Kirby Battle Blitz/Patch Notes/2.4

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2.4.2

General

  1. Hard Infinite protection now triggers properly if a helper hits the opponent.
  2. The Queen's Street camera change from last patch no longer applies to KBB Beginnings.
  3. Fixed an issue where using the same super within the last five moves (Stale Moves) caused proration to be set to 60%.
  4. Fixed an issue where wallsplat state would teleport characters to the other side of the stage if not facing the right direction.
  5. Removed High/Low Unblockable protection for now.
  6. Characters are now invincible to everything but throws during grab tech window time.
  7. All counters no longer make the opponent block if the player is not attacking.
  8. All projectiles no longer make the opponent go into pre-block state early.

Stages

  1. Shifted around the foreground grass's layer in Hunter Hillsides.

Aege

  1. 2B's Startup has been adjusted. (10 -> 14)

Bill

  1. Fixed a bug where Bill could use 236B with only 500 meter when it requires 1000.
  2. Fixed a bug where cancelling into 5C from multiple moves didn't check that Bill had 200 power.
  3. Fixed a bug where cancelling into j.2C from multiple moves didn't check that Bill had 200 power.
  4. Fixed a bug where 5C could hit even if you had max juggle.
  5. Fixed a bug where 236A's explosions didn't connect if you have max juggle.
  6. Pyromaniac explosions now stop making contact with your opponent once you hit 200 proration.
  7. Pyromaniac explosions now apply double proration if your juggle is capped.
  8. Cancelling j.5a into j.2c now requires that the player hold down and press C (Before you just had to press C).
  • These explosions come from a special move, so they should connect even if your juggle is capped.

Fly

  1. Fixed an issue where some moves didn't check for how much juggle Fly has remaining.
  2. Fly's 214C is now paused if fly is tagged out.
  • This includes his passive metergain and lifedrain.

Jay

  1. Fixed an issue where using the no-heat variant of 2C whlist having heat caused 2C to whiff.
  2. Jay's 5A and 5AA are now techable.

Jodie

  1. j.6C is no longer frame 1 if done out of an airdash.
  2. 6C is no longer frame 1 if done out of a run.
  3. Swapping Stances while the announcer starts the round will no longer give Jodie control earlier than allowed.
  4. Jodie's 236C and j.236C no longer have invul unless the grab has succesfully connected.
  5. Sword Jodie's j.5B now has triple the hitpause on a fatal counterhit.
  6. j.5C no longer has invincibility if not done from 5C.
  7. Removed all invuln from 5BB.
  8. Lowered total damage of 236B. (165 -> 150)
  9. Unarmed 6C->2C now does 133% of the original damage of Sword j.5C. (vs 200% from before, 78 -> 52)

Leon

  1. Fixed an issue where the third uppercut for Leon's 214A would cause Leon to fly forever if whiffed.
  2. Shock Cracker (236A.236A) can no longer cancel into Star Breaker (214B) unless the instant variant is performed.
  3. Adjusted recovery of 4A. (10 -> 13)
  4. Adjusted blockpause of 4A. (4,4 -> 4,1)

Vivienne

  1. Fixed an issue where dash cancelling (Using starburst) out of Vivienne j.6c low to the ground placed the character into dash state rather than airdash.
  2. Removed the ability to cancel standard throw into 6C
  3. Fixed a bug where Vivienne could lose the ability to attack after 5Y.
  4. Fixed an issue where Vivienne's 5BB could be teched immediately after landing vivi 5AA.
  • This cancel didn't really make much sense as throw launched the opponent upwards, making it unable to combo properly anyway


2.4.1

-WIP-

System Changes

  • Fixed a bug where supers that were meant to not be able to be tagged out from were capable of doing so.
  • Added an indicator that reveals the position of the character if a character is offscreen.
  • Fixed an issue where a helper that is in an attack state while the main character has successfully landed an attack caused a spam of "Counter Hit" messages at the side.
  • Added Additional Training Mode Options.
  • "Enemy Mode" sets the dummy's life. Same options to choose from as the "Player Life" options.
  • "Restart Match" restarts the match without reloading the characters and stage.
  • "Reload Match" reloads all of the characters, stages, and HUD gauge, then starts the match.
  • All Star Strikes' superflash now have a 7-frame window to buffer an attack before the superflash ends.
  • The "Reversed!" Text has been changed to only show when the character does a certain invincible super/counter on wakeup.
  • Updated Credits.
  • Engine Settings are now hidden by default.
  • It's not recommended that these are adjusted at all, but if there's ever a need, just edit config.json instead.
  • Wacky Settings are now hidden by default.
  • This is because the 8v8 mode was removed long ago thanks to an engine update.
  • Added Snapback.
  • In tag mode, if Counter and Tag are pressed at the same time, and the character has at least one bar of meter, the character will now smack the opponent off the screen.
  • This forces the opponent to use another character on their team.
  • Added DHC.
  • In tag mode, if an attack button (A/B/C) and Tag are pressed at the same time, during a Star Strike, the next character (tagged in based on input) will do a Star Strike of their own to add damage.
  • Increased the amount of redlife players gain on being hit in tag mode to 50%.
  • Fixed a bug where the game could softlock briefly if your opponent was KO'd while you were recovering from an air counter.
  • Added a sound effect when a player performs an instant block.
  • Added a proper continue screen.
  • Before, it either didnt show any text or showed you how many continues are left. Additionally, you had to confirm with the Power Charge button.
  • Updated the victory screen.
  • Win Quotes are now smaller, and now fit more text.
  • Adjusted Combo Counter and Side Action text placements.
  • You can now can dash AND backdash cancel your attack, both on block and on hit, when StarBurst is active.
  • Fixed an issue where doing a StarBurst dash cancel from a crouching move would send the character to the airdash state incorrectly instead.
  • Added an effect for when the character reaches the juggle limit in a combo.
  • Added an effect for when the character is starting to use a star strike.
  • Power Delay, StarStrike (Counter), StarBurst, and Hurtstates have all been made common files, code wise.
  • MODDERS - To use these new common files instead, add the new KBB_Playable constant to your character, then edit your .def files to disable loading the old files.

Stages

  • Adjusted Camera Zoom and Vertical Pan and Stage Bounds for the following stages.
  • New Animation
  • Hunter Hillsides
  • Mount SpriterZ
  • Extreme Tag Terrain
  • Egg Garden
  • Drifter's Rooftop
  • Puffball Park
  • Queen's Street
  • This change does not apply to the VS. Vivienne event.
  • Rushing Railway
  • 3AM Atlanta Waffle House
  • Deserted Haven
  • Capo Perseid's Office
  • Crazy Forest Fight
  • Squeak Squalls
  • Distant Dimension
  • Training Room
  • SR Seige
  • Catastrophe Colosseum
  • Removed the Foreground Trees from Trio Territory.
  • Made the sun higher in Rushing Railway.
  • Slightly decreased the wind's opacity in Rushing Railway and Hunter Hillsides.
  • Adjusted Ground Heights of Crazy Forest Fight, Hunter Hillsides and Catastrophe Colosseum

Character Changes

Updated the template to use the new juggle state on all attacks.

v2.4

System Changes

  • Added High/Low unblockable protection
  • When you high/low block an attack, you cannot wrongblock the opposite attack for 1 frame
  • This prevents situations where getting hit by a high attack and a low attack on the same frame is unblockable
  • Note however that 1 frame is an incredibly small window so you will most likely have difficulty blocking these anyways
  • Reduced the startup of star constellation from 20 frames to 10 frames. However it no longer refunds meter on hit.
  • This change applies to red counter too.
  • Added a stale moves system.
  • The game now keeps track of the last 5 moves you did in a combo. If you repeat a move from this list of 5, the game will add juggle to your combo
  • The amount added increases with the number of times used, starting at only 1 juggle but increasing exponentially
  • Note that this will not apply if you cancel a move directly into itself, such as Aege or Saito j.5a j.5a.
  • Repeating the same super move within the last 5 moves applies a huge 50 proration and 50 juggle penalty to your combo
  • This penalty should be minor or unnoticable in a "Normal" combo but become very apparent if a player uses a loop, especially shorter ones.
  • Adjusted the height that characters bounce when hitting the floor while in a downed state so that characters have less variance in their bounce heights.
  • Some hurtboxes have been adjusted as well
  • Added Leon. Finally! Congratulations, Taku!
  • Made fixes to the Recover Direction and Liedown Time training option.
  • Added Random Options for Recover Direction, Liedown Time and Grab Tech in Training Mode
  • Removed Hiryobrine.
  • Getting hit by Glitched State will now replace the meter bar with a time bar that counts down until it's over.

Character Changes

Aege

Move/Command Change
j.2C Is now classified as an airborne state.
236C Disabled ability to tag in during the move.

Max

Move/Command Change
5B Is no longer jump cancellable on block.
Gun Stance C Now causes juggle state and has reduced hitstun (50 -> 40)
Cannonball Now spawns 15 additional units forward when coming from a Cannon.
Cannon and Grenade Cannons before firing and idling grenades are no longer classified as attacks.
j.5C Cannon now hits Mid instead of High on block.
2C No longer hits low.
j.2C No longer hits high.
214B Grabby is now classified as a throw attack.

Bill

Move/Command Change
214C

Is now classified as an airborne state.

Disabled ability to tag in while the move is in progress.

236C

In tag mode, is now blockable if the opponent is already in blockstun.

Disabled ability to tag in while the move is in progress.

Fly

Move/Command Change
2A Adjusted the cancels from 2A into 5A and 5b to be more lenient
236C The first hit is now classified as a throw attack.

Glitch

Move/Command Change
Aerial Jump Cancel No longer counts as an attack.
j.2B Now properly checks for your juggle value before being able to hit.
j.2C

Now has collision.

Is now only invincible to all air attacks.

236A Is now classified as an Attack State.
214A Is now classified as an Attack State.
236C The first hit is now classified as a throw attack.

Jay

Move/Command Change
Counter Frame data now matches with the rest of the cast.

Jodie

Move/Command Change
236C The first hit is now classified as a throw attack.

Noll

Move/Command Change
214B When playing in tag, the move is now blockable if the player is already in blockstun.
j.5C Changed the attack classification of Noll's phantom blades as projectiles.

Saito

Move/Command Change
j.5A Fixed an issue where j.5A could cancel into j.2C without the correct amount of meter.
j.5C No longer ignores juggle limit.
j.22 Now has projectile and throw invul for 10 frames starting from frame 0.
214B Now loses collision upon hitting a player.
236C In tag mode, is now blockable if the player is already in blockstun.

Violet

Move/Command Change
j.2C

Separated into two moves. The dive-punch is now always j.2C.

Now costs 200 meter.

Fixed a bug where cancelling moves into j.2C required 50 power instead of the actual amount.

New! j.4C

Added a new move.

  • This is the j.2C that gave violet backward recoil, just now available separately.
  • This move may do less damage than the original (65 -> 50) and bounces lest, but in exchange, causes hard knockdown.

Now costs 200 meter.

236C In tag mode, is now blockable if the player is already in blockstun.

Yoru

Move/Command Change
General Fixed Yoru's old juggle system taking priority over his newer one.
j.5A Reduced untech time. (40 -> 35)
5B, 5BB Reduced juggle. (5 -> 4)
j.2C.B

Reduced juggle of the grounded variant. (5 -> 3)

Increased launch height of the grounded variant.

Increased damage of the grounded variant. (40 -> 50)