Pokemon: Close Combat/Patch Notes: Difference between revisions

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(Created page with "This page contains a history of all changelists for the game, in order from newest to oldest. <div class="toccolours mw-collapsible mw-collapsed" style="background-color: transparent"> <big><big>Demo 05b</big></big> <div class="mw-collapsible-content"> -------------------------- Version 5b Changes -------------------------- Toxicroak has joined the recoded+reworked character. This was originally slated for v5 and the general changes decided around a month ago, but ins...")
 
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Bewear
Bewear
Changed damage partitioning on fthrow.</div></div>
Changed damage partitioning on fthrow.</div></div>
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[[Category:Pokemon: Close Combat]]</noinclude>

Revision as of 21:04, 7 September 2023

This page contains a history of all changelists for the game, in order from newest to oldest.


Demo 05b


Version 5b Changes


Toxicroak has joined the recoded+reworked character. This was originally slated for v5 and the general changes decided around a month ago, but instead we committed the dev time to ship the recode+rework on Chesnaught instead. We knew Toxicroak was high demand for changes, so we've put in double time to ship this out ASAP. Many of the changes involve making Toxicroak's moves more specialized instead of just generally good in any situation. We've also slightly reworked Poison to stick around more, but tick much slower to compensate. We've also adjusted Toxicroak's Guard Damage numbers, resulting in reducing his guard break capability to below average. Toxicroak will still have fantastic zoning that can quickly switch to offensive pressure, but his ability to stay safe on block and convert that pressure into a Guard Break is significantly less viable, and will cost much more meter. In return, Toxicrak has received buffs to Toxic Spit, as well as a few instances of increased damage. These changes are likely overall nerfs, but should still leave Toxicroak in a strong state, as is the goal with these single-character focused patches.


Guard Crush:
• Bug causing Guard Crushes to not occur when a player's Guard Health reaches 0 has been fixed.
• However, this fix requires removing player collision for two frames. Here's hoping this doesn't cause any unforseen issues. While on the topic, there's been some discussion about the status of gaining Meter from Guard Break, we've heard it. However, we're still discussing how to solve the issue, so we're going to wait and implement a solution in a later version. There are also known Guard Break loops that still exist within the game, but tread in territory where making changes to eliminate them entirely would kneecap certain character options. For the meanwhile we've made changes to mitigate these loops, and are hoping to make a more permanent fix in the near future.

Training Mode:
• Fixed bug where a second Wobbuffet would spawn twice in Blaziken's training mode.
• Wobbuffett grounded Fast Attack startup reduced to 6 frames to match common jab timings.


• Fixed air hitstun interactions on recoded characters.
• Input windows for Dashes adjusted, 0.3s -> 0.2s. This window was only used for Dashes and Runs, not Parry Dashes.


Blaziken


Parry:
• Fixed a bug that caused Parry counter to have no lag.

2626B - Rooster Roast:
• Fixed multiple hitstun related issues that caused the move to inflict extremely small amounts of hitstun, or miss entirely.


Chesnaught


General:
• Added 5 extra frames of leniency for holding your charge partition.

5A:
• Blockstun and Guard Crush reduced, Md -> Wk

3A:
• Ending lag can now always be cancelled into Bullet Seed, even on whiff.


• Removed on-hit cancels, except into Spike Cannon.

4A:
• Blockstun and Guard Crush reduced, Sg -> Md
• No longer has +3 hitstun vs Standing opponents

6B - Concussion Rush:
• Changed initial hit launch trajectory to send grounded opponents a smaller distance, allowing both normal hits of Concussion Rush to combo when started from farther ranges.

5B - Bullet Seed:
• Changed hitboxes on block to better hit crouch blocking opponents.

jB - Falling Fortress:
• +5 Landing Lag if you don't hit a counter.

[2]8B - Thorn Upper:
• Fixed a bug where you could C-Dash Cancel with insufficient meter.

[4]6B - Shield Smash:
• Fixed a bug that caused the move to have a varying amount of hits and distance traveled depending on meter.
• Adjusted movement timing, now starts slightly slower but also slightly accelerates.
• Adjusted initial hit launch trajectory and hitbox placement to allow all hits of Shield Smash to combo when started from farther ranges.

426B - Spike Cannon:
• Fixed an issue where doing the input with two or less meter would result in [4]6B. It will now result in 6B.


Falinks


General:
• Fixed a bug where Falinks would take less hitstun while standing when hit with a VSG stun move.
• Fixed some visual issues in training mode.
• Fixed several issues with move input priority.
• Fixed palette related issues.

5B - Chainspear:
• Extended hurtbox now becomes active on the same frame as hitbox, rather than 5 frames before.

jB - Hoplite Hop:
• Fixed an issue where this move couldn't be used during running jumps.

22B - No Retreat:
• Slightly increased the range of the addition hits of No Retreat.
• Can no longer use No Retreat while No Retreat is active.



Heracross


General:
• Added 5 extra frames of leniency for holding your charge partition.

6A:
• Fixed a bug where the move could inflict 3 Guard damage instead of 2.


Mienshao


4A:
• Fixed a bug where the later part of this move was unblockable.
• Fixed a bug where 4A wouldn't cause blockstun during a blockstring.



Toxicroak


Poison:
• Poison now must be removed via Parry. Throws and various Hyper Meter Specials no longer remove Poison. Notably Guard Berry will still remove Poison.


• Duration between Poison ticks increased, 2s -> 4s.

5A:
• Fixed a bug where this move couldn't be counterhit.

2A:
• Initial hit damage increased, 3 -> 4.
• Late hit damage increased, 1 -> 2.


• +3 Startup
• Blockstun and Guard Crush reduced, VSG -> Sg.

3A:
• Increased forward movement speed.


• +4 startup
• +2 Ending lag

4A:
• Size of initial hitbox increased.
• +2 Hit duration for initial hitbox.


• +3 Startup
• Initial hitbox no longer hits airborne opponents.

jA:
• Reduced hitbox size.

j8A:
• Damage increased, 2 -> 4.


• No longer hits grounded opponents.

6B - Poison Dart:
• Hitbox and hurtbox now move forward during the later part of the move.


• Reduced hitbox size.
• Blockstun and Guard Crush reduced, Sg -> Md.
• C-Dash cancel removed.

jB - Poison Arrow:
• Blockstun and Guard Crush reduced, VSG -> Sg. Hyper version's block state unchanged.

5B - Poison Spit:
• Blockstun and Guard Crush increased, Wk -> Md. (For all versions)
• Fixed a bug where upper angled poison could be cancelled into Throw and Parry, rather than C-Dash.

5BB - Double Spit:
• -7 Ending Lag

421B - Dagger Heel:
• Doubled the hitlag the move inflicts.


• +15 Ending Lag

624B - Toxic Bubble:
• Initial damage increased, 2 -> 6.


• Duration ∞ -> 4.5s


• Moves will no longer deal double damage when used to pop the bubble.


Demo 05


Version 5 Changes



NEW CHARACTER: Falinks


Falinks storms onto the field of battle! Deploy your army from the reserves or charge into the frontline like the Heroes of old. Use your diverse array of tools to command and conquer, and claim your spoils of war.



Other Major Updates


Chesnaught Recode: The second recode and rework is in, and it's Chesnaught. Again, be on the lookout for any oddities, as bugs could be prevalent considering the large scale under-the hood changes. We're aware Chesnaught's already a new addition, and it seems unusual that he'd be picked so soon for this treatment. However, we felt that Chesnaught needed some adjustments to better mesh with players, as we saw many people that wanted to play Chesnaught but disliked several elements of his kit. We're hoping these changes alleviate that, incentivising players to pick up this character.

Training Mode:
• Added Parry to Wobbuffet's E options.
• Fixed a Bug where Wobbuffet could block while using attacks.
• Fixed an issue with the combo counter.

Damage Scaling: Combos have not had damage scaling before this point. We've added a small scaling factor, that should impact the damage of longer combos. In most cases it'll start around the sixth move, but with some higher damaging hits it could come into effect earlier. This will also end up impacting the final damage of longer multi-hit moves like Primeape's Super, but those changes won't be reflected in the changelist.

Knockback: Grounded Knockback had a bunch of oddball inconsistency, and also had issues where counterhits and high-hitstun would send opponents extremely far distances away from you. We've adjusted how grounded knockback works to hopefully alleviate these issues.


Balance & System Changes


Changes to inputs:
• 623 and 421 inputs now accept 626, 629, 424, and 427 as shortcuts.
• 2626 now accepts 2326 as a shortcut.

Changes to Guard Breaks:
• Zero no longer counts as a Guard Health value. Dropping to zero now results in Guard Break.
• Guard Breaks were previously throw-vulerable during initial frames. This practically never came up and could potentially caused bugs, so it's been replaced with total invincibility.
• Guard Breaks will be invlunerable for 1 additional frame to prevent an issue where players got erroneously launched.



• Cross-unders are now prevented against cornered opponents. This mostly only effects air vs air interactions, so stuff like uppercuts will no longer phase through cornered players sometimes. You can still walk under opponents if they jump in the corner.
• Widened Cross-up collision slightly.
• Parry attacks now have an additional +3 Ending Lag.
• Parry collision size made thinner.
• Fixed all known causes of the double-knockdown bug. This also fixes some buggy corner juggles.


Issues with 4c Patchnotes:
• Heracross 6B throw follow-up damage was listed as 4 -> 6. The change was 5 -> 7.
• Last patch noted that uppercuts now break armor, despite that not being the case. This is now properly implemented in v5.


Bewear


General:
• Guard Health increased, 12 -> 14.
• Fixed a bug with E settings in Training Mode.

4A:
• Added upper body invincibility during startup and active frames.
• Reduced arm hurtbox size during anti-air frames.


• Removed "dead frame" where Bewear looks like he's attacking but has no active hitbox. Animation frames adjusted to compensate (No frame data change).

jA:
• Shifted hurtbox upward.
• Significantly increased the size of the initial hit that knocks down.

j8A:
• Reduced leg hurtbox size.

2B - Panda Wheel:
• +2 Ending Lag


Blaziken


General:
• Guard Health increased, 10 -> 12
• Fixed an issue where Blaziken would fall slower than intended when launched while in the corner.

4A:
• Added upper body invincibility during startup and active frames.
• Reduced leg hurtbox size during active frames.


• +2 Startup
• Frames between hits increased, 1 -> 2

jA:
• Reduced leg hutbox size.


• Increased body hurtbox size.

j8A:
• Reduced hand hurtbox size.


• Increased collision size.

6B - Sky Uppercut:
• Added upper body invulnerability during startup and active frames.

623B - Solar Uppercut:
• Adjusted hitboxes and hit timing. This will hopefully make it easier to follow up two-hit 623B with 2A when anti-airing, and three-hit 623B with 6A when anti-airing.

2626B - Rooster Roast:
• Added a vortex effect so opponents getting hit from far away get pulled in and won't fall out of the attack.
• Changed hitboxes so that the move won't whiff at point-blank range, and will also hit opponents from farther away.



Chesnaught


2A:
• -1 Startup

4A:
• Added upper body invincibility to startup and active frames.
• Chespin wants to help too :)


• Lower body hurtbox widened.

6A:
• -2 Startup
• Fixed a bug that would cause the move to hit twice.

jA:
• Reduced non-collision hurtbox size.

j8A:
• Reduced leg hurtbox size.

5B - Bullet Seed:
• Projectile speed increased.
• Projectile hitbox widened.

2B - Thorn Hammer:
• Hitbox made taller.


• Increased collision size.

6B - Concussion Rush:
• Changed input from [4]6B.
• Second hit can now On-Hit cancel into Bullet Seed Spit.
• Final hit (usually only seen on block) can now be cancelled into a C-Dash.


• Third hit removed.
• Forward-body invincibility is removed starting at the final hit.

jB - Falling Fortress:
• Added a new counter that costs 1 meter. After being hit, press B to use it.
• Makes Chesnaught slightly floatier on block.
• Enemy Time Stop on Armor 18 -> 30 frames.


• Fixed a bug where this move could be thrown in air.

24B - Guard Berry:
• Self-Heal increased, 1 -> 2
• Now grants multiple hits of armor, but the amount of armor decays over the course of the move. Moves will only decay as low as a single hit of armor, at the point right before the move connects.
• 6A Armor max hits 1 -> 2.
• 2B Armor max hits 1 -> 4.

[2]8B - Thorn Upper:
• Charge requirement reduced from 0.5s to 0.4s
• Damage increased, 4 -> 5.

[4]6B - Shield Smash:
• This move is based on the previous version of Concussion Rush.
• Changed input from [4]6BB.
• Now costs 1 meter.
• Charge requirement reduced from 0.5s to 0.4s
• Replaced fourth hit of move with the Shield Smash.
• Damage of each hit adjusted. Total move damage is now 7.
• Is now invincible during the active frames of the Shield Smash, in addition to the frames immediately before it.
• Shield Smash ending lag -29.


• Shield Smash Blockstun and Guard Crush reduced, VSG -> Md.
• Can no longer be C-Cancelled.
• Shield Smash hit duration decreased, 8 -> 6.

426B - Spike Cannon:
• Changed input from [4]646B.
• -17 Startup
• +5 Added Active Frames


• Reduced Time Stop from 35 frames to 15.
• Spike damage reduced, 12 -> 10.
• Is no longer invincible in the frames before the Time Stop.


Heracross


2A:
• Added upper body invincibility during active frames and the frames immediately before those. (Is not upper body invincible from frame 1)

jA:
• Horn hurtbox size decreased during active frames of first hit.



Mienshao


General:
• Guard Health increased, 8 -> 10

5A4:
• -1 Ending lag

4A:
• First hit hitbox made taller, will now hit all crouchers.
• Reduced vertical hurtbox size during anti-air part of the move.
• Upper body hurtbox is now Throw Invulnerable during active frames.

4A6A:
• Second hit Blockstun and Guard Crush reduced, Sg -> Md.

j2A:
• Increased hitbox size.


• Shifted non-collision hurtbox slightly left.

6B - Leaping Liepard:
• Hurtbox shifted forward and widened.
• Blockstun and Guard Crush reduced, Sg -> Md



Primeape


General:
• Guard Health increased, 10 -> 12

5A:
• Fixed issue where you could get 5AA despite only tapping A once.

2A:
• Blockstun and Guard Crush reduced, Md -> Wk.

4A:
• Added upper body invincibility during startup and active frames.
• Reduced leg hurtbox size during startup and active frames.


• +4 Startup

jA:
• Reduced leg hurtbox size


• Increased body hurtbox size.

28B - Furious Stomp:
• Damage decreased, 4 -> 3

5B - Ape Rush:
• Slightly increased horizontal hurtbox size.


• Fixed an issue where last hit could cause upwards of 4 points of Guard Damage rather than 1.
• Fixed an issue where the move couldn't Guard Break if the second-to-last hit depleted your opponent's Guard.

6B - Fierce Upper:
• Upper-body invincbility on startup slightly shrunk.

jB - Skull Pound:
• +2 Landing Lag before you can cancel into 28B.
• +14 Landing Lag otherwise.



Toxicroak


General:
• Guard Health increased, 8 -> 10
• Fixed a bug where Parry didn't remove Poison.

4A:
• Added upper body invincibility during startup and active frames.
• Reduced hurtbox size on arm during anti-air frames.


• Fixed bug causing move to hit upwards vs standing opponents.

jA:
• Reduced arm hurtbox size.

624B - Toxic Bubble:
• Fixed a bug where opponents could get caught in the Bubble during Throws and unintended times.
• Fixed a bug causing Primeape to take more damage and less knockback from this move.

Parry:


• Fixed an issue that caused this to hit high instead of mid.


Demo 04c


Version 4c Changes


Under the hood - Recodes: We're slowly going to recode significant portions of characters in order to make future development easier. This recode and character rework was slated for v5, but happened to be completed in the time between v4b and v4c, so we're shipping it early. The first of these recodes is Primeape. We're asking players to keep an eye out for any Primeape oddities in this patch. On top of that, while v3 and v4 versions have been generally powering down characters to fix game breaking mechanics, we're hoping to power up characters in v5 and beyond, something Primeape's also received here. A second character was slated to receieve one of these big treatments in v5, but you'll have to wait for that one.


Removed the lights from the Morelull in Levelup Cave to see if that helps with framerate issues.

Fixed Various bugs involving the announcer calling wrong winner names.



Balance & System Changes


Armored moves:

	
• Uppercuts can now break Armored moves.

Bewear


6B - Running Bear Hug:

	
• Armor frames 1-35 -> 1-49

Parry:
• Damage reduced, 5 -> 3



Blaziken


6A:
• Increased hitbox size downwards.

jA:
• Initial hit Damage increased, 2 -> 3
• Reduced leg hurtbox size.

623B - Solar Uppercut:
• Fixed Bug that caused opponents to fall out of move on counterhit.



Chesnaught


General:
• Fixed an issue that caused Chesnaught to take more hitstun.
• Fixed parrying sometimes using the wrong animation.
• Added new color palette.

3A:

	
• Blockstun and Guard crush reduced, Md -> Wk

4A:

	
• Replaced an upper-body hurtbox with a lower-body hurtbox during the anti-air part of the move.

6A:
• Hitstun reduced, VSG -> Sg
• Blockstun and Guard Crush reduced, VSG -> Sg
• Only has armor while guard berry is active (Guard Berry is only removed on successful armor)


• Fixed a bug where you couldn't special cancel the move after armoring a hit.

5B - Bullet Seed:
• +8 Berry Eat Startup

2B - Thorn Hammer:
• Reduced hitbox size.

Parry:
• Damage reduced, 5 -> 3



Heracross


28B - Horn Turret:
• Lower-body vulnerability added to active frames. (Startup still fully invincible)
• Invincibility extended until Hera stops moving up.

FThrow:
• 6B follow-up damage increased, 4 -> 6



Mienshao


5A:
• Hitstun increased, Sg -> VSG

4A:
• Initial hitbox now only hits vs Grounded Opponents
• Late hitbox now only hits vs Air Opponents


6AA:
• +4 Ending Lag

5B:
• Last hit damage 1 -> 2

2B:


• Widened hurtbox during horizontal-dash walljumps

623B:
• +1 Startup

jB:
• +6 Landing lag



Primeape


5A:
• -1 Startup
• Increased range

5AA:
• -1 Startup
• Increased range

2A:
• +1 Startup
• Initial hit damage 2 -> 3
• Late hit damage 1 -> 2

3A:
• -1 Startup
• Damage increased, 1 -> 2
• Can now special cancel into 623B

4A:
• -1 Startup
• Damage 2 -> 3
• Slightly reduced leg hurtbox size


• Fixed a bug where leg was partially throw vulnerable during active frames.

6A:
• -1 Startup

jA:
• Damage increased, 2 -> 3

j8A:
• Initial hit damage increased, 3 -> 4

5B - Ape Rush:
• -1 Startup
• -2 Ending lag on hit
• -4 Ending lag on block

2B - Beat 'em Up:
• Skull Pound startup -4

6B - Fierce Upper:
• Damage increased, 3 -> 4
• Initial hitbox size increased
• Added upper body invincibility to startup and active frames.


• Increased size of player collisions on startup.

623B - Savage Upper:
• Total damage increased, 4 -> 5


• Increased size of player collisions on startup.

624B - Rampage:
• Increased damage, 10 -> 11

jB - Skull Pound:
• Late hit blockstun and guard crush decreased, VSG -> Sg.


• Fixed a bug that was causing it to hit twice on block.


Toxicroak


2A:
• Damage increased, 2 -> 3
• Increased size of late hit leg hitbox and hurtbox.

4A:
• Damage increased, 1 -> 2
• Initial hit Wk -> Md

421B - Dagger Heel:
• Damage 2 -> 4
• -6 Ending Lag


• Blockstun and Guard Crush significantly reduced, Sg -> Wk


Demo 04b


Version 4b Changes


New Additions:
• New vocals by the talented Tom Gilvear (https://www.tomgilvear.com/). More VOs to come in v05!
• The HUD got an upgrade. Expect more aesthetic boosts.


General Changes & Bug Fixes:
• Fixed the double-knockdown/double-damage issue on a number of throws.
• Guard Break time stop is now the same number of frames for both players. Previously, it time stopped the attacker for 10 frames longer than the defender.
• Adjusted how charge inputs are handled.
• Fixed an issue allowing you to cancel EX moves into C-Dash or Super without having sufficient meter.
• Fixed issues related to Parry and Armor storage.
• Fixed certain issues with character palettes.


• Adjusted throws again. Max range should be reduced, but consistency of getting throws instead of parries should be increased.
• Fixed an issue causing double-throw-whiffs to happen more frequently than they should.
• Throw ending lag +4


• Added a new hitstun length, Very Strong (VSG) which has 10 more frames of hitstun than Sg. Again, if a change doesn't mention Wk/Md/Sg/VSG, it was likely one of the other rarer hitstun types.


Due to internal dev issues, the following changes slated for v4 got reverted to 3c. They are now correctly implemented in v4b. We've changed how we handle things on our end to prevent this from happening in the future. Bewear:
• Third hit of j8A, damage 1 -> 2 Blaziken:
• jB late hitbox blockstun and guard crush, VSG -> Md. Heracross:
• 6A: Blockstun and guard crush, Sg -> Md
• 4A: Overhead removed. Primeape:
• 6A: Startup +2
• jB: All hits now knock down.

Because changelists are shorter this time, I (Altilt) will also provide some additional dev commentary for players.


Bewear


3A:
• Now has player collision.

4A:
• Hitstun Sg -> VSG


• +3 Startup
• +8 Ending lag


• Adjusted timings: Anti-air hitbox +3 duration, low-to-ground hitbox -3 duration

5B - Great Big Hug:
• Damage decreased, 8 -> 7

2B - Panda Wheel:
• +6 Ending Lag


• Adjusted move to catch cases where projectiles weren't being destroyed.

2626B - Stuffed Punch:
• No longer hits high.

Comments: Minor nerfs to try and stop Bewear from running away with the game off of a stray hit. Less reward off of 5B and 2B should help considerably with that.


Blaziken


4A:
• Hitstun increased to VSG
• Reverted v3c change that reduced endlag (+4 Ending lag)

6B - Sky Uppercut:
• +4 Startup
• Slightly increased initial forward movement during startup.
• Guard Crush value reduced, VSG -> Wk.

623B - Solar Uppercut:
• Blockstun increased, Sg -> VSG
• Guard crush decreased, Sg -> Wk

Comments: We're aware of balance/design concerns involving Blaziken, and I plan on exciting changes for hopefully v5, but other priorities came first in this version. Notably the 1-button shoryus, including Primeape's, got tuned down this patch.


Chesnaught


Added icons that show when a Bullet Seed or Guard Berry armor is stored.

3A:
• Now Special cancellable.

6A:
• Hitstun increased, Sg -> VSG.

5B - Bullet Seed:
• -10 Startup
• -10 Ending Lag

24B - Guard Berry:
• Armor state granted to 2B will no longer be consumed on use. Instead, it will be consumed when 2B armors a hit.

(4)6B - Concussion Rush:
• Third hit now knocks back opponent like the first two.
• -12 Ending Lag


• Final hit Blockstun and Guard Crush reduced, Md -> Wk


• Hitbox on second hit adjusted

2B - Thorn Hammer:
• -5 Startup
• Window for armor is longer after Guard Berry is eaten.


• Is no longer hit invulnerable during active frames. (Is still throw invulnerable)

jB - Falling Fortress
• Fixed bug where grounded shield was taking full damage instead of none like the air shield.
• Bigger armor window on landing.
• Successful shield now gives Chesnaught frame advantage to make punishing easier.

Commentary: I don't believe Ches is even bad as-is, but these changes should be enough to push him over the edge and get people playing.


Heracross


6A:
• Initial hit hitstun increased to VSG
• Reverted v3c change that reduced ending lag (+5 ending lag)

[2]8B - Horn Turret:
• Guard Crush reduced, VSG -> Wk.

[4]6B - Horn Charge:
• Fixed charge input being skipped by doing 426B.
• Blockstun and Guard Crush VSG -> Sg


• Reverted v3c change that increased ending lag (-2 Ending Lag)


jB - Beetle Dive:
• Fixed bug causing multihit blocks.
• Slight adjustment to first frame hitbox for metered version.

HP:
• 29 -> 28

Commentary: Heracross is overall in a good place, and as such, mostly just received bugfixes and minor adjustments.


Mienshao


General:
• Fixed a bug where Mienshao was taking incorrect block pushback.

4A:
• Hitstun increased, Sg -> VSG.

4A6A:
• Hit 1 hitbox horizontal size increased.
• Hit 1 damage increased, 1 -> 2.


• Reverted v3c change that reduced startup (+5 startup)
• Forward speed partially reverted to v3c. Overall still a net distance increase from v3c.

6B - Leaping Liepard:
• Hitstun increased, Sg -> VSG.

Commentary: Mienshao is if anything, on the strong side. The adjustments we're looking at for that could have a large impact on playstyle, so we're pushing those down the road to v5 rather than shipping them before the big v4 tour.


Primeape


2A:
• Hitstun increased to VSG


• Ending lag +1


• Movement arc adjusted. This should be more similar to the arc in 3c.

5B - Ape Rush:
• -7 Startup
• Final hit hitstun Md -> Sg


• +9 Ending Lag


• Adjusted hitbox. Now reaches farther forward, but is smaller vertically. Still has large negative disjoint.

6B - Fierce Upper:
• +5 Startup
• Guard Crush reduced, VSG -> Wk


• Added player collision to startup.

623B - Savage Upper:
• Guard Crush reduced, VSG -> Wk

426B - Rampage:
• Significantly reduced Guard Crush.

jB - Skull Pound:
• Fixed a bug resulting in double hits.
• Removed a 0-damage hitbox that was erroneously showing with hitboxes turned on.

Commentary: 2A tuned again to feel slightly better, I hope. 5B has been retooled to no longer be safe on block, instead being more threatening at catching counterhits. Shoryu is tuned down like Ken's. Hopefully this keeps Primeape threatening but overall less polarizing to fight.


Toxicroak


General:
• Fixed a bug that happened when parrying an enemy Tox's 5B.

2A:
• +2 Active frames
• Hitstun Sg -> VSG

6A:
• Hitstun Md -> Sg

jB:
• -6 Startup

Commentary:

Adjustments to help Tox's kit flow better. These changes are small, but should feel significant


Demo 04


NEW CONTENT



Chesnaught


Chesnaught joins Pokemon CC! Chesnaught is a big and tough Charge Character. Ready his unique move Bullet Seed to fire on your enemies, extending your combos and blockstrings. Trap your foes with Spikes by using Thorn Hammer and Thorn Upper. Unleash high damage combos using strong finishers like Spike Cannon.



Training Mode


Training Mode is now added. Use Wobbuffet to help you practice your combos, punishes, and more! Features many different states and attacks to switch between, with additions and improvements coming in the future. See TRAINING MODE.txt for more info.



New Music by A. Max Adams


New tracks now play in:
• Title Screen
• Character Select Screen
• All Three Stages



Balance & System Changes


In order to better explain the following patch notes, here's first some information: There are three standard types of knockback, Weak, Medium, and Strong (Wk/Md/Sg). There are other knockback types, but these are the most common. If the hitstun type isn't specified as Wk/Md/Sg, it's probably something else. There are four standard types of blocking, Weak, Medium, Strong, and Very Strong (Wk/Md/Sg/VSG). These will be listed along side any changes to these values.


Changes to Blocking, Guard Health, and Guard Breaks:
• Blockstun of stronger, high-blockstun moves reduced. Blockstun for these moves now lands squarely between hit and counterhit. Blockstun used to last around as long as counterhit did. Weak hits with low blockstun always had this in-the-middle value, so lower stun moves are uneffected.
• Blockpush increased for Md, Sg, and VSG blocks. Crouching blockpush now matches standing blockpush.
• Forward+Back protections added. While the engine's input handler itself can't be adjusted to properly prevent Forward+Back, there will be adjustments to discourage its use. After a small leniency window, blocking while Walking Forward will cause a Guard Break.
• Fixed a bug where Blockstun duration varied depending on Guard Health.
• Fixed instances where blocking multihit attacks wouldn't result in guard breaks.
• Adjusted Guard Breaks to add player collision, as well as adjusting player vulnerability during Guard Break. This will fix issues related to players phasing through Guard Broken opponents, as well as address issues where Multihit moves could erroneuously launch a player after a Guard Break.
• Fixed bugs where getting knocked down wasn't refreshing guard health.
• Burst no longer gives the opponent a meter.


Addressed an issue where inputs would drop during blockstrings or combos. This required adjusting the input windows for moves. The old windows varied greatly from .01 second to .45 second windows to place your inputs. Their new values are:
• .15 seconds for Simple inputs (Ex, 3A, 2B)
• .30 seconds for two/three-input motions (Ex, [4]6B, 26B, 623B)
• .45 seconds for four input motions (Ex, 2626B, [4]646B) Noting that these windows only start for charge after the player releases back Ex, you'd have .30 seconds for [4]6B after releasing back to press forward.



•Adjusted C-Dash Forward to have homegenized initial collisions, to avoid character-specific oddities relating to cross-unders.



• Adjusted Throw range trigger, in hope that it prevents issues where players could not Throw even when standing next to each other.



• Adjusted in-air hurtboxes and collisions. Should result in more consistent juggles across the cast.



• Corners now have a dynamic collision box above players to prevent jump-in crossups.



• Heal is disabled for VS mode, and is now bound to 2F (Down + O by default). A new VS-mode debug heal has been added: 246F, and can only be used while standing close. This version is also considerably slower, to discourage using in real games.



• Fixed a bug where some Knockdowns didn't deal damage vs high block.
• Fixed a bug where multi-hit launchers couldn't counterhit.
• Fixed a series of bugs where Parries would occur after throws.
• Fixed a bug where you could store parry state using projectiles.


Character balance changes are organized per move, first listing buffs, then nerfs, and finally misc changes or bugfixes after that.


Bewear


5A:
• Damage increased, 1 -> 2.

3A:
• Hitstun increased, Wk -> Md.

4A:
• Extended Arm hurtbox made Throw invulnerable during startup and active frames.
• Significantly reduced size of extended hurtboxes during startup.
• Overhead removed.

jA:
• Initial hit Blockstun and Guard Crush significantly reduced, VSG -> Md.
• Late hit Blockstun and Guard Crush significantly reduced, Sg -> Wk.

j8A:
• Damage on all hits increased, 1 -> 2.

5B - Great Big Hug:
• +18 Ending Lag

2B - Panda Wheel:
• Projectile destruction frames increased, 17-48 -> 9-48


• First and third hit hitbox adjusted to be more similar to second hit.

6B - Running Bear Hug:
• Fixed a bug where Bewear could 6B in air

2626B - Stuffed Punch:
• Initial hits Blockstun and Guard Crush increased, Sg -> VSG.



Blaziken


General:
• Decreased falling speed. This effects all three main jumps, the running jump, and both Uppercuts. Total distance traveled during jumps compensated to be similar to pre-patch.

5A:
• -1 Startup


• +3 Ending Lag


• Fixed a bug relating to Dash Cancelling.

4A:
• -4 Ending Lag
• Increased hitstun on second hit.
• Extended Leg hurtbox made Throw invulnerable during active frames.


• Blockstun and Guard Crush reduced on both hits, Sg -> Md.

6A:
• Extended Arm hurtbox made Throw invulnerable during active frames.

jA:
• Blockstun and Guard Crush significantly reduced, Sg -> Wk
• Increased leg hurtbox size

j8A:
• Hitstun on overhead (vs crouch block) increased, Md -> Sg
• Damage on both hits increased, 1 -> 2


• Blockstun and Guard Crush reduced, Sg -> Wk

5B:
• Fixed a bug relating to Dash Cancelling.
• Fixed a bug that would cause ending lag to be erroneously reduced.

6B - Sky Uppercut:
• Blockstun and Guard Crush increased, Sg -> VSG


• Fixed a bug where the 9-frame landing lag was being skipped.

2BB - Flare (Rising Sun Kick):
• Kick hit damage reduced, 4 -> 3

24B - Triple Sun Kick
• -4 Startup
• Hitboxes on second and third hits adjusted & increased in size.
• Time between hits lessened.
• Forward movement speed slightly increased.

623B - Solar Uppercut:
• Adjusted the location, size, and timing of third hitbox.
• Adjusted travel arc due to new gravity.
• Increased collision size during active frames to prevent awkward cross-unders.
• Fixed a bug related to counterhits.
• Fixed a bug where the 11-frame landing lag was being skipped.


jB - Blaze Kick:
• -4 Landing Lag


• +4 Startup
• Initial hit damage reduced, 4 -> 3
• Initial hitbox size reduced significantly (end of leg only).
• Blockstun and Guard Crush significantly reduced, VSG -> Md
• Increased hurtbox size


• Fixed a bug where jB couldn't be counterhit.
• Fixed a bug where jB couldn't hit Primeape in air.



Heracross


General:
• Forward Dash can now fly over low-to-ground hits like Sweeps.
• Changed all charge times to be identical.

5A:
• Now can cancel Ending Lag into another 5A.

2A:
• Upper-body hurtboxes made Throw Invulnerable during active frames.

3A:
• Fixed a bug relating to Dash Cancelling.

4A:
• Overhead removed.

6A:
• -2 Startup
• -5 Ending Lag


• -2 Hitbox duration (frames deleted entirely)


• Blockstun and Guard Crush reduced, Sg -> Md
• Fixed a bug relating to Dash Cancelling.

jA:
• Blockstun and Guard Crush significantly reduced on both hits, Sg -> Wk
• Increased hurtbox size.

j2A:
• Blockstun and Guard Crush reduced on early hit, Sg -> Md
• Blockstun and Guard Crush significantly reduced on late hit, Sg -> Wk

5B:
• Blockstun and Guard Crush reduced on first two hits, Sg -> Md
• Second hit hitbox vertically reduced in size.

[2]8B - Horn Turret:
• Blockstun and Guard Crush increased, Sg -> VSG
• Now destroys projectiles.


• Invincibility 1-21 -> 1-11
• Horizontal speed and distance reduced.


• Fixed a bug where the 6-frame landing lag was being skipped.

[4]6B - Horn Charge:
• +2 Landing Lag on hit/block


• Fixed a bug where the landing lag wasn't fully throw vulnerable on whiff.
• Fixed a Keyboard exploit that allowed you to charge during forward walk.

[4]6B2B - Horn Sweep:
• Fixed a bug where you could C-Dash forward after the move ended.

jB - Beetle Dive:
• Blockstun and Guard Crush reduced, VSG -> Sg

Forward Throw:
• Can now spend 1 Bar to use Horn Charge after FThrow.


Mienshao


General:
• Back Dash is now invincible rather than fully intangible.

3A:
• -2 Startup

4A:
• Hitstun increased, Md -> Sg
• Extended cancel window into 4A6A to last until the end of the move.


• Upper Body hurtbox widened.

4A6A:
• -5 Startup
• Increased forward movement speed.


• Blockstun and Guard Crush significantly reduced on first hit, Sg -> Wk

jA:
• Blockstun and Guard Crush significantly reduced on both hits, Sg -> Wk
• Now hits Mid instead of High.

j2A:
• Increased hitstun


• +2 Startup
• +6 Landing Lag
• Increased initial hurtbox size.

5B - Striking Seviper:
• Increased size of first hit.
• Increased fall speed to ground after third hit completes.
• -3 Landing Lag

2B - Soaring Spearow:
• Made Startup Throw Invulnerable

623B - Thrusting Taillow:
• Made Startup Throw Invulnerable

jB - Swift Star:
• Fixed a bug where damage wasn't dealt on an overhead hit.
• Firing delay reduced by 4 frames.


• +4 Startup
• +5 Landing Lag

jBBB - Star Shower:
• Increased input leniency of rapid button presses.
• Firing delay reduced by 4 frames.


• +5 Landing Lag

Parry:
• Fixed a Bug where Mienshao couldn't remove Poison by Parrying.
• Fixed a bug where Mienshao would get frozen in place after parrying.



Primeape


General:
• Fixed a bug where Primeape could be grabbed while in the air.

5A:
• -1 Startup
• -2 Ending Lag

5AA:
• -1 Startup
• -2 Ending Lag

2A:
• -4 Ending lag
• Increased hitstun


• +3 Startup


• Adjusted movement arc.

3A:
• -1 Startup

4A:
• Damage increased, 1 -> 2
• Hitstun increased, Wk -> Md
• Extended Leg hurtbox made Throw invulnerable during startup and active frames.

6A:
• Significantly decreased arm hurtbox size during startup.
• Slightly decreased arm hurtbox size during active frames.
• Cancels into 6B will combo at further ranges.


• +2 Startup
• Blockstun and Guard Crush decreased on both hits, Sg -> Md

jA:
• Blockstun and Guard Crush significantly reduced, Sg -> Wk

j8A:
• Blockstun and Guard Crush reduced, Sg -> Md

5B - Ape Rush:
• +1 Ending Lag

2B - Beat 'em Up:
• Made Throw invulnerable on Startup
• +1 Landing Lag on whiff

6B - Fierce Upper:
• Blockstun and Guard Crush increased, Sg -> VSG
• -5 Landing Lag

623B - Savage Upper:
• Blockstun and Guard Crush increased on initial hit, Sg -> VSG


• +2 Landing Lag


• Fixed a bug where you could dash cancel without having enough meter.

624B - Rampage:
• Overheads adjusted: Two removed, remaining one will now combo into other Super hits.
• Fixed a bug where Primeape could Super Cancel without the sufficient meter to super, causing a 5B to occur instead.

jB - Skull Pound:
• All Variants now cause Knockdown
• Blockstun and Guard Crush increased, Sg -> VSG


• 623B Version will no longer build meter on Grounded hit.
• Fixed bugs relating into cancelling into this move.

Parry:
• Fixed a bug where Parry was causing 20 additional frames of Time Stop.



Toxicroak


5A:
• Hitstun increased, Wk -> Md
• -6 Ending Lag


• Blockstun and Guard Crush decreased, Md -> Wk

2A:
• Extended Leg hurtbox made Throw invulnerable during active frames.
• Blockstun and Guard Crush increased, Sg -> VSG

4A:
• Extended arm hurtbox made Throw invulnerable during startup and active frames.
• Reduced arm hurtbox size during startup.

6A:
• Blockstun and Guard Crush reduced, Sg -> Md


jA:
• Blockstun and Guard Crush significantly reduced, Sg -> Wk

j8A:
• Damage increased, 1 -> 2
• Can now on-hit cancel into Poison Arrow
• Leg Hurtbox significantly reduced in size.
• Added an increase in Tox's gravity on use.

2B - Dirt Bubble:
• Shifted hitbox slightly downward.

6B - Poison Dart:
• Fixed a bug where startup was being erroneuously reduced.

421B - Dagger Heel:
• -20 Ending Lag.


• Reduced retreat distance during Ending Lag.

jB - Poison Arrow:


• Blockstun and Guard Crush increased, Sg -> VSG


Demo 03c

Changelog 003b-003c

General Bug Fixes:
• AI now uses throw.
• Some characters couldn't C-Dash cancel when standing too close.
• Fixed a number of moves being unparryable for Bewear, Primeape, Blaziken, and Heracross.
• Fixed issue where some overheads were not doing damage on hit upon Crouch Blocking opponents.
• Tightented the screws around multihitting moves being blocked after Guard Crush.
• Fixed issue where sometimes an uncalled for Counter Parry animation would occur after hit.
• Fixed issue where sometimes jumping back while being hit would cause character to fall through the floor.


Balance changes:

ALL:
• Guard Heath slightly increased
• Block Crush normalized to no longer differ based on Stand and Crouch Blocks.
• Knockdowns now reset Guard Crush status.
• The amount of hitstop inflicted on opponents due to Parry has been doubled.
• Dashing Forward or Backward after a Parry now has a large amount of invincibility.
• Increased collision size during parry counter. This does not effect the size of damage-vulnerable hurtboxes after parry counter.
• Semi-normalized Parry Counter frame data. Fast counters (Primeape, Blaziken, Toxicroak) are 32 frames startup. Slow counters (Bewear, Heracross, Mienshao) are 39 frames startup.
• Lag after connecting a Parry Counter hit normalized to 40 frames for all.
• Total Parry Counter duration on whiff normalized to 90 frames.


Bewear:
• 2B Block Stun and Guard Crush reduced.
• 2B is no longer an overhead.
• Made 5B and 624B hitboxes less meaty.
• Made 5B and 624B throwable on whiff.

Blaziken:
• 5B Projectile Block Stun and Guard Crush reduced.
• Fixed a bug that was allowing Blaziken to reset Guard Health.
• Fixed a bug that prevented Blaziken from using 5B, even if there was no Fireball on screen.
• Fixed a bug that allowed Blaziken to use too many 5Bs, even if there WERE Fireballs on screen.
• Slightly increased start-up and recovery of 5B, 5BB, and 2B.
• Reduced landing recovery on j.5B
• Reduced Guard Crush for 2B and 24B.

Heracross:
• Fixed being able to throw with 4A.
• Lessened forward movement during parry counter.
• Able to act more quickly out of any air dash.

Mienshao:
• 5B Block Stun and Guard Crush reduced.
• Adjusted forward momentum during parry counter.
• j.5B can be angled more noticeably.

Primeape:
• Reverted 5B and 2A to v3 frame data, due to block stun and guard crush fixes.
• Fixed a bug where Forward Dashing after Parry would deplete a bar of meter.
• Fixed being able to C-Dash without meter after j.B
• Arcade Mode reinstated.
• Given slightly higher Forward and Back Jumps.
• Given slightly more Forward momentum control on 2B
• 28B is now a guaranteed hit after Throw, 623B, and 2B. It is also more reliable after other knockdowns.

Toxicroak:
• 5B Projectile Block Stun and Guard Crush reduced.
• The rate at which Poison saps health has been reduce.
• Poison can be removed by successfully Parrying any attack.
• Removed bug where Tox could stay in the air indefinitely with meter.


• Removed bug where Tox could Dash Cancel a 5BB with no meter.


Demo 03b

changes 003-003b

Made it possible to jump to avoid grabs. Made medium crouch guard frames consistent. Overhead attacks now do damage to crouch blocking opponents. Guard crush multihit attacks should no longer be blockable. Should be easier to combo short crouching opponents.

Grabs are now done with 6C and 4C (close only) 7 frames startup. 5 active frames. 28 recovery frames. Grab tech window larger.


Heracross Rolling after being bthrown by Hera no longer causes you to crossup.

Blaziken Fixed bug where projectile would sometimes have no limit or not come out at all. Fixed bug where some characters could not be hit by Blaze Kick in the air.

Primeape Easier to combo into Skull Pound from j.8A and Upper from 5A and 4A. 2A less block and hitstun. Missing hitboxes returned.

Toxicroak Pressing forward while performing Dirty Bubble will cause Toxicroak to spit out a more forward advancing bubble. Fixed bug where projectile would sometimes have no limit or not come out at all.

Bewear j.8A can no longer be cancelled. Extended time hitbox on j.5A is out. Made it harder for Running Hug to bug out in the air randomly.

Mienshao New magic colour.

6AA less blockstun


Demos 02-03

changes 002-003

Fixed guard break where a second consecutive hit after breaking guard could be blocked.

Boosted HP 10% across the board

Fixed Guard break properties where the variable overlapped with another system.

Combos ending on wall don't push back attacker as much.

When Roman Cancelling an attack (cost 2 bars) and you dash forward, you gain back 1 bar.

Made Throwable hitboxes on pokes more uniform.

Music by on New York (JoJo) stage by SIMON FM: https://soundcloud.com/smiley-trashbag-196042845

Heracross 2A now moves Heracross forward slightly Slightly increased startup Increased speed of air dashes Fixed bug where 4A would only cancel into special when Heracross had meter. Jumping 2A causes increased hitstun.

Primeape Changed hitbox on Upper Rampage now costs 2 meter instead of 3.

Toxicroak easier to hit opponent with uair. Super Bubble now costs 2 meter instead of 3. Poison Dart can now be Roman Cancelled Poison Dart damage reduced.

Bewear

Changed damage partitioning on fthrow.


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Bewear
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Chesnaught
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Poliwrath
Primeape
Scrafty
Toxicroak