
- Performance Improvements
- CPU Usage Improvements (steam should take up less CPU)
- General Online stability updates
- General Localization and text fixes.
General Gameplay Bugfixes
- Reversals can be performed on Frame 1 after knockdown
- Resolved issue where performing a call-in can make your next move cancellable into moves it was not intended to.
- IPS can no longer be triggered by Dash or Backdash
- You can no longer OTG an opponent after Burst.
- Improved input buffering system: now restricts infinitely holding diagonal inputs, allowing smooth execution of motion inputs by only accepting continuous inputs of back, down, or forward inputs.
- Resolved issue where defeating an opponent after Time out would result in time slow carrying over to the next round.
- Errorlog saving is reenabled, but will delete all but the last 3 logs on launch/close
- Fixed stage specific knockdown inconsistencies.
- Stage - Eternity Bright - Lowered brightness during Super Flash animations
Gameplay Bugfixes and Adjustments
  • Fubuki
- Oruyanke (medium): no longer breaks Projectile invulnerability
- Back + Heavy can no longer counter burst.
- Standing Heavy: fixed issue where the move would inconsistently have attacks whiff on it.
- Universal Overhead: no longer incorrectly displays Invincible flag
  • Suisei
- Super : Anti Air version of super now has 0.4x minimum scaling
- Kyou mo kawaii
  • Ayame
- QCB Heavy: Juggle frames and blockstun frames increased (it was incorrectly set to almost nothing)


Collab Adjustments
  • Risu
- Off Collab: increased active frames on Nuts (starts 4 frames earlier, ends 2 frames later)
- Call In: Removed Freeze frames before Truck comes out
  • Roboco
Off Collab: Missiles will no longer hit on the way up
Call In:
- Bugfix: beam will not reverse direction if the opponent crosses up on the player
- Bugfix: beam will not deal additional hits if hit later in the animation
  • Marine
Off Collab:
- Now costs 3 bars
- Applies 50% proration on hit
  • Kiara
- Call In: Now explodes after a few hits, allowing users to follow up with a combo
  • Iroha
Off Collab
- Ninjas now spawn at a 66% higher rate
- Each Ninja now deals 30 damage (down from 40)
Call In
- Slash is now air unblockable.
- Startup reduced from 33f to 21f
  • Mio
- Call In: Mid-Animation Superfreeze removed. As a result, the move has longer effective startup.
  • Miko
- Off Collab: reduced overall duration from 500 to 300 frames
Single Player Bug Fixes
- Fixed issue with softlock during the “Comets Straddle the Night” fight.
- Resolved issue where you could skip the final boss with multiple copies of Pedas Manja
- Fixed issue where Pedas Manja effect could carry over between runs.
Single Player Adjustments
  • AI Adjustments
For easier difficulties:
- Lowered the rate at which the AI grabs.
- Lowered the rate at which the AI grab breaks.
- The AI will follow up on its attacks somewhat less often.
For all difficulties
- Slightly lowered the rate at which the AI will jump in response to command grabs.
  • Item Adjustments
- Light Armor: now grants a 25% defense buff
- Tokino Soda: You can no longer take damage from Aura effects while snack is active.

May 13, 2023 - Update Version 1.1.1

Features
General Features:
- Lobbies - Added ability to assign a tag to a Lobby
- Possible tags are: none, newcomer, casual, veteran, god
- Lobbies - Added ability to filter lobbies based on tags.
- Online - added GGPO Frame Delay option
- Training Room - Frame Advantage - this feature is currently a work in progress and is known to be inaccurate for ground/wallbounces (such as Aki’s Standing Heavy).
Gameplay Features:
Teching:
- Air Tech and Ground techs are now performed by holding any attack button when a tech is possible.
- You are still able to influence the direction of an air tech by holding the respective direction while teching
- After an Air Tech, you are now invulnerable until hitting the ground OR performing any aerial action
Infinite Prevention System (IPS)
- When IPS invulnerability is triggered in midair, you are now invulnerable until either teching or hitting the ground.
- This contrasts with the old IPS System, where invulnerability would run out as soon as the tech window began.
Bugfixes
General Bugfixes
- System Mechanics - STAR Meter - Fixed issue where having exactly 250 meter would not allow you to perform an EX move.
- System Mechanics - Burst - Fixed issue where Burst would not cancel out knockback momentum
- Stage - Fixed bug where certain combos could not be performed on the Idol Showdown Stage. Now all stages should be identical.
- Tutorial - Bugfix where Superchat cancel and Combo into specials tutorials would sometimes not pass the player when the condition was performed.
- Fixed issue where frame data could be inconsistent at the start of a match
- General Online stability updates
- General Localization and text fixes.
Gameplay Bugfixes
For this patch, our focus was on resolving attacks or character gameplay mechanics that were not working as intended and fixing bugs. Balancing adjustments will come in a future patch.
  • Fubuki:
- Lucky 22H - SSR Yukkuri Flip- Now is Air Unblockable, just like the other versions of Pachi
- Lucky 214X - Grounded SSR Blizzard Swirl - Now has projectile invulnerability frames that match the other versions of Blizzard Swirl
- Lucky 214X - Grounded SSR Blizzard Swirl - Fixed bug where attempting to Burst the lucky tail swirl would leave the opponent unable to move.
- 236L/M Oruyanke (all variants) - Fixed issue where Hitstun and Blockstun were incorrectly set far below the intended values
  • Suisei:
- 5M - Resolved bug where Hitstun and Blockstun could be very inconsistent.
  • Sora
- 236M - On Stage! (High) - Fixed issue where the Blockstun was higher than hitstun.
- 22M - A-egis Reflector! - Fixed issue when reflecting Ayame’s Ghost where even after reflect you would still be cursed
  • Botan
- j.H - Fixed issue where normal could deal chip damage.
- j.2H - Lead Curtain - Correct sprite offset to better reflect Hitbox and Hurtbox.
- j.2H - Lead Curtain - reduced visual hitstop
  • Aki
- j.S/ - Going Down - Removed STAR meter gain on execution. This will now match the STAR meter gain of Aki’s other teleport special moves
- 236M - Bad Boy - Fixed bug where the move was not obeying projectile limits. It will now behave similarly to Good Boy
  • Korone
- 6M - Orayo! - Will now connect both hits more consistently
- 5M - Fixed issue where normal could deal chip damage
  • Coco:
- 22H - Essence of Insertion: Tail-Slam - Fixed issue that was causing the opponent to be sent much further than expected.
Virtual Frontier Bugfixes
- Collections Screen - Fixed issue where the Collections screen would sometimes display only the KFP bucket

May 9, 2023 - Hotfix 1.0.7, 1.0.8

Hotfix Version 1.0.8
Bugfixes:
1. Fixed softlock when going from any mode to Tutorial or Training Mode
2. Fixed Credits scroll
Hotfix Version 1.0.7
Gameplay Adjustments:
1. Botan: Standing Medium followup attack: Reduced blockstun frames
Gameplay Bugfixes:
1. Fixed Issue where after a victory you would be unable to control your character if a victory did not occur on the other player's end
2. General Online Net Stability improvements
Other Bugfixes:
1. Fixed "black screen" issue on startup caused by settings load failure.
2. Removed Houshou Marine's AI exploit with Botan
3. General Localization improvements

May 7, 2023 - Hotfix 1.0.4, 1.0.5, 1.0.6

Hotfix Version 1.0.6
Additions:
Sora new voice lines added
Gameplay Bugfixes
1. Fixed issue where the winning player would sometimes lose control after a KO, allowing the other player to win
2. Command grabs should now beat normal grabs when both players grab simultaneously
3. Resolved issue that allowed players to gain multiple superchats during superfreeze
4. Resolved issue where Effect from being in an Infinite combo loop would not reflect the actual invincibility period.
5. Resolved issue with performance caused by Star Specials and Super Star specials
6. Resolved issue where certain sequences could cause Grabs could do double or Triple damage
7. Sora: Re:Play - Resolved bug that was causing mines to do less damage then intended
8. Botan: Forward + Medium: Resolved issue causing Botan to cross up with the opponent in the Corner
Other Bugfixes
1. Resolved issue with Error Logs taking up a lot of disk space.
2. General Online stability improvements
3. Tutorial Logic update
Developer Note
1. We are currently investigating the Infinite Prevention System and will be likely putting out an update in a future update.
Hotfix Version 1.0.5
Features:
Started Replacing Botan Voice lines with Botan's Requested voicelines. (Thank You So much!)
Bugfixes:
- Resolved issue where Botan's POIs were not detected as projectiles by AI
- Resolved issue in Training Mode where Instant Block setting would not reduce pushback
- Resolved issue causing launch problems on some systems.
- General Online bugfixes
Hotfix Version 1.0.4
- Added New Song to Collections Screen
Bugfixes:
- General Online stability bugfixes
- General Localization updates
- Resolved issue where the AI would not be disabled upon going to Tutorial after playing Arcade Mode
- Botan: Resolved issue where you could be grabbed while in knockdown

May 6, 2023 - Hotfix 1.0.3

Hotfix Version 1.0.3
UI Bugfixes:
- Fixed issue where Character Select and Stage Select could sometimes be loaded during match
- Fixed Leave panel displaying behind lobby button
- Arcade Mode now displays correct stage number.
- Various Localization adjustments
- Fixed issue where Match start banner would still display when entering Training Mode
- Fixed issue where stage select will crash for certain systems. Stage previews will be temporarily disabled while we resolve this issue
General Gameplay Bugfixes:
- Burst: Resolved issue with burst destroying your own Projectiles
- Burst: Resolved issue that allowed you to combo out of burst
- Fixed bug that allowed you to preserve jump momentum after certain performing jump S attacks
- Fixed issue where air attacks could sometimes be performed on the ground.
Character Bugfixes:
- Suisei: Fixed Error in Suisei's Command list description for Forward + Heavy
- Botan: Fixed issue where Botan's Super could be cancelled mid animation.
- Korone: Super: Fixed issue where you could be interrupted after the Super Animation confirm animation began.
- Sora: Updated Command list descriptions for 214H
- Sora: 236L: Resolved issue where you could not detonate the mine
- Sora: 22M Fixed issue with Hitstop
- Collab: Kanata: Call-In: Resolved issue when the person summoning Kanata was hit after Kanata grabs the opponent.
- Collab: Ame: Off-Collab: Resolved issue where opponents under the effect of timestop always be counted as being in a combo
- Collab: Kanata: Off-Collab: Resolved issue with waves and scaling
Known Issues in Progress:
- Issue with binding keys to Arrow Keys
- Issue with Collabs displaying in Command List
- Issue with Performance when using repeated Star Specials and Super Star Specials

May 5, 2023 - Release!

Idol Showdown is now available on Steam!