Kirby Battle Blitz/Patch Notes/1.0.6

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System Changes

  • Some characters now have a target combo of 5A>5B>5AA>5BB.
  • Grab Specials no longer grab airborne opponents or people in jump start states. BUT, you can still combo into the special. Despite changes, they should function the same on hit.
  • Universial Counters now add a ton of damage proration. As such, comboing off of it will now be mildly useless.
  • You cannot power charge after a special for around 3 seconds (200 frames to be exact) or until p2 is no longer in a hurt state (aka you dropped your combo.) Fly is the only exception.
  • Clutch, Sareo, Vivienne and Glitch now have Heads-Up Displays for their passive abilities.
  • You now gain even more damage during a starburst combo, but if you drop it you'll receive a damage penalty.
  • King Dedede, Meta Knight and Full Power Vivienne got their Health decreased from 3000 to 2650.
  • You can now Directionally tech Forward, Backward, Upwards or Downwards.

Hotfix 1.0.6.1 Changes

  • Recoveries are now consistent across the cast to share the dummy's numbers.
  • Grabs now have some form of invul so the opponent no longer gets stuck in huge hitstun after trading.
  • If the opponent is behind you, you turn on initiation of a double jump.
  • Any copyrighted songs that were in the game are now replaced with remixes.

Character Changes

Aege

Move/Command Change
General
  • Certain Animations have been aligned better and adjusted, and some hurtboxes have been adjusted too.
Airdash (j.66)
  • No longer consumes meter.
Grab
  • Adjusted the opponent's position timing. It was slightly off-sync.
  • Increased range by 15 pixels.
5BB
  • Startup Increased from 2 frames to 5 frames.
  • Increased X-Axis Knockback from -2 to -4.5.
2A/Universial Low
  • Some cancels are now available on both block and hit.
  • Aege's hurtbox is now lowered during the swing.
  • His foot now also has a hurtbox so it can be whiff punished.
2B/Universial Overhead
  • Can now Cancel into j.C or j.236A.
5C.A
  • Now has 3 less active frames.
  • Now has 3 less recovery frames.
  • This means that it's now -4 on block, or +1 if Dash Cancelled.
j.A
  • Can now cancel into itself once.
  • Is now Even/0 on Hit compared to +7 in 1.0.5.
  • Now has a unique velocity on block so it's not +7 when land cancelled.
  • Reduced Corner Pushback.
j.B
  • Adjusted target bind to be closer to the center of the feet.
  • Adjusted X-Axis Knockback. In the air it slightly pushes backward. If standing it pulls towards Aege.
j.C
  • Second hit now has less Y-Axis knockback.
  • The move now properly applies 1 juggle point.
  • Increased damage from 35 to to 45.
236C
  • No longer grabs enemies in an air state or jumpstart state.
  • Decreased super-pause from 15 frames to 10 frames.
New! - 2C/j.2C
  • AEGE NOW HAS AN ANTI-AIR, but it has a sizable recovery. Cancels into j.236A.
  • Standing 5C rekka can cancel into 2C. 5C.A>2C or 5C>2C.
  • Costs 1/3 of a bar.
  • Has a followup.
New! - 2CC
  • Hit C again during 2C/j2C and you'll perform a super fast hard knockdown.
  • Does not require for you to HIT an enemy with 2C/j.2C in order to cancel into 2CC. You can use this during neutral.
  • Does not have any cancels.
  • Has 40 frames of hitstun in the hotfix.
  • Land recovery is 19 frames rather than 26 Frames in the hotfix.
  • Hitpause increased by 2 frames in the hotfix.


Clutch

Move/Command Change
General
  • Now has more special cancels off air buttons.
  • j.5B is now j.5AAA, and is also accessible as j.2A.
Grab
  • Fixed p2's motions to be less off-sync.
5A/5AA
  • Added extra red hitbox on clutch's head.
  • Added 1 more active frame on 5a. Originally 3, now 4.
  • Removed 1 frame of recovery on 5a. originally 8, now 7.
  • Can now cancel into 4B
5AAA
  • Added hitbox on Clutch's head.
  • Added hurtbox on his foot.
  • Increased velocity on clutch, making the range by 5-15 pixels.
  • Can now cancel into 4B
5B
  • Can cancel into 4B
5C

Level 1:

* If p2 is already in a wallbounce hurtstate, it will not wallbounce them a 2nd time.

Level 3:

* No longer disconnects from Clutch when you're on larger stages.
* When you Dash Cancel, the blast will still be connected to Clutch.
2A/Universial Low
  • Hitbox Adjusted, giving it more range.
  • Now has 5 more Active Frames
  • Hurtboxes are now more active to the silhouette, so you can now hit the shoulder cannon.
4B
  • Removed infinite blockstring of 4A > 4B.
j.2A
  • Added blue-hitboxes on his foot.
236A
  • Increased superpause which makes the start-up even shorter. This applies to j.236A too.
  • Now has a hitbox on recovery.
  • Recoded the blast so it performs better on block, or if p2 is hit later in the move.
  • Recovery ends when the beam effect disappears.
  • No longer disconnects from clutch when you're on larger stages.
  • +56 or so on hit, -9 on block.
214A
  • No longer ignores Glitch's debuff.
236C
  • Now +58 on block. Originally +8.
New!: j.5B
  • An air variant of standing 5B.
New!: j.5BB
  • An air version of standing Level 1 5C. Wallbounces the opponent.
  • If p2 is already in a wallbounce hurtstate, it will not wallbounce them a 2nd time.
New!: j.4B
  • An air variant of Standing 4B.
  • When energy is released, Clutch goes towards the ground.
  • If you perform too close to the ground, Clutch starts a 12 frame land-recovery.

Fly

Move/Command Change
General
  • Now has the 5A > 5B > 5AA > 5BB target combo.
  • Crouch to stand animation was misaligned for some reason. Now it's fixed.
5B
  • Now travels an extra 16 pixels.
  • Can cancel into 4A.
5BB
  • Made it so you cannot wallbounce twice in a combo.
4A
  • 5A>4A is now an option.
  • Can now cancel into the B button. 4A > 5B > 4A > 5BB is now a potential route.
  • Adjusted hitboxes and animation. Last kick is an upwards kick now.
  • Reduced y axis knock up so it links to higher opponents better.
2C/j.2C
  • Trumpet sounds are louder now.
j.5C
  • Extended recovery by 4 frames.
j.236A
  • Added 5 frames of recovery.
  • Unique pause on block, and no longer goes into rapid kick sequence on block.
  • No longer land-cancelable to be crazy plus on hit/block.
  • Adjusted hitboxes on Initiation and Final Kick.
  • Startup now has hurtboxes.
  • Startup is now only invulnerable to Normal attacks and projectiles.
  • Fly now faces the opponent the instant the move begins.
236B
  • Adjusted timing for when Fly aligns to p2's Y-Axis. (Activates on frame 20. Originally frame 16.)
236C
  • Binds target to Fly on hit.

Glitch

Move/Command Change
5B
  • Extended it's range, just like Fly 5BB.
5BBB
  • Can cancel into 5C now.
2A/Universial Low
  • Reduced recovery on whiff.
  • No longer does the second swing on whiff.
  • Some attacks could only cancel into 2A on block. This is no longer an issue.
  • Can now cancel into 2C.
2B/Universial Overhead
  • Can now cancel into j.C
2C
  • More buttons can cancel into this attack.
  • Adjusted hitboxes and hurtboxes to be more alligned.
j.2B
  • Wallbounce nerfed. You can now only trigger a wallbounce twice. UNLESS if the enemy is still in a wallbounce hurtstate. They will still wallbounce from j2b>j2b links.
  • Slightly reduced the descent of the wallbounce knockback.
j.2C
  • Delayed meter-burn until Glitch is launched forward.
236C
  • No longer grabs enemies in an air state, or jumpstart state.
  • Now forces a neutral restart on hit.
  • Debuff is now consistent across the cast.

Hiryo

Move/Command Change
General
  • Now has a 5A > 5B > 5AA > 5BB > 5AA target combo.
Grab
  • No longer requires meter.
  • Recovery when whiffed is no longer invincible.
214A
  • 5B or 5BB cancel no longer performs the wrong animation/hitboxes.
  • Removed ability to go offscreen with this special. This is due to issues in the corner.
236B
  • No longer takes an extra 1/2 bars if successfully hit.

Jodie

Base Jodie
Move/Command Change
General
  • Increased overall Meter Gain by 4%.
  • More special cancels on moves.
  • Cannot switch stances (2C) when suffering from Glitch's Debuff.
5B
  • No longer invul on startup.
  • Reduced metergain. You'd get 1 bar for simply hitting 2 buttons.
Sword Jodie
Move/Command Change
General
  • Cannot switch stances (2C) when suffering from Glitch's Debuff.
5A
  • Adjusted Jodie's velocity. The slide forward starts at frame 3 instead of 0. Distance increased by 12 extra pixels.
  • Knockback on airborne opponents lowered.
  • Increased guard pushback.
  • Can cancel into 5B.
5AA
  • Added 6 frames of startup. Was originally instant/frame 0.
  • Hitboxes are more accurate to the swing effect over Jodie's head.
  • Added about 7 extra pixels of momentum forward on startup.
  • Increased guard pushback.
5B
  • Added 2 Frames to startup. Now 6 frames rather than 4.
  • Reduced recovery by 2-3 frames.
  • Hitboxes Adjusted.
  • Made the slide start on frame 5 (during startup) rather than when Jodie swings.
  • Adjusted the velocity of Jodie during this attack. Should now reach farther than 150 according to the Training Dummy's grid.
  • Adjusted p2's knockback when hit by the move.
5BB
  • Adjusted Jodie's velocity so you can still link 5BB at max range.
5C
  • Increased hitbox size.
  • Increased damage from 18 to 42
  • Adjusted knockback on the y axis so p2 doesn't land-cancel the hit-stun from a raw 5C.
  • Now -2 on hit.
  • Blockstun reduced to -4 on block.
2A/Universial Low
  • Can now cancel into 5BB.
  • The second hit's hitbox is now more accurate to the blade above Jodie's head.
j.B
  • Increased recovery by 3 frames.
j.C
  • Now has a new land attack!
  • Reduced Blockstun.
  • Jodie is pushed back on block if used in the corner.
  • Hitboxes are now more accurate.

Max

Move/Command Change
5AA.C
  • Can now cancel into j.5B on hit.
5AA.C.A
  • Bullet Count should now function properly.
  • Now has a j.B cancel.
  • Now has an Instant Airdash Cancel.
  • Now has an Air Backdash Cancel

Noll

Move/Command Change
4B and 6B
  • Now apply juggle
j.C
  • j.C into 2C is no longer an option on block.

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