Kirby Battle Blitz/Patch Notes/2.2

From Mizuumi Wiki
Jump to navigation Jump to search

General

Adjusted Counterhit-On-Idle training option to only come into effect when the enemy is attacking.
Fixed issues with StarBurst dash cancel super flash occuring on normal dashes
StarBuster on block has been reworked. You can now StarBurst in neutral or off blocked attacks. If you meet the requirements to activate StarBurst, you can now activate it raw or after blocking an attack.
  • However, you will not be able to airdash cancel the move if it hits, and the hitbox is both smaller and blockable.
  • It has invulnerability for its entire duration (28 frames), making it a very powerful Universial Reversal.
  • However note that after it ends, your character will be vulnerable as they fall towards the ground. This makes it punishable on block.
  • If you hit an opponent who is in a hurtstate (Ex. You use this move in a combo) then it will wall bounce them similarily to before. Outside of combos however it will only launch them away.
  • StarBursting off of a hit will be the same as it has always been, however. More cinematic, airdash cancelable, so on so forth.
Starbuster (Bursting When you get hit) has been adjusted slightly
  • Starbuster now grants the player invincibility for 25 frames after it ends.
  • If the player activates Starbuster on the ground this should make it very safe. However activating it higher up may still leave the player vulnerable
  • This invincibility should end as or before the player reaches the ground from Starbuster, so don't immediately charge in expecting to be invulnerable
  • Starbuster now puts the opponent into a juggle state, which should leave the Starbuster user plus rather than minus on use after the opponent airtechs
  • Starbuster cannot be activated while Starburst is active, or for a brief period of time after a previous Starbuster
  • This is mostly to prevent people from using raw Starburst as a defensive tool and then bursting if their opponent punishes it immediately.
  • Increased the juggle cost and proration of Starbuster greatly, just in case.
Players are now fully invincible during the throw tech state
It now takes 5 frames to dash cancel out of Starburst's activation
  • This is to prevent buffering issues where trying to dash out of Starburst too quickly would result in the player immediately grabbing or countering
Fixed a bug where players could repeatedly activate Starburst off of a single hit from certain helpers
Fixed a bug where instant blocking air attacks that hit very quickly (Ex. Stray 236a) would give significantly more meter than intended
Disabled the ability to activate Starburst from grab tech state
Made Dash Cancelling off of projectile attacks while in StarBurst significantly more consistent
Improved 1-Hit Autoguarding.
Added the abillity to make button jam only work as a reversal action (after blockstun/hitstun recovery)
ADDED VIOLET. THIS IS NOT A JOKE, THIS IS NOT A DRILL. HAVE FUN, FELLAS.

Aege

Greatly increased the extended hurt box of j.5B
  • It is now around the same size of the attack's hitbox, this should make it significantly easier to challenge and anti-air
Slightly increased the hurtbox of j.66
Adjusted the hurtbox of 5c and removed its invincibility from frames 6 and 7
  • This should make it much easier to hit Aege out of the attack

Bill

Reduced the proration of 4b from 15 to 5
Reduced the startup of 5a from 8 frames to 7
2c Only consumes bomb charges after the bomb goes off
Renamed "Sticky Bomb
Plant" (5C) to "Sticky Bomb: Affix."
Added a new move: "Sticky Bomb: Plant." Input for it is 4C. Bill places a mine at his feet. If the opponent touches the mine, it adds +1 to Bill's bomb count. It can also be activated with 2c or j.2c.
Reworked Pyromaniac
  • Pyromaniac now only lasts 15 seconds
  • During Pyromaniac, using A or B moves will now cause explosions. These explosions increase the size of Bill's attacks, improve their frame data and add additional damage.
  • Pyromaniac now adds 50 proration to Bill once deactivated through 214a or after its timer expires to return his proration to normal
236c now consumes all bombs on hit, dealing an additional 60 damage and launching the enemy further per bomb consumed.
Explosions from j.5c, 2c and j.5c now have 16 frames of hitstun on hit (From 8)
Improved the AI. It should now use 2C and j2C significantly more in combos, as well as use 4C in neutral.
Fixed the logic of 236C's "Finisher" activating (It should now reliably trigger the "Finisher" animation more often.)
Grenades do reduced damage in pyromaniac mode (Overall the damage is increased from pyromaniac's reduced proration, it's just increased less)

Clutch

Grounded Massive Blast (236A)'s Laser now despawns if Clutch leaves Massive Blast state.

Glitch

Fixed a bug where his Interaction with Saito when he won caused the UI to disappear.
Adjusted the way 214B teleports behind Glitches opponent.
He now teleports to the center of the opponent, then moves 30 units past them, rather than to the left side of them and then 40 units past them.
This was to fix the issue of Glitch being unable to teleport behind wider opponents (Like Vivienne), but may slightly adjust how Glitch teleports past other characters
Glitch can now charge 5C by holding the C button.
The charged fireball deals significantly more damage, launches the opponent on hit, and has significantly better frame advantage.
Decreased the startup of Glitch's universial overhead (2B) by 2 frames. (16 -> 14)

Hiryo

Adjusted Hiryo's collision boxes and his hurtboxes slightly
Previously, some of Hiryo's animations had his collision box too far forward (Most noticably his air hurtstate sprites) which made him impossible to hit with certain moves in certain conditions.
These changes were mostly on Hiryo's idle animations and hurt animations.
Added four frames of advantage on 236B.
2C's final hit will now hit downed opponents.

Saito

Fixed a bug where his Interaction with Glitch when he won caused the UI to disappear.
Slightly increased the width of 5b and 5bb's hitboxes.
Improved tracking on Saito's j.5C.
If Saito somehow manages to miss, Saito will go into falling state with control to prevent him from flying past the opponent vertically.
Made 236A hit more frequently. It does more damage based on height.

Stray

Added an extended hurtbox on the first active keyframe of 2a

Noll

Added the ability to reset the direction the sword will attack by not holding a direction.
This will make it so the sword does not attack if you pressed forward (or another direction) for a bit but reset your direction in the middle of it.
Fixed 2B not being able to be canceled into Starburst and Twinkle Cancel.
Fixed a bug where Noll getting hit out of 2C could cause two phantom blades to spawn.
Slightly adjusted the trajectory of 5B>6B and 5B>4B so they have more hit velocity.
This is to make the 5B autocombo feel more like the old 5BB.
Grab's cancel into Phantom Blade activation now requires that Noll actually throw the opponent before it can be cancelled into.
Fixed an issue where j.5C2 wouldn't ground bounce the opponent sometimes
Slightly shrunk the veritcal reach of j.5C4 and j.5C6
Added a sound when Noll's j.5c is about to activate a directional follow up
Fixed an issue where 236c's blade persisted too long on blocking opponents (It now vanishes after 15 blocked or unblocked hits)
Fixed an issue where Noll's j2C and j8C never dies if Noll uses Phantom Switch.
Fixed an issue that doesn't stop j.5CC from despawning immediately if you try to use it immediately after switching while you already have a j.5cc out.
Noll's j.5C is now a Mid attack on block. (vs High from before.)
Noll's j.5A now has two more startup frames and now has four more frames of recovery. The active frames have been nerfed from 8 to 4. (6 -> 8 startup, 10 -> 14 recovery, 8 -> 4 active)
Noll's j.5A now has two extra frames of hitstun on his end, making the move less advantageous on hit.
Noll's Phantom Blade will no longer attack by itself if he gets hit while the Phantom Blade is out.
Added an extended hurtbox on 4A.

Fly

Fly 2C-C now added to the movelist. This attack has existed since 2.1 but it hasn't been documented.
Fly 236B now has a new name, "Slash Dash".
Fly 236B now has slightly increased hitpause on counterhit. (It's properly doubled.)
Added 5 proration to 5aaa (Up from 0) and reduced its power gain per hit from 100 to 50
This is intended to make it match 4a, which had the same animation.

Yoru

Increased hitbox of Yoru's j236B's landing animation.
Disabled getting j.5C from inputting j.2C if MetaStar is currently deployed. As such, inputting j.2C while Metastar is deployed will make her do MetaStar Rush.

Vivienne

Vivienne had a major bug where the plasma princess became frame one thanks to a mistake in the music stopper. To keep such a thing in, the move has gotten some adjustments.
If in the third round and the enemy's life is less than 300, the move will become frame 12, meaning it's a quick and stylish way to end the match. Otherwise it keeps it's old frame data from 2.0. (64 frames of startup)
Increased the horizontal reach of 236y
Increased the downwards reach of 236Y and 6Y to ensure they can't be low profiled
Decreased the startup of j.6Y from 3 frames to 2
Fixed an issue where Vivienne's corpse would flicker in tag mode.

Bosses

Fixed a bug where MetaKnight could spam his unblockable screen covering slash.
Unhinged Vivienne's defense has slightly decreased.

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