Kirby Battle Blitz/Patch Notes/2.0

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Universial

   - Attempts have been made to make character filesize smaller in many areas.
       - If there's an effect missing that existed in 1.0.6 do let us know!
   - All of the HUD (Including Character Exclusive UI) has been placed behind the character to allow more focus on gameplay.
   
   - Star Counter (Counter 2.0), along with Constellation (Dead Angle) is Finally here! Thank Triea and Zack for this one!
      - Star Counter's stats are completely universal across the cast, meaning Glitch cant get a full combo off his counter!
      - Star Counter now works in the Air. If you try to land cancel it however, your fate will not look clean.
           - It also has really long recovery when whiffed.
      - Constellation is a modified version of the counter that is performed off block.
           - The input for it however is Counter + Power Charge. (X+S)
           - It consumes one bar of meter and you're invulnerable, but has a bunch of startup and is blockable.
      - Countering a Multi-Hit move will go faster.
      - Counters now qualify as attack states, meaning whiffing exposes you to getting counterhits (keep reading)
      - Blocking is is always based on the direction your opponent is relative to you, rather than the direction your character is facing
   - There is now infinite protection in the game! Thank Triea for this one!
        - When you hit 50 proration in a combo and the opponent is still not in a juggle state, the opponent will automatically be popped up/launched into a juggle state
       - This will probably only happen if you go out of your way to avoid putting your opponent into juggle for as long as possible, such as with long dash cancel strings.
       - The “Pop up” has a long amount of hitstun, so it should be relatively easy to continue your combo even if this protection triggers. You might even be able to find clever uses for it!
        - If you somehow hit 250 proration in a combo, every hit you do will add +1 juggle. If that isn't enough, Any hits you do after will have very little hitstun, allowing the opponent to tech incredibly fast. Still not enough? It removes all velocity, meaning your opponent will fall to the ground overtime.
            - This should be impossible to reach and only acts as a failsafe, so if you somehow manage to trigger this infinite protection then let us know!
  
   - All Normal Grabs' Hitbox Priority are now set to 0 (rather than 4) to prevent trading. What this means is that if one player grabs and the other does a normal attack, the normal attacking player should win every time.
   - Fall Defense is gone! Previously characters would take 30% reduced damage upon hitting the ground, this is no longer the case. However many moves that forcefully slam your opponent into the ground have more proration to compensate
   - Most moves that are supposed to be fully invincible now have collision boxes with full invulnerability code.
   -New version of StarBurst!
       - Opponents now wallbounce by default on successful StarBurst. This should now make it significantly easier to combo off of.
       - Afterimages on Starburst state are now yellow.
       - Starburst Activation requirements have now been changed.
           - Hit Limit nearly removed! Just tap the opponent at least once.
           - Now requires 1.5 bars of meter at minimum.
               - This should now make ESDC (Early StarBurst Dash Cancel) more practical. Try it!
       - You can now Airdash Cancel Aerials on hit.
       - You can now Air Backdash Cancel Aerials on block.
       - When activating starburst, you can now use IAD to cancel out of it
       - You now autoheal during starburst, meaning health charge is eviscerated. No, you cannot power charge during starburst.
       - Airdash Afterimages are disabled if Starburst Airdash cancel happens.
       - Default proration start has been changed from -25 to -20.
       - Initial negative proration changed from -50 to -20.
       - Ground dashing or airdashing gives -5 proration. This only works once every 500 frames or until you do the opposite dash cancel.
           - To elaborate, Ground dash -> Ground dash -> ground dash would only give -5 proration, while ground dash -> air dash -> ground dash would give -15.
       -Every 20 frames during Starburst you gain -1 proration, increasing the damage you deal over time.
           - You lose 5 power per frame, so basically you get -1 per 100 power, or -10 proration per 1 bar.
           - A dash cancel gives -5 for 250 power, making it twice as efficient.
       - When Starburst ends you gain 20 proration.
           - Note however that a player should lose more than 20 proration over the course of a starburst, so after a starburst ends your damage should still be increased.
   - The effect on Star Buster is now Blue to allow more differentiation from it and StarBurst.
   - All 2A Low Attacks are now properly classified as lows. This means any attacks that are supposed to beat lows will now properly beat lows.
   - The falling through the floor bug is finally fixed (hopefully!)
       - This was caused by a line in commands where airdashing below the ground sent you to state 60, which doesn't exist. 
   - Counterhits are now in the game! Not all moves will have a counter hit buff, but for the most part:
       - Moves that have counterhit bonuseswill do double damage, have double hitpause (For both players) and have double hitstun. Exceptions will be specified under character specifics
   - It ends up that there was a bug in power charge code that sent people to state 50 rather than state 501, meaning that power charge ended with a jump land state rather than the power charge end state. This has been fixed!
       - Gameplay wise this makes power charge have slightly more recovery once you stop charging.
       - Additionally some characters like Hiryo and Noll had invincible power charge end animations, so this has been fixed (They now have hitboxes.) Only the AI was able to use this in the past.
       - Furthermore, the recovery animation varied on different characters. They're all 10 frames now.
       -Some characters didn't have an Animation for the power charge end state so they have one now. (Fly and Vivienne, those cheaters.)
   - The maximum amount of time players can stay knocked down has been reduced by 15 frames. (60 -> 45)
   - Ground teching is now significantly easier. You can just hold A to tech, just like in air tech states. Tapping a button should also work more consistently. This makes it incredibly easy to get up off the ground as fast as possible. No more excuses! Get better at teching.
   - If players don’t ground tech as soon as possible, they will gain invincibility while staying knocked down. This means players can purposefully delay ground teching to avoid attacks.
   - If a character in the air in a non-juggle hurtstate hits the ground, they gain immediate control of their character. This was added to prevent potential infinite or reset situations.
   - All normal attacks now have softer block sounds. Specials keep the old one to signify that you just blocked a big threat and you should be careful.
   - Wallbounces now properly show the death effect on most moves. The only tested move that seems to neglect this is Aege's Grab.
   - Star Buster now changes depending on if you were in a blocking state before it or not.
       - If in a normal old hurtstate, you'll get the same old Star Buster you know and love.
           - If in a blockstate, you get a quicker version of Star Buster with no power debuff, but in exchange...
               - The hitbox is significantly smaller
               - The attack is blockable (Mid + Air)
               - It's still two bars lmfao
           - It's still very tricky to punish but this'll make bursting off block less careless for those who can capitalize off it.
   - Grabs and supers can no longer be Star Buster'd out of.
    - You will typically be able to Star buster right after the grab or super finishes, but this means players will be forced to take the full damage of a grab or super
       - Note that if a move isnt busterable on hit, it will not be Busterable out of on block.
   - Moves that wallbounce should now be properly counterable.
   - GRAB TECHING IS NOW IN THE GAME! From now on if you get grabbed, you have 18 frames to press the Y (Grab) button to successfully tech a grab.
       - This only exists on normal throws, so no escaping Vivienne's many command throws.
       - You cannot grab tech if you were counterhit.
       - Note that counters put you in a counterhit state, so being grabbed out of a counter will prevent you from teching.
   - Many supers have been adjusted to make killing with a super way more cinematic, now that the way bursting works has been modified.
   - All movelists have been brushed up.
   - A speech bubble with two red exclamation marks should now show up on your character if you're in a grabbed state! This indicates that you can tech the grab in this amount of time. This does not show up if you got throw counterhit.
   - Whenever you fail to block a move that is Overhead, Low or Air Unblockable (Keep Reading), A speech bubble with colored exclamation marks will show.
           - Two Yellow = Air Unblockable
           - One Blue = Overhead
           - One Green = Low
       - Side note that Vivienne's command throws have two red exclamation marks if such happens, since they're fully unblockable.

Training Dummy

- Dummy Burst now counts down from 3 before the dummy attacks, and the attack is now blockable.
- Dummy Refill now exists! (Down + C.) If done, this will disable or reenable the training mode autorefill on characters.
    - This should allow you to test your metergain now.
- AutoGuard is now significantly more functional.
- Fixed an issue where the dummy would reproduce off an ADV action.

Other Bosses (Dedede [WW], MetaKnight[DC])

- Bosses now require meter to do stronger moves.
- Damage buffs have been nerfed significantly based on what level the AI is at.

Vivienne Full Power(Boss)

- Boss Vivienne can no longer charge meter pre-match.
- Boss Vivienne now uses meter normally, meaning it's not wise for her to spam the giant balls.
- Damage buffs have been nerfed significantly based on what level her AI is at.       

Glitch

- Now has a new voice! (Glitch is voiced by JalenBrah)
   
- All A moves have +1 active frames, and All B moves (j5B aside) have +2 more active frames.
   - As a sidenote, I adjusted j2B's anim as I felt when the hitbox started was weird. If you hit it 2 frames later you'll still get the old hitbox though so I don't think it's that bad of a change. (It still has the same amount of startup and all.)
   - jC has one more active frame.
   
- jB has a late hitbox after the initial 3 frames that lasts for 20 frames.

- 5C, 2C, j2CC, 214A, and 236A now do minor amounts of Chip Damage. No, it does not kill.
   - 236A: 25 Chip Damage
   - 214A: 30 Chip Damage
   - 5C: 20 Chip Damage
   - 2C: 15 Chip Damage
   - j2CC: 10 Chip Damage (5 for j2C, 5 for the Followup)
   
- 236C is now +1 on hit, but Glitch is now punishable on (whiff) recovery as he should be.

- Glitch is now a smug bastard for the last few frames of the teleportation special. He deserves to be happy! (This is a cosmetic only change.)

- Fall Defense is dead, meaning his throw now adds 35% proration.

- jC's hitbox is now bigger.

- 5C now no longer hits downed opponents.

- Moves that are supposed to be fully invincible now have collision boxes with full invulnerability code. This means you cannot walk through Glitch during the startup of his specials.

- 5B and 5BB now add 2 proration.

- 5AA's proration has been reduced to 3.

- j2CC now adds 15 proration.

- 2A now adds 5 proration.

- j.5C can now counterhit!

- Increased 5c's proration from 5 to 8.

- j.2B can now counterhit!
   - If it counterhits, it doesn't trigger wall bounce protection. (So you can use it to wall bounce again later in the combo)
- 2C and j.2C can now counterhit!
   - Normally these moves do not put your opponent into a juggle state. Counterhitting with these moves will do so.
   
- 5C can now Counterhit!
   - Hittime is doubled on counterhit. This move in particular does not show the counterhit text due to the way that it is coded, but it has a different hitsound if you listen closely.
   
- 236A's kick can now counter hit!
   - It causes wallbounce.
   
- 214A is now affected by proration, but is less affected than other moves.

- 236B has gained a bigger hitbox. This allows tiger kneeing the move from the ground to actually connect with the opponent.

- 236B on block can be manually turned around based on your input. If left alone, Glitch will divekick at a down-forward direction. If you hold back, Glitch will divekick at a down-back angle. Crossups are cool.
   - It would be smart to hold back before the first kick as the first kick on block sends differently based on direction held too.

Fly

- NEW MOVE! Fly now has a 214C, called "60 Seconds is all I need.". Costs 3 bars to use Initially.
   - Doing this will make Fly do a gigantic attack that then puts him into a state where all of his C moves and Special Moves are spiced up in some form, along with the fact that he auto-gains meter.
       - In exchange however, Fly drains his health within thirty seconds, ironically enough.
           - This life-drain outpaces Starburst's auto heal, while StarBurst's meter drain outpaces the meter auto-gain. Fair trade!
   - This special forcefully deactivates once you hit one life point and you have control over your character on the ground.
   - When in this special, the buffs you gain are:
       - Walking Speed (forward and back), and Running Speed (forward) is slightly increased.
       - 236A never goes into the ending hit by itself, meaning Fly rapidkicks repeatedly until he reaches the ground or presses any button (A, B, C). When you'll be able to combo varies on what height you did it from as the untech time for each hit is different.
       - 214A's final hit will wallbounce once in a combo.
       - 236B will always do it's counterhit buff once in a combo.
       - 214B will always do it's counterhit buff. It also now has a little bit of a faster startup as it skips the first AnimElem when in this mode.
       - Fly will throw two shurikens during j.C and 5C.
   - You can also deactivate the install if you input 214C again.
   - Yes, you can use this alongside StarBurst too! It will turn Fly into a real glass cannon when utilizing both so have fun!
   
- Fly's 236C will no longer drain health on successful hit. In exchange however, landing it will force a neutral reset.
   - On successful 236C hit, Fly will become way more resistant to health drain with the exception of power charge.
       - jC and 5C drain 5 health rather than 10.
       - If you somehow have full health when doing this move, 214C's life drain would last a proper 66.6 Seconds, living up to the name of the move.
           - Being in StarBurst while also being in "60 Seconds" will put your health at a total pause while the meter drain is slower.
- 5B>5AA will no longer work as a cancel more than once if you used 4A before 5B.
- Fly's 236C is now punishable in endlag if whiffed.
- Fly's 214A hits now have more hitstun to allow it to connect better on characters.
- Fall Defense is dead.
   - This means his throw now adds 35% proration, and his j.B now adds 15 proration (8 -> 15).
       - In exchange for the jB nerf however, the damage of jB has been increased from 20 to 30. (20 -> 30)
- Second hit of Fly's 2A is now a low.
- Fly's Shurikens now actually use juggle.
- Fixed an issue where jump cancelling out of 214A (5 Strikes) early caused the opponent to stand in the air.
- 236B now requires your double jump in order to jump cancel if used in the air.
   - This is to prevent people from comboing it into itself repeatedly.
- 236b's damage is reduced from 90 to 75.
- Removed the meter cost for dash cancelling out of grab.

- The timing window for dash canceling Fly's grab is now more lenient.

- 236B can now counterhit!
   - On successful counterhit, it sends your opponent to heaven and then back to earth, and does 120 damage up from 75. Time a followup however, because this is ground techable!
   
- j.5B can now Counterhit!
   - Counterhitting with this attack will cause the opponent to ground bounce, but in exchange will not result in extra damage.
   
- 214B and 5B can now Counterhit!
   - 214B becomes untechable on counterhit so it's better for catching mashers now.
   - 5B on counter hit will cause a large amount of hitstun.
   
- Increased the recovery of 4A by two frames.
- Fly's grab now does all of its damage on the second hit, the second hit is delayed by 4 frames and also it now disables collision pushing.
   - This is because it's impossible to grab tech the first hit's damage, so this prevents "unavoidable" damage
   - Fly's throw animation only allowed 15 frames to tech, rather than 18
   - The player push is because of Vivienne being too thick, causing Fly to get shoved backwards during his throw
       - The short duration of keyframe 5 should prevent much weirdness regarding collision
- Sped up Fly's grab recovery significantly, and it has a new whiff animation. (50 -> 21)

Aege

- The second hit of 236A's statetype is now classified as an Aerial, as it should be. This means the StarBurst Dash Cancel Bug will no longer exist.

- 5AA, 5B, and 5BB's proration value has changed from 5% to 3%.

- 236B is now a multihit on block.

- Fall Defense is Dead. This gives 236A a massive buff in damage.

- 2CC now knocks down on hit, rather than just against airborne opponents

- Aege's 2C on hit now feels significantly stronger. The visual feedback felt like a wet noodle slap so I buffed it up a little.

- When in Starburst, Airdashing while in a combo will cause Aege to turn towards his opponent if he would end up behind them.

- Reduced the duration of time sphere from 350 frames to 250.

- 2C is now considered an air state once its attack comes out. This is mostly so dash cancelling out of it during starburst doesn't give you a ground dash.

- 2C and 2CC's damage have been increased to 25 and 30 respectively (from 10 and 15.)

- 236c is now affected less by proration, so comboing into it does more damage.

- 2C can now be jump cancelled on hit.

- Removed the horizontal velocity of 2CC on grounded targets.

- 2CC now applies 15 proration but has 0 juggle.

- Reduced the juggle value of 2C from 3 to 2.

- 2c now puts the opponent into a juggle state.

- Aege is now invincible on successful timestop.

- 5C can now counterhit!
   - Enemy hitpause is dramatically increased.
   
- 2C and 2CC can now counterhit!

- 5CC apparently wasn't supposed to wall bounce more than once per combo, so it has been fixed to work properly.

- Fixed Aege's 5CC flinging the opponent into you on air block (So they fly away from you instead)

- 214B can now counterhit.

- 5BB got two frames chopped off it's startup (7 -> 5). This should allow 2A>5BB without the buffer making 5BB and 5BBB one move.

- 5CC can now counterhit!
   - Counterhitting does not count towards wallbounce limit
   
- You can no longer cancel moves into Aege j.5C if another j.5C currently exists.
   - The AI has always had this limitation, so we just applied it to players as well
   
- The second hit of j.5C has 2 less frames of blockstun.
   - The second into third hit was never air tight but this should make it easier to realize you can counter between the 2nd and 3rd hit without changing how the move really functions.
   
- The third hit of j.5C has 6 additional frames of self-blockpause.
   - This means if someone blocks your j.5c it takes 6 additional frames for it to vanish, meaning trying to "Chain" j.5c's on a blocking opponent is more difficult.

Max

- Fixed an issue where Max gained meter using 5AAA and 5B during situations where he shouldn't gain meter.

- Fall Defense is dead. This Means:
 - Gun Stance B now adds 45 Proration.
 - jC adds 20 Proration.

- 5B now picks opponents off the ground again (OTG's, if you will.)

- 5B's trajectory has been slightly altered on the x-axis. Will allow for better jump cancel followups.

- 5B's juggle has been reduced. (4 -> 3)

- 2A now only causes juggle state on the second hit.

- 236C now has collision boxes after firing the cannon.

- Max's Cannon, both Air and Ground now properly use juggle.

- Max Gun Stance B to "Yeetus" (with Grabby's input) bug has been fixed. Cancel is now done with 236B.

- Max's 214A (MoBomba) now requires and consumes 1 bar of meter.

- Max's 214B (Grabby) now requires and consumes 1 bar of meter.

- Max's 236B (Yeetus) now requires and consumes 1 bar of meter.

- 5A now has one added frame of startup.

- Moves that are supposed to be fully invincible now have collision boxes with full invulnerability code. This means you can't walk through Max's Specials.

- Max's 236B is now faster, but is now no longer fully invincible for the entire animation (he's vulnerable right after he throws Yeetus.)
   - It also now has more recovery frames, but not enough to kill it as a combo tool.

- j.2c grenades that hit the opponent used to not make any beeping sound. This has been mended.

- 236C is now less affected by proration, so comboing into it will always give you good damage

- Increased Gun Stance C's proration from 5 to 10.

- Slightly increased the hitstun of grenade's explosions.

- Cancelling 2B to "236B" no longer exists.
   - However, when cancelling 2B to 236A, he will do a special version of 236A where he does the Air Summon Animation but brings out the boys rather than just the gatling.
   
- 5b can now counterhit!
   - Only the first hit counterhits, but it gains a significant damage bonus (20 -> 120).
   
- Grenade explosions can now counterhit!
   - Grenades explosions are untechable on counterhit.
   - Note that grenades can also counterhit yourself! Be careful.
   
- j.5b and 236B can now counterhit!

Yoru

- Now has a new scar.
   
- 214B now covers the rest of Metastar's Body.

- 214A now has invincibility for 5 frames.

- 214B now has proper collision so you can't walk through him, but he's still invincible.

- 214B now does 90 damage rather than 30 to give it more usability. It still loses to grabs so it's only fair.

- 5B, 5BB, 2C and 2CC now have inheritJuggle, meaning they will shorten the duration of your combo
   
- 4A and 5BBB now only add 1 juggle rather than 2/3.
   - This combined with the above change means you may find using Metastar heavily in combos may shorten your combo times, but 4a and 5bbb are more effective.
   
- 5BB now adds 0 juggle on meta's end.

- 236B is now untechable.

- Fall Defense is dead. This means his throw now adds 35% Proration, and jB now adds 15% Proration.
   - (The jB is actually a buff assuming you don’t spam it, before it would have done 30 to your proration with fall defense.)
   
- 214A now becomes an aerial state when Yoru rises into the air. This fixes the StarBurst cancel bug.

- 236A's total damage has been reduced. (262 -> 220)

- 4A can now counterhit!
   - Against grounded/near ground opponents it has extra hitpause.
   - Against higher up enemies it groundbounces and deals 40 damage instead of 10.
   
- 66a can now counterhit!

- j.236b can now counterhit!
   - You don't get any extra hitstun, but it deals triple the damage!
- Metastar Rush (2C) is now properly affected by proration

- Yoru could cancel j.5A, j.5B , 5A, 5BBB, 2A and 2B into j.5C without needing meter. Now he requires 300 meter to cancel into j.5C.

Stray

- Fall Defense is dead. This Means:
   - jCC's Proration increases to 35
   - jB's Proration increases to 30
   
- j.AA now adds 5 proration
- 2CA now adds 5 proration

- 2C.2C is now Air Unblockable, as promised.

- 2C.C and 2C.2C's invulnerability is fixed.
   - Stray is properly invul to crouching attacks on both, but is helpless to air attacks.
   
- Blockstun on 2C.A's first hit has been reduced.
   - Jump cancelling this hit will now make it +2 rather than +13.
   
- jC now puts the opponent into a Juggle State.

- 214A, 236A, and 2C.A now have NotHitBy's rather than no collision boxes. This is to prevent walking through Stray.

- 2CC is now only invul to crouching moves.

- 2CC's extended hurtbox now only appears AFTER the attack comes out.
   - This is so this move doesn't get stuffed out by 5a since that'd look silly, but it can still get countered properly.
   
- Moves that are supposed to be fully invincible now have collision boxes with full invulnerability code. This means you can't walk through some of Stray's moves.

- 236A's damage has been lowered (224 -> 170).

- 236A now also flings the opponent away with more hitstun.

- 236C is now less affected by proration.

- Increased the proration of Stray's grab from 15 to 25.

- j.214b, j.5b and j.5cc can now counterhit!
   - Counterhitting with one of these three will cause groundbounce!
   
- 2CC can now counterhit!
   - You don't get any additional hitstun but you get +150% bonus damage!
   
- 214A got a knockback change on the last hit.

- Palette 2 got some minor updates.
- The animation for Stray’s grab has been slowed down significantly in order to give the opponent time to grab tech. Functionally it is the same (Aside from using more game time) but it will most likely feel slower.

Jodie

- Fall Defense is dead. This Means:
   - Grab Proration has been increased to 35% on both Normal and Sword Jodie.
   - Jodie's C followup for Quick Time Event (214B) gains 35% Proration.
   
- j.BB's Cancels into Airdash and Instant Airdash now only work on hit.

- j.C now puts opponents into juggle state.

- Added 5 proration to Normal j.5CC.

- 2A now recovers 5 frames faster

- Grab Hitbox's Priority is now 0 (rather than the default 4) to prevent trading.

- Jodie can now no longer move during the recovery of Glitch's 236C.

- Jodie's 5B and 5BB are now only invul to most projectiles.

- Added 3 proration to Normal 5AA.

- Jodie is now stunned for the same amount of time as everyone else when hit by Glitch's 236C.

- Added 5 proration to 2B.

- Reduced the damage of 236C from 160 to 120.

- Reduced the damage of 236CA from 135 to 90.

- Reduced the damage of 236CB from 150 to 110, but made it less affected by proration.

- 214A now has proper collision and 2 extra frames of invul while its active boxes are out, making it a better reversal.

- Normal jC now hits Mid rather than high.

- Unarmed 2CB, 6C and j.6c can now counterhit!
   - 2CB has extra hitpause.
   - 6c and j.6c become untechable on counterhit!
   
- Sword 5B, 5BB, j.5BB and j.5BB can now counterhit!
   - 5B has additional hitpause.
   - 5BB has significant hitstun.
   - j.5B puts the enemy into a fall state and becomes untechable.
   - j.5BB causes groundbounce.
   
- Sword j.CC now groundbounces, giving you more time to cover your opponent’s wake up

- 236C and j.236C are now two seperate moves!
   - j.236C is noticeably weaker and prorates more, but can hit airborne opponents even outside of hitstun, however it can't hit grounded opponents unless if in a combo.
   - j.5C cancels into j.236C instead of 236C.
   - Pressing A results in j.5c while pressing B results in the 236CB kick.
       - The latter does more damage but is difficult to combo off of, the former gives a much better knockdown.
   - Overall this should result in Jodie's damage potential being lowered, but now he can air grab opponents outside of combos.
- J.236c has a priority of 0
- Allowed Normal 6C to cancel into sword j.5c (Using j.2c as the input.)
   - Note: 6C into j.6C previously worked, but j.6C into 6C (Which would be inputted as j.6c) did not. Now it does.
   
- Increased the damage of sword j.5c if done from Normal j.6c from 3 per hit to 6.
   - Normally there isn't much reason to switch to sword in your combo from this point. This damage boost should make it more appealing!
- Lowered Jodie's 6C and j.6C's damage. (50 -> 40)
   - Mostly just to reduce his damage a little, since 6c j.6c j.5c chunked people's life a bit too hard

Clutch

- Fall defense is dead. This means:
   - Grab now adds 35 proration.
   
- j.2B is no longer usable as a separate move. You can use it as j5BB, but Triea could literally write an essay on how j2B on it's own should not exist.
   - You can still use the move with j.5BB, but not being able to input it on its own is a big deal.
   
- j.BB/j.5BB, 4B, and j.4B are now properly affected by juggle and proration.

- j.236A's damage has been reduced from 270 to 180. The old damage is too overtuned now that his aerials are better.

- j.236A now has a collision box.

- j.2A/j.AAA now bounces Clutch up on block to be less plus on block.

- j.5BB's proration has been increased from 4 to 15.

- Using j5BB no longer gives you control when falling.

- Cancelling j4B before the attack can come out (frames 8-10) will no longer do the attack during clutch's recovery.

- j.4B now has more recovery frames.

- 236A is now affected by proration.

- 214A's juggle is now 0 on clutch, just like the helper. This won't change anything in gameplay.

- j.4B can now cancel into 236B (Teleport) after 10 frames, whether it be on whiff, hit or block.

- j.5BB's slidetime has increased to 16. This is to make the move less advantageous on block, getting to as low as -10 on block in some situations.

- j.B into j.2B will now actually give you j.2B rather than j.4B.

- Added a cooldown to using 2C after using 5C. this is to prevent 2C>5C>2C.

- Level 1 5C and Level 2 5C no longer add any proration.

- Level 1 5C now only adds 1 juggle, and the damage has increased from 45 to 65.

- Level 2 5C also now only adds 1 juggle, and the damage has increased from 70 to 125.

- Clutch can now only do 3 dash cancels before having to recharge.

- Level 3 5C now adds 20 Proration.

- 236A is now affected by proration.

- Reduced the hitstun of j.5AAA/j.2A by 5 frames.

- Level 1 5C, , 214B , 4B and j.4B can now counterhit!

- 236C trap activation can now counterhit!
   - The pause time value isn't any higher (It's already huge) and it's already untechable, but it does 150 damage on counterhit instead of 60!
   
- 236c trap activation puts the opponent in an air hurtstate.

- Level 1 5C, 214B , 4B and j.4B can now counterhit.
- j.C is now properly affected by proration.
- Fixed a bug where Clutch could use 236C multiple times in a row despite not having a Stun Lock set.

Saito

- Grab now ground bounces properly.

- Thanks to fall defense being killed, Grab now adds 35 proration.

- 2C now hits downed (and groundbounced) opponents. However, untech time only lasts for 42 frames.

- 5BB's meter gain has been halved (100>50), and now adds 8 proration.

- j.2B's landing hitbox is now gigantic. It also no longer bounces your opponent upwards.

- j.5B now applies 15 proration.

- Changed the jump cancel timing of 2C to prevent jump cancelling it before the last hit.

- Made 236C significantly less affected by proration.

- 5C can now counterhit
   - Damage is tripled on counterhit and it becomes untechable.
   
- j.5B can now counterhit!

- 236B and j.236B can now counterhit!
   -  Significant hitpause is added.
   
- 214A had an issue where it automatically sent you into a jump state on end. this has been fixed.

Noll

- All of Noll's sword moves now properly add juggle.

- 5BB's second and third hits now add 0 juggle compared to the 1 from before. (Not that players would notice this in gameplay)

- 5C no longer picks downed opponents off the ground, but now it also consumes 0 juggle.

- j.A's juggle usage has been decreased from 2 to 1.

- j.BB's juggle usage has been decreased from 2 to 0.

- j.236B now no longer consumes any juggle, but in exchange it now adds 15% proration and its damage per hit has been reduced from 10 to 8.

- 236A now has increased hitstun to allow comboabillity.

- j.B and j.236B now have an untech time of 30 if the opponent is in a juggle state.

- j.5C no longer has a long landing recovery animation after a successful hit. So stop automatically mashing into j.5cc already!

- j.C now adds 35 proration.

- j.C now forces knockdown if it hits an opponent in airborne or juggle state.

- j.CC no longer hits downed (OTG) targets

- The opponent will now gain approximately 50 meter when being hit by any of Noll's swords.

- Noll now gains 50 meter when hitting with a sword that didn't cost meter to summon.

- 4B's untech time is now set to 40 frames. This should give you enough time to combo into j.C.

- 236A is now cancelable into Phantom Blade Activation or Phantom Switch if you have a Phantom Blade out.

- j.BB now cancels into Phantom Blade Activation.

- 2B is now affected by and causes proration.

- 236C now has reduced specialflash. (15 -> 8).

- 236C now has a new animation on successful counter!

- 236C's damage has been increased. (285 -> 350).

- 236C's phantom blade now tracks the opponent's position rather than Noll's. No cheating the system, Aege!

- 5BB's jump cancel now only works on hit.

- 6A can now counterhit!
   - Significant hitpause is added.
- 4B can now counterhit
   - Becomes untechable on counterhit.
- 4B got an animation change to look more like an anti air.
   - Saw these in the files and became sad immediately, so it's in now.

Sareo

- Sareo now has a new system for casting multiple spells! We'll refer to this as the multi-cast system.
   - If you switch between elements using 2C, j.2C or 4C/j.4C, you gain additional effects on the move!
       - Ice adds heavy hitpause.
       - Fire adds damage and knockback.
       - Lightning adds heavy hitstun.
       - All of these add damage, with Fire giving you the most of it.
   - Default 2C now has reduced untech time from 40 to 25.
   - Default j.2C and 4C have reduced damage.
   
- All of Sareo's spells aside from 236B and amped fireball now properly apply juggle.
   - Don’t worry, it was done on purpose to ensure you could combo into them reliably, not because we wanted to but couldn’t figure out how 

- j.5c now consumes your amped fireball sooner, so you can’t airdash out of the move and keep the amped fireball charged even after firing it.

- Non-amped j.C and 5C fireball now add 5% proration and 1 juggle point.

- Non-amped j.C can no longer be canceled into airdash if blocked.

- 5C Ice now has increased blockstun.

- j.2C, 4C and j.4C now add only 1 juggle point.

- j.4C now properly applies proration.

- You now switch elements properly when using 2c or j.2c when in Cosmic Speed (236C)

- Switching elements with 2c and j.2c now has a slight delay, so if you get hit out of your first startup frames you won't switch elements.

- Fall defense is dead. This means his throw now adds 20 proration.

- 2C and j.2C can now counterhit!
   - Both the default hit and the elemental hits benefit from counterhitting.
   
- Sareo's 214C has been overhauled!
   - It is now invincible on frame 1.
   - It is untechable at all levels and it's easier to gain charge at the cost of damage.
       - 1 hit now levels it up by 1 stage and causes it to gain 50 damage.
           - Previously the damage scaling seemed to be incorrect (Ex. Level 2 went from 250 to 400 at level 3, then 450 at 4 and then 400 at level 5)
   - Hitting it will cause 10 frames of hitpause, but will not allow the person hitting it to cancel into other moves
   - After hitting the shield, it cannot be hit again for 6 frames
   - The attack's super pause is during the shield's explosion, rather than when reflect is cast. This will make it significantly more likely to work against players who aren’t paying attention!
- Fixed Sareo's 214a going into the wrong state on hit/block/whiff. Previously Sareo would enter a long recovery animation upon hitting the opponent, but recover quickly on hit. This has been swapped so if 214a is blocked or misses you will enter the recovery animation

Hiryo

- jA and jB's proration has changed from 3 to 5.

- 66A now adds 2 juggle and adds 8 proration.

- 5C Slash now adds 2 juggle.

- 5b can no longer cancel into grab.

- Increased the recovery of 5CA by 2 frames.

- Hiryo's 66A gained 4 frames of startup, making it frame 10 now.

- Hiryo's 66A now has an extended collision box covering the kunai.

- Stance B is now properly invul to projectiles only.

- Stance C is now properly invul to aerials only.

- Fall Defense is now dead.

- Hiryo's Stance B is now -5 when blocked point blank.

- Made sure meter usage across cancels are consistent. This means Lai Blast (236C) is now 2 bars as indicated in the movelist.

- j2B's final hit now hits mid.

- 2CA now applies 35 proration and its damage has been reduced from 45 to 35.

- 2C and j.2c now apply 35 proration.
   - The way 2C works is that the final hit is the same move as j.2B's final hit. If this final hit was done from 2C or j.2c, then it prorates. j.2B still prorates its usual amount (6).
   - The final hit applies 30 proration, the initial slash applies 5. This means the rapid slash 2CC follow ups apply 5 proration.
   
- Removed j.2b's ability to hit OTG targets.

- Reduced the amount of active frames 2B has from 4 to 2 and increased its proration from 5 to 8.

- Reduced the startup of 214B from 10 frames to 5, increased its special pause from 10 to 15.

- 214b now applies 35 proration and does 90 damage, from 120.
   - The proration is only added on the last hit.
   
- Increased the recovery of 236b on hit by 6.

- Increased the damage of "Counterhit" 5CC from 35 to 45.

- Reduced 5a's startup to 6 from 8.

- Increased 5b's startup to 7 from 6.

- Increased the startup of 2C from 2 frames to 3.

- Hiryo now has a collision box on his Glitched State anim. I apologize to all Glitch mains that have been cheated by this scumbag ninja.

- Hiryo's j2B no longer goes into Stance if he is in a Glitched state. Once again, I apologize to all Glitch mains that have been cheated by this scumbag ninja.
   - This now means Hiryo should feel significantly more crippled in the Glitch matchup on successful 236C hit.
   
- Hiryo's j2B is no longer able to cancel into j.236A when in Glitched state. For the third time, I apologize to all Glitch mains that have been cheated by this scumbag ninja.

- Added a tipping mechanic to Hiryo's Stance A and Stance C attacks.
   - If you hit with the horizontal tip of Stance A, then it gains 10 damage, its proration is lowered to 12, and it gains a heavy amount of hitstun.
   - If you hit with the diagonal tip of Stance C (The corner), then it gains 15 damage and increased hitstun, and its proration is reduced to 3 from 8.
       - The "Sweetbox" of Stance C has a stricter vertical requirement than horizontal, so for "tipping" the move it's more important that your opponent is high up rather than further away, although both are needed.
       
- 214B now has a hitbox priority of 0 (Same as other grabs)

- Stance C hitsparks are now properly aligned.

- Increased the recovery and reduced the hitstun of 236c greatly.
   - This both makes it worse on whiff and means to combo off of it you need to use 2C.
   - You could also StarBurst cancel it as well.
   
- 236C's second hit is now affected less by proration, meaning it does more damage if you combo into it
   
- 2CC now OTG's properly.

- 5B can no longer cancel into Grab.

- Adjusted 236B's and 2C's hitpause so they should work a bit more consistently and look somewhat more natural.

- Added a target bind to 2CC so it can OTG properly.
   - If the opponent's Y value is before the floor it raises them up slightly so the move combos properly.
   
- Increased the recovery of 5CA by 2 frames.

- 5C, j.5C 5CC and 5CB can now counterhit!
   - 5c and 5cb have a large amount of hitpause on counterhit.
   - j.5c causes ground bounce on counterhit.
   - 5CC technically always had a "Counterhit" state but now it's been cleaned up to act like other counterhits.
   
- The final hit of j.2c , 2c and j.2b can counterhit.
   - The easiest (And probably only practical) way to get this is to whiff j.2c's initial hitbox, since it will result in you skipping to the last hit
   - It has a large amount of hitpause on counterhit.
- Hiryo's Stance now automatically ends if the opponent is dead.
- Removed the initial damage of Hiryo's throw, but to compensate increased the damage of the second hit (50 to 80)
   - This is to allow players to avoid the damage of the throw entirely by teching

Vivienne

- Vivienne's command grabs are now inputted with the grab button
   - 6A is now 6Y
   - 4A is now 4Y
   - j.6B is now j.Y
   - 4B is now 2Y
   - Normal Grab is still 5Y

- 5C and 2C's Level 4 Arrow and Level 5 Ball now have a short plasma charge cooldown period for 1.5 seconds.
   - During this time, Vivienne will not be able to charge up plasma.
   
- Vivienne's Level 2, 3, 4, and 5 projectiles no longer lose charge if cancelled early in some form.

- 5C into 236B now actually does the proper special. 2C now also has a 236B cancel too.

- Fall Defense is now dead.
   - 6A, j.6B, 4B and 236B now apply 30 proration, since there's no fall defense.
   
- Increased the whiff recovery of 6C from 22 to 25 frames.

- 2B now applies 10 proration.

- j.6C's "down throw" now applies 10 proration.

- 5C and 2C now apply proration:
   - Level 1 applies 3 proration.
   - level 2 applies 3 proration.
   - level 3 applies 3 proration.
   - level 4 applies 5 proration.
   - level 5 applies 15 proration.
   
- 236A can now hit OTG targets once again, and puts the opponent into a juggle state.

- level 4 5c flings the opponent away even harder, but has extra hitstun.
   - The purpose of this is that you can combo into 214a, even from full screen
   
- j.6C now has 30 active frames rather than infinite. This only matters if you're doing j6C from Double Jump height (or higher.)

- j.6C is no longer usable when Glitched. Cheaters.

- Increased the size of 236c, removed its juggle requirement, gave it slightly more hitstun and gave it upper body invincibility on its active frames, and made it apply 30 proration.
   - The rest of the attack had upper body invul, just not its one initial active frame.
   - The move did not apply juggle, but could not hit characters who had 20 juggle.
   
- Tweaked the way 236C works so you should end up advantageous on hit much more consistently.

- Vivienne doesn't gain power from wiggling during StarBurst, Star Buster, or during Power Delay.

- 2B and j.5B can now counterhit!
   - j.5B has a significant amount of hitstun on grounded targets.
   
- Level 1 and 2 5c and 2c can now counterhit!
   - Both gain significant hitstun, but only gain 50% damage.
- Vivienne can no longer build plasma or meter while Glitched.

Violet

(DISCLAIMER: CHARACTER WAS NOT AVALIABLE TO THE PUBLIC AT THIS TIME)

- Violet's animations now feel more exaggerated.

- 2A now has more untech time if in juggle state.

- Violet can now Kara Cancel 6C and j.B. You have to wait until you fire a bullet/dash forward before you can do it.

- jB and 6C now have 10 frames of endlag.

- Violet now has proration on her moves, now that fall defense is gone along with the fact that she hasn't been updated in a WHILE.
   - 5A adds 5 proration
   - 5AA adds 3 proration
   - 5B adds 5 proration
   - 5BB adds 5 proration
   - 5C adds 3 proration
       - Note: Only the first hit has proration, the follow ups do not
   - 6C adds 3 proration
   - Grab adds 15 proration
       - Note: This is off of the first hit, the rest of the grab's damage has been increased to compensate to do the same damage
   - 2B adds 3 proration
   - 2A adds 5 proration
   - j.5A adds 5 proration
   - j.5B adds 3 proration
   - j.5C (With ammo) adds 3 proration
       - Note: Only the first hit has proration, the follow ups do not
   - j.5C (Without ammo) adds 5 proration
   - j.2C adds 15 proration
       - Both the raw j.2c and the 5cc into j.5c versions have this proration
   - j.214a adds 30 proration
   
- Increased the cost of 236A from 1/2 bar to 1 bar.

- 214B now requires 3 bullets to use (The same amount it consumes).

- 236C is affected less by proration but does 200 damage instead of 250.

- 236B now requires 8 bullets (The same amount it consumes).
   - Some cancels required you to have 6 (Its older bullet cost) and some only required 1
   
- You can no longer cancel into j.214A off of blocked hits.

- j.214A now requires at least one bullet to use.

- Fixed an issue where grabbing an enemy who was facing backwards with j.214A caused them to be launched into you rather than away.
   - This was most commonly caused by grabbing an enemy with j.214A after using 236B.
   
- Increased startup of 5A. (4 -> 5)

- Reduced hitstun of 236B's final hit by 9 frames.
   - This is mostly to prevent players from fitting a reload in their combos right after using 236B.
   
- Reduced the meter cost of j.6C from half a bar to 0
   - It really didn't feel like it made sense for j.6C to cost half a bar of meter when it's almost identical to j.5B, which costs 0.
   - Note, many of the cancels into j.6c required 50 power, not 500. Now they require no power!
   
- Increased the pause time of j.214A's second hit and caused it to ground bounce
   - Previously it was sometimes possible to ground tech the second hit immediately, which would make the special significantly less advantageous or not work properly.
   - This also means only doing one follow up hit is still advantageous, rather than significantly minus.
   
- Reduced the damage of 214b from (225 -> 170)

- Decreased the damage of j.5A. (15 -> 10)

- Removed the spam deny from j.214A.
   - Heavy proration will keep this move in check while allowing for cooler combos.
   
- Removed j.214A giving the player power if they successfully land it.

- Increased the juggle of 2A. (1 -> 2)

- Increased the juggle of j.5A. (1 -> 2)

- j.214A no longer works on targets in blockstun.

- j.214A now has a priority of 0

- j.5B, 6C ,ammoless j.5C, j.2C and 2B can counterhit!
   - j.5b and 6C wall bounce on counterhit.
   - j.2c and 2B have larger groundbounces on counterhit.
   - j.5c becomes untechable on counterhit.
- Made 2B's hit velocity match j.2C's on air and grounded targets.

- Grab now applies 0 juggle and has less hitstun on the first hit.

- Made j.5C->j.2C not consume any meter.

- Increased the hitbox size and velocity of 214A.
   - This was because tipping with the first hit could cause the second attack to whiff
   - The velocity should make it ensure Violet is close to the opponent when the move goes off (To avoid it looking too weird)

- Reduced the guardpause of j.2C from 15 frames to 11.
   - This was because 6c into j.2c was up to +8 on block, resulting in airtight strings. This will make j.2c +4 at best, which is still very advantageous but prevents the string from being air tight, allowing the opponent to counter or act.
   
- Decreased the startup of 214B from 15 frames to 8.
   - This makes comboing into it easier, as well as making it a useful pressure tool at the cost of meters + bullets.

- Made 214B hit Mid instead of Low.

- Increased the blockstun of 5c by 1, making it +2 on block.

- Grab can now cancel into j.236b off of the final hit.

- Fixed the special cancel on 2B into j.236B.

- Disabled the ability to use 2B if you have no bullets left.

- Increased the velocity of j.236B from 9 to 12, increased the number of active frames it had from 7 to 10, and made its hitbox slightly larger.

- Increased the fall bounce of j.2c from 5CC and increased its damage from 30 to 65.