Kirby Battle Blitz/Patch Notes/2.3

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2.3

General

Fixed an issue where StarBurst would still be active after the fight is over.
Glitched state now disappears if the fight is over.
Brought back Boss Rush and Time Attack. Whoops!!
Updated Credits. Say thank you to everyone who has joined the team, everyone there has done an amazing job!
Fixed an issue where it was possible to StarBurst or Twinkle Cancel off of a hit that was successfully countered.
Note that it is still possible to twinkle cancel to avoid star constellation (Counter off block)
Fixed an issue where the player could starburst dash cancel when in a hurt state
This was most notable when getting hit by a counter and being able to dash cancel through the hit
Improved how players face their opponent when waking up or air teching. Players should now always face their opponent when recovering which should prevent input issues.
Tweaked the input buffer so that held inputs have a buffer of 1 frame instead of 5.
This will make switching from crouching to standing state faster, as well as making it harder to get moves like 4a by accident
When Starburst is active, Starbuster will be DISABLED for your opponent. This will let you make your combos unburstable so they cannot be interrupted.
Improved how unblockable explods appear (Warnings that you were hit while blocking an unblockable attack) so they shouldn't appear off screen
Instant airdashing now cannot be done until 5 frames after starting a jump
This is based on when the jump starts and not when the character leaves the ground
It now takes two frames to act out of instant airdash state
Fixed an issue where after directionally air teching into the floor, there was 1 frame where the player could not low block
Updated the juggle system.
For this update we have created a custom juggle system, this will give us more control over how the combo system can work
Previously the juggle system ended combos at 20 juggle. In the new system the juggle system uses 100 as the limit instead.
Moves that caused 1 juggle will now typically do 5 juggle, 2 juggle will do 10, etc.
This change will may allow an extra attack at the end of a combo to occur, as now moves will work until juggle is 100 or higher, rather than dropping if a move would bring the juggle over the limit of 100 (Ex. A move that does 2 juggle would whiff on an opponent with 19 juggle left, while now it would hit and then force the combo to end at 21 instead).
This means that players will be rewarded for ending their combos with moves that cause a lot of juggle, since they will now hit rather than whiffing and high juggle isn't an issue for a combo ender
We have tried our best to make combos act the exact same outside of specific moves (Which this juggle system was implemented for), however if a move adds more/less juggle and it hasn't been listed in this changelog, please let us know!
Also please note that some moves can still hit at max juggle as normal (Most notably moves which cause 0 juggle, such as supers)
As a safety measure the old juggle system is still in place, but its limit is now 30 points instead of 20, so it should only come into play if we made a mistake somewhere
Note that any patch notes below will use this new juggle system instead of the old one (So if you see a move says it does 5 or 10 juggle, that would be the equivalent of 1 or 2 previously)
Fixed a bug where it took 1 frame for proration to reset after airteching into the ground
Starbuster and non-red counters now inflict 200 juggle (Thanks new juggle system)
Reworked how counters give meter. Now instead of gaining 1000 power on hit, characters gain 1000 power during the recovery on hit state if their opponent is in a hurtstate
What this means is that you can only gain 1000 power per counter, and you cannot gain power if you hit a helper instead of your opponent (You still won't lose power if you hit a helper though)
Revamped how proration and juggle are shared in tag mode
Tagging no longer increases your proration
Juggle is shared between all your characters. However, the first time you swap to a character in a combo, your juggle will be cut in half.
This should make combos in tag a shorter but more impactful
Activating starburst in tag mode now activates starburst for all of your characters
Characters who are offscreen or tagging out will not drain your meter, but they also won't gain life or damage over time
Added an indicator for when StarBurst is ready in the match.
Added Jay. Congratulations and Happy Birthday, Hypertiger!

Aege

Time Sphere now goes past the stage wall and camera wall.
214a now counts as an attackstate, meaning that hitting/grabbing Aege out of it will cause a counterhit
5bbb now causes 5 juggle (From 0)
Increased the proration of j.5a to 5 (From 3)
Increased the juggle of 2a to 10 (From 5)
Fixed a bug where 236c could cause players to sink into the floor
Slightly lowered j.5c's damage to 40 (From 45)
Increased the proration of 5bbb to 5 (From 3)

Max

Max's 236A and j.236a now habe hurtboxes in recovery.
Max's 236a and 214a now have super flash occur on frame 1
This fixes an issue where hitting Max on the first frame of his 214a would still cause the bomb to spawn, but no superflash to occur
This could occur with 236a as well, but the gun wouldn't come out so it was less of an issue
Reduced the amount of active frames 214a has after exploding and shrank its hitbox slightly
The bomb's hitbox itself has been untouched, only the explosion hitbox is smaller
Decreased the speed at which 214a's helper (The Waddle Dee that throws the bomb) throws the bomb from 49 frames to 57
Fixed an issue where Max's j.5c cannon could turn into a clone of him (For real this time hopefully)
Proton Cannon's Laser now disappears if Max gets hit mid-star strike.
Increased the proration of 5aa to 5 (From 0)
Increased the proration of 5aaaC to 15 (From 10)
Decreased the damage of 236c to 340 (From 391)
Increased the vertical reach of 236c
Fixed a bug where j.5c and j.2c could be used without enough power when canceled into

Bill

Increased defense debuff when in Pyromaniac state. (35% to 50%)
Tweaked the way whiffing 214c works so it more reliably sends you forward rather than backwards
Reduced the juggle of Bill's 236c from 1 to 0
Increased the proration of 5aaa and 5bb to 5 (From 0)
Fixed a bug where Bill could recover from air juggle state 5 frames faster than other characters

Clutch

236A and j.236A now apply hard knockdown, as well as maxing out juggle immediately
Clutch 236b/j.236b cannot be used for a brief moment after using 236b/j.236b or 2c
This was done due to an issue with the buffer causing 236b to be used twice if dash canceled out of.
Increased the hitbox of j.5c's second hit, and improved the hitstun of the first hit
Tweaked the hurtbox on j.5a so it's slightly further forward and slightly larger
Increased start up of j.5a from 4 frames to 5
Added 5 proration to 5aaa (From 0)
Increased j.5a's proration to 8 (from 5)
Increased 4b's proration to 6 (from 4)

Glitch

5[c] now explodes when it hits the side of the screen, even if it doesn't hit the opponent.
j.2CC now causes hard knockdown

Stray

Adjusted the amount of hits 236A and 214A do. They now also play sound effects on a successful hit or blocked attack.
Reworked Stray's 236c.
The velocity of Stray has been changed, and the move is significantly faster now. Stray can grab opponents on frame 0 if they're very close, meaning you can't jump the grab on super flash. It also has significantly less recovery on whiff.
However, the super's cost has been increased to 2 bars, the move has much less range, and the base damage of the grab has been reduced from 300 to 200
Hitting the opponent with this move will result in 30 proration. However the move itself is affected very little by proration itself.
The recovery of the move on hit has been increased, although you can still dash cancel out of it immediately.
214a only costs 1 bar (From 1.5), however its damage has been reduced to 116 and it has increased recovery time.
236A's invincibillity is now removed.
Reduced the fall recovery time of j.5a to 35 (from 60) and j.5aa to 50 (from 60)
5a now costs 1 juggle (From 0)
j.5A no longer hits downed opponents
5bb cannot be jump cancelled on block
Stray can backdash cancel out of 2c
Reworked 2CC
Startup reduced from 21 frames to 15
The move no longer has invincibility to crouching moves for 22 frames, it now has full invincibility for the first 6 frames
Instead of moving forward, the move sends Stray backwards
Jump cancelling or airdash cancelling from the move requires the move to hit, rather than move contact
Increased the startup of 2CB from 1 frame to 3 frames (Total 7 to 9)
Increased the proration of j.5cc from 5 to 15
Increased the recovery of j.214b, it should now typically be plus on block
Greatly increased the blockstun of 214b, its consistenty to hit a blocking opponent 3 times, as well as increasing the pull effect on grounded blocking opponents
2CB into 214b no longer sends Stray forward
2C2C's last hit now works differently. When Stray launches himself, his body has a hitbox with active frames until he hits the ground. This body projectile is air unblockable and can fatal counter
Increased the juggle of j.5CC to 10 (From 0)
Increased the proration of 5c and 5[c] to 5 (From 0)

Saito

Added Superjump. Pressing down then up will cause Saito to jump higher. You can also drift slightly during this jump by holding forward or backwards
During the starup of this super jump and ten frames afterwards you are invincible to projectile attacks and throws, this carries over into other states.
Changed 214a, 236b and j.236b to count as attacks (So they are counterhit punishable)
Fixed an issue where starburst dash cancelling out of throw could cause Saito to be sent underground
236a now hits mid with all of its hits (Some of its hits previously hit high)
Fixed an issue where 236c didn't hit countering players
Reduced the juggle of j.2b to 0 (From 5)
j.2b Now causes hard knockdown
Increased the proration of j.5a to 5 (From 3)
Increased the proration and juggle of j.5c to 5 (From 0)
236c Now recovers on frame 90 (As opposed to recovering based on the opponent's recovery), but adds 100 juggle on hit.
Fixed a bug where Saito 5c didn't interact with counter properly

Fly

Fixed untech time of 236B on counterhit.
Fly's j.2C now uses half a bar of meter.
Hitting with 214a now removes Fly's collission
This was due to a bug where hitting large targets caused him to slide backwards a significant amount
Added a limit to how high 214b can teleport Fly to
This limit is very generous so it should only be an issue if you're going out of your way to go as high as possible
Increased the proration of 5c and j.5c to 8 (From 5)
Increased the proration of j.5aa to 3 (From 0)
214c install now applies 200 juggle to ensure you can't combo from it

Jodie

Fixed an issue where Jodie could cancel 6C (or j.6CC) into j.2C/Sword Jodie j.5C even if the sword is not with Jodie.
Fixed an issue where Jodie could cancel 2A into 236C for free.
Tweaked how 214BC grabbed worked so it is more in line with other grabs
Reduced the hitstun of unarmed and 5aa 5bb on opponents in juggle state
Increased the proration of 2a to 5 (From 3)
Reduced the damage of j.2c after j.6c from 78 to 65
Increased the proration of j.5cc (Or 5CB) to 8 (From 5)

Hiryo

Fixed an alignment issue on his Idle.
Fixed an issue where a fatal counter j.5c could be teched immediately, it should now consistently floor bounce the opponent
Reworked 214b grab
The move now comes out on frame 0, so it cannot be jumped after super flash
However, its range has been significantly reduced, it has a larger recovery animation (10 frames to 16), it has less active frames (15 to 2), it's proration has been increased from 35 to 50 and its damage has been lowered from 90 to 50
Its recovery also had invincibility frames which wasn't intentional, so those have been removed so the move is fully vulnerable on whiff
Increased the proration of 2a to 8 (From 5)
Increased the proration of j.2b to 5 (From 0)
Increased the proration of grab to 25 (From 15)
Reduced the maximum amount of time Hiryo stays in 5c idle stance to 2 seconds (From 4 seconds)

Noll

236A is now classified as a grounded attack.
Removed Noll's ability to use B stance moves after a throw
Fixed a bug which allowed Noll to clone his j.5c blade from j.5C6
If Noll is hit during switch, the blade will vanish
Increased the proration of j.5b and 5b to 5 (From 0)
Increased the proration of j.5C6 and j.5C4 to 15 (From 10)
Decreased the damage of 214a from 146 to 105
Note that this does not include the j.5c at the end of the move
If attempting to use 214b while you have negative proration, it will deal 75 base damage instead of being based off of your proration

Violet

Added Victory Quotes. Whoops!!
Fixed a bug where cancelling 5C's into 236b ignored your bullet count, it now requires 8 bullets as expected
Reduced Launch Velocity of 5BB and j.5a slightly to make doing combos from those moves easier
Whiff cancelling j.B into another move now requires Violet to have at least one bullet.
Altered velocity and animation of ammoless j.5C.
Reduced blockstun of j.2C.
Slightly decreased the height gained when doing an air backdash out of certain moves (Ex. j.5b)
Fixed a bug where using j.5b with 1 bullet left would give you the ammoless velocity
Fixed a bug where 2a could be cancelled into 5c without any bullets or meter
Fixed a bug where j.5c and j.2c could be used with less than 100 power
Increased the proration of j.5aa to 5 (from 0)
Increased the proration of 5bb to 8 (from 5)
Reduced the damage of j.236b and 236 from 200 to 170
Reduced the damage of ammoless j.5c from 50 to 30 and increased its proration to 10 (From 5)
Fixed a bug where 236c couldn't be countered
Slowed down 2a's startup from 5 frames to 6 frames
Increased throw's juggle to 25 (From 0)
Fixed a bug where 6C required you to have 500 or more meter despite not costing meter


Vivienne

Can no longer build meter on round start by standing idly after selecting a palette.
Disabled 236AB's ability to kill with chip damage
Changed 214 from a hyper projectile to super projectile (Changing how it interacts with certain states)
2c now does 5 juggle (from 0)
This is because 5c and j.5c added 5 juggle while 2c didn't, so this change makes the moves apply a similar juggle value
236Y now applies 200 juggle
This is primarily to ensure players cannot combo off of the move in specific circumstances (Since that tends to horribly break things)
Increased the proration of 6c to 5 (From 0)
2Y and j.Y now apply hard knockdown and deal 125 damage (From 100)

Yoru

Fixed a bug where Yoru could power charge even during StarBuster cooldown and StarBurst.
Lowered the juggle of 66a to 10 (From 15) and increased its damage to 30/60 (From 25/50)
Adjusted grab so its proration applies when Yoru throws the opponent, rather than when Metastar hits
Increased the proration of 2CC to 10 (From 0)
Increased the proration of 2b to 5 (From 0)

2.3.1

General

Removed Hiryobrine. We survived the tragedy, everyone. Be proud of yourselves.
Added SR Seige. Whoops!!
Fixed Pause Screen.
Neutral StarBurst now properly sets juggle to 200 if your opponent isn't in a hurtstate on use
All buffer times for Star Strikes have been reduced from 20 to 5.
Previously if you input a command for a star strike (Ex. 236a), the game would try to use it repeatedly within the next 20 frames which could cause issues
Added 'Random' to Training Mode's Guard Mode options.
Added Health to Training Mode Frame Data Display.
Character UI elements (Ex. Violet bullet counter) now appear in tag
Only the currently active character will have their UI element shown
Fixed Credits.

Aege

Adjusted all of Aege's Hurtboxes to be consistent.
Adjusted all of Aege's VFX.
Fixed a bug where 214A's counter state could carry over to other attacks.

Bill

The Pyromaniac explosion for 2A now spawns closer to you to ensure the explosion doesnt whiff, if Bill is in the corner.
Reduced Pyromaniac's proration decrease from -50 to -35
Pyromaniac explosions now deal 15 damage (From 10)
Pyromaniac explosions now launch less and have less hitstun based on the number of pyromaniac explosions you have made during a combo, rather than being based on proration

Clutch

Now has an intro.

Jay

Fixed Jay's Palette on 2A, j2C, 236A, 236B, and 214B.
Jay can no longer infinitely jump cancel j.AAA or j.B.
Fixed the bug where a dead burning opponent would start at 1hp the next round.
Reworked how burn works
Burn now deals 1 damage every 30 frames for 5 seconds for 10 damage total (From 20 damage over 6 seconds)
When stacking burn effects, instead of the damage being increased the duration becomes increased instead (Ex. 5 burns would still deal 1 damage per 30 frames but over 25 seconds)
Jay now gains 1 heat per 30 frames for each stack of burn he has on the target
This means stacking burn has increasing effects on his total heat generation
Fixed a missing hurtbox on j.5c
236a now spawns 1 extra blam per heat level and deals 15 damage per blam (Up from 10)
Reworked 214a's scaling, the scaling from heat has been reduced to 1 point of damage per 2 heat (Down from 1 damage per 1 heat)
Fixed a missing hitbox in 236b (Specifically the explosion from the projectile)
Reworked 236b so it has 4 versions
0 heat is the standard version, dealing 80 damage in total
1 heat causes a series of explosions, making the attack faster and apply more burn but has no projectile, deals 110 damage in total
2 heat shoots 3 projectiles in a row, making the attack more advantageous on block, deals 140 damage in total (Including burn)
3 heat turns the projectile into a laser and launches the opponent back towards midscreen, deals ~175 damage in total (Including burn, depends on distance to corner)
Reworked 214b, it now drains heat constantly, dealing explosions as heat is consumed. It also has a greater jump arc based on your heat as well.
Estimated damage is about (60,85,150,170) if used on the ground.
Note that aside from the level 0 version of the move, a large portion of the damage from this move is caused by burn
This means it'll take a long time to get the full damage of this move, but you will be provided a large amount of heat generation
Burn doesn't get added if the move trying to inflict burn gets countered or hits a helper
Adjusted how j.5c and 5c juggle works so the burst only causes juggle if used from level 0 5c or j.5c
Increased the juggle of 2a to 10 (From 5)
Increased the damage of grab from 60 to 100 (Not including burn)
If the opponent's life reaches 0, clears all burn stacks
This might be useful in training mode if you realize you have built up too many burn stacks
Increased the damage of j.2c from 15/30 to 30/40
Adjusted the damage of 2x heat 2c from 85 to 65
Increased the cost of Jay 236C to 2 Bars.
Added 13 more colors for Jay, for a total of 25 colors.

Jodie

Fixed an issue where all of Sword Jodie's moves added juggle but did not stop after reaching Juggle Limit.

Max

Fixed 2C's hurtbox. Again. It's no longer invincible while/after throwing.
All of his Star Strikes are classified as attacks now (Ex. 236a), letting him get counterhit out of them
214A now has a 1 frame delay before it hits to prevent a specific scenario where it could be unblockable

Saito

Made Super Jump input more strict.
Saito's j.236B now displays that it is a fatal counter.

Sareo

The elemental display for removing the amped element UI element now resets properly.

Stray

Gave Stray a new 2C.A
Stray swipes his spear low to the ground.
Causes hard knockdown to the opponent, but can still be canceled into supers.
Can cancel back into normal 2C.B once.
Reworked Stray's old 2C.A
The input is now 2C.2B.
Stray swings his spear around, catching his opponent in it, then bringing them to the other side.
Causes hard knockdown.
5C Dash Cancel no longer adds a cooldown on 5B.

Violet

Fixed an issue where Violet is incapable of selecting certain palettes.

MetaKnight (Boss)

Fixed an issue where Meta Knight could end up inside the floor from a successful counterattack.

2.3.2

General

Added a failsafe to standing guard where if someone enters standing guard state above the ground and blocks a move, they'll be switched to the air guard state.
Readded Waffle House as a selectable stage.
Removed Hiryobrine. (again.)

Aege

Aege has been rolled back to his 2.3 version, aside from the 214a fix and universal changes (Ex. Starburst changes).
This was due to many undocumented gameplay changes that weren't intentional making their way into the patch. Sorry!

Bill

2C, j.2C, j.5C and 236A are now classified as projectiles.

Jodie

Fixed Sword mode crouch having no hurtbox
236a now turns around if you pass through the opponent before the animation ends
This should make it easier to consistently come out of the move facing towards the opponent
236b now properly prevents the player from cancelling 5c or j.6c into sword mode moves temporarily
Note that 236b doesn't prevent players from using 214a, this is intentional since you're spending meter
Adjusted j.5c's invincibility so it doesn't carry out of its own state
Lowered the time 236b disables Jodie from using his saber from 10 seconds to 5
Using 214a removes the 236b cooldown timer

Jay

1. Burn now stops dealing damage once the opponent reaches 1 life, preventing it from killing

Stray

5c's cooldown is now based on Stray's projectile, meaning that dash cancelling 5c will not allow you to avoid the 5c cooldown period
Reduced the untech time of Stray's 2A. (30 -> 25)
This prevents Stray from looping 5AAA 2A repeatedly.

Noll

Made 5c's jump cancel possible by holding up, rather than needing to tap up
Tweaked how 2c switch works so the sword spawns on the same frame Noll teleports. This should make it so Noll only actually spawns a sword upon changing position
This should surely fix the sword cloning bug, surely.

Glitch

236c is now fully invincible once it hits a target to prevent the rare scenario of it trading with other hits
Lowered the untech time of 5aa from 60 to 20
This prevents Glitch from looping 2a 5aa repeatedly

2.3.3

General

Tweaked how custom states work so that bursting out of them is more reliable (Ex. Wall bounce moves)

Bill

Fixed Bill being able to airtech 5 frames sooner than other characters, for real this time.
Increased the cost of 236c to 2 bars (From 1.5)

Jay

Corrected the command for j.5C in the movelist.

Jodie

5B no longer has invincibility to projectiles

Noll

Refactored 2c's code. Surely the cloning bug should be fixed now.

Max

Fixed a bug where Max's glitched state did not have a hurtbox

Stray

Increased the invincibility time of 214a to 11 frames (From 10)
Changed 214a from a projectile attack to a physical attack

Vivienne

Fixed a bug where using 236AB on round 1 or 2 while the opponent has less than 300 life prevented the beam from coming out
Adjusted the launch velocity and untech time of 5BBB.

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