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
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