ROBO OH/Patch Notes

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March 29, 2024 - 3.0 (EVO Japan Build 3/29 Update)

BUG FIX

-Fixed bug where sometimes the second player body did not collide properly in some situations.

SUTEKISS:

-2H: added forward movement, Active: 6->14, On Block: -13->-9, On Hit: -9->+1.


March 28, 2024 - 3.0 (EVO Japan Build)

-This is a pre-release build made for players to practice for the EVO Japan 2024 tournament. It updates all characters that weren't in the Yokohama Exhibition Build (although HEAVYTEX and DIMCYBER's changes are merely aesthetic).

YUMELODY:

-j.H: reduced hitbox and extended hurtbox.

-Super Dream Power: New Super, replaces Super Dream Shot.

SUTEKISS:

-j.H: reduced hitbox and extended hurtbox.

-Light/Heavy/Overdrive Axel: reduced hitbox of last part of attack.

-Super Dream Power: New Super, replaces Super Suteki Shot.

GRANDSKY:

-6H: On Block: -27->-9.

UCHUZINE:

-Expanded crouching hurtbox to be same height as NEKOGAMI.

-Overdrive Uchu Ball: Damage: 70->100.

-Super Uchu Warp: Maximum Damage: 220->200.

SHIPPOOH:

-5H->H: Guard: High->Mid.

-Drill Break: increased knockback from 5 to 25.

-Shippo Beam: DamageL 80->100, On Block: -16->-26.

MAXCYBER:

-5H: Damage: 85->105.

-Jumping Heavy Attack: Active: 10->12, adjused hitbox and hurtbox.

-All Special Attacks*: increased damages by 20.

-*Overdrive Cyber Dragon Punch: increased damage by 15 instead of 20.

-Heavy/Overdrive Cyber Dragon Punch: increased forward movement.

-Heavy Cyber Moon Shot: reduced projectile speed.

-Cyber Rolling Ball Crash: airborne special now takes the shape of a ball.

-Cyber Dashing Straight: replaces Cyber Dashing Uppercut.


August 31, 2023 - 3.0 (Yokohama Exhibition Build)

-This is a pre-release build made for the Yokohama Game Dungeon. It contains graphical updates for the original 6 members of the cast.

System Changes:

-New Mechanic: Hyper Duo.

-Reduced impact freeze on most multi hit abilities and Hyperdrive hit.

-Removed body collision between a grounded character and airborne character.

-Reduced jumping height by various amounts for all characters.

-Expanded time to dash cancel after using a projectile attack.

-First part of Super attack input may register by holding down, and Super attack input is no longer reset when using Light attack or pressing backwards.

Bugfixes:

-Fixed facing direction issues during cross up attacks.

-Enabled collision for projectiles during impact freeze.

-Adjusted some projectiles to avoid passing through close opponents.

-Corrected animation pattern of SUTEKISS crouching heavy attack.

-Fixed bug where the idle crouch state was changed to idle stand state during impact freeze.

RINGKING:

-Target combo no longer requires crouch, and target combo has forward movement.

-j.L: increased hitbox.

-j.H: added extended hurtbox.

-5H: On Hit: -9->-1, On Block: -13->-5, Damage: 80->100.

-j.H: reduced hitbox.

-Light Dashing Straight: Startup: 6->10, reduced forward movement, Damage: 100->60.

-Light Dashing Sweep: Startup: 6->10, reduced forward movement.

-Light/Overdrive Dashing Upper: Startup: 6->10, Overdrive Invul: 1-31->1-35, reduced forward movement, Damage: 70->40.

-Heavy/Overdrive Dashing Straight: Startup: 16->24, Overdrive Invul: 1-31->1-39, reduced forward movement, Damage: 100->150.

-Heavy/Overdrive Dashing Sweep: Startup: 16->20, Overdrive Invul: 1-31->1-35, reduced forward movement, Damage: 50->70.

-Heavy Dashing Upper: Startup: 16->20, reduced forward movement.

MEGASTAR:

-j.L: 5 damage, unlimited hits to grounded target, adjusted hitbox.

-5H: Damage: 80->90, added forward movement, 25 hitstun, 2 hits, 2nd hit knockdown.

-2H: 2 hits.

-Jj.H: Active: 10->16, 2 hits, adjusted hitbox.

-6H: On Block: -24->+2, Damage: 60x2 (120)->27x5 (135).

NEKOGAMI:

-5H: On Hit: -9->-5.

-Light Rolling Ball: On Block: -25->-21, Damage: 80->65.

-Heavy/Overdrive Rolling Ball: Startup: 6->14, Overdrive Invul: 1-6->1-14, Damage 80->95.

-Light Rolling Ball Low: On Block: -25->-21, Damage: 80->50.

-Heavy/Overdrive Rolling Ball Low: Startup: 6->14, Overdrive Invul: 1-6->1-14.

-Rolling Ball Crash: airborne special now takes the shape of a ball.

-Heavy/Overdrive Rolling Ball Crash: Damage: 50->70.

DRAGONOH:

-Target combo 3rd attack knock down property removed.

-j.L: adjusted hitbox and hurtbox.

-5H: adjusted hitbox and hurtbox.

-2H: increased hitbox.

-j.H: Active: 7->12, adjusted hitbox and hurtbox.

-Heavy/Overdrive Dragon Punch: increased forward movement.

-Super Dragon Tackle: 6 hits, Maximum Damage: 220->240.

MASAMIOH:

-j.L: adjusted hitbox.

-Light/Heavy/Overdrive Masami Drop: increased hitbox.

-Light/Heavy/Overdrive Sushi Toss: arcing trajectory, increased hitbox of the first few frames.

AUTOFIVE:

-5H: added forward movement, adjusted hitbox.

-2H: adjusted hitbox, increased extended hurtbox.

-j.H: adjusted hitbox, added extended hurtbox, Active: 7->10.


January 24, 2023 - 2.22

-Improved title screen graphic

-Improved visualization of attacks when cancelling to another attack

-Updated grid color for many stages

-In Training Mode, collision boxes may now also be toggled by holding SELECT/LIGHT+HEAVY ATTACK button and pressing DOWN three times

-[2.22b] In Training Mode, in wide screen setting, both methods to toggle hitbox are displayed

Computer Opponents:

-[2.22b] Computer opponents are improved and should react less strangely in certain situations. The intelligence is further adjusted, mostly for Easy and Normal difficulty

-[2.22b] In Story Mode on Easy or Normal difficulty, if using continue after the boss or hidden boss level, bonus upgrades are awarded. You may arrange those points and continue fighting the boss or hidden boss

-[2.22b] In Story Mode on Easy difficulty, it is easier to progress the hidden boss event


December 1, 2022 - 2.21

General Changes

-Added VS SETTING to Options Menu. Choosing EXTENDED will increase health by 50% and round time by 25% while in Training, CPU Demo, 1P vs CPU, or 1P vs 2P modes. Extended mode is indicated during battle

-[2.21c] Super ability inputs now link at 3 additional frames between inputs. In addition, directional buttons which are held will no longer preserve link between Super ability inputs

Bug Fix

=Corrected issue where MEGASTAR was unable to perform Jet Upper when controlled by a player while MEGASTAR's Moon Shot High or Moon Shot Low was active

-Addressed issue where exiting battle from the pause menu would sometimes cause unintended sound output

System Changes

-In the Program Menu, a Menu Bar may now be displayed over the game screen. The Menu Bar may be shown (default) or hidden in the Program Menu options

-[2.21b] In the Program Menu, in Gamepad Config, added option to set Game Menu Access to either Gamepad and ESC key, or ESC key only


August 17, 2022 - 2.2

General Changes

-Many character graphics and animations improved or retouched

-Many character ending graphics retouched

-[2.2c] Top Combo leaderboards renamed to Top Damage; record combo damage from any game mode except Training; bonus damage will be included

-[2.2c] Training Room new leaderboards; record combo damage only from Training Mode

-[2.2f] Instruction manual updated with new logo

Fighting Mechanics Changes

-Projectile Invincibility changed to Projectile Resistance: Invincible to standard projectiles; Overdrive or Super projectile damage reduced by half

Character Changes

-MEGASTAR: Super Moon Shot projectile size increased by 50%, startup frames reduced from 19 to 4

-NEKOGAMI: Dive Kick renamed to Shadow Kick, added visual blinking effect and projectile resistance 6~999f

-DRAGONOH: Final strike of Claw Combo now moves forward, new collision boxes. Fireball projectiles now generate slightly more forward. Flame Breath projectiles now generate slightly more forward and downward

-MASAMIOH: Command Heavy Attack hitbox moved forward, movement removed, knock back reduced from 8 to 1, hitstun increased to 25. Masami Spin movement increased for Heavy and Overdrive version, and Overdrive version now has projectile resistance 11~40f

-AUTOFIVE: Retracting Flight projectiles now deactivated 5 frames earlier; Light Retracting Flight now attacks with helicopter arm, recovery frames increased by 20

-YUMELODY: Standing Heavy Attack has new collision boxes. Crouching Heavy Attack hitbox reduced slightly. Jumping Heavy Attack has new collision boxes, damage reduced from 60 to 30, now remains active until landing

-SUTEKISS: Standing Heavy Attack has new collision boxes. Crouching Heavy Attack hitbox reduced slightly. Jumping Heavy Attack has new collision boxes, damage reduced from 60 to 30, now remains active until landing

-GRANDSKY: Energy increased from 650 to 700. Overdrive Payload now fires 2 total projectiles, projectile damage reduced from 110 to 55

-[2.2b] GRANDSKY: Standing Heavy Attack has new collision boxes, new arc, and damage reduced from 80 to 50. Jumping Heavy Attack may juggle 1 time, startup frames reduced by 5, active frames increased by 5, new arc, and expanded hitbox

-HEAVYTEX: Howdy Light and Heavy versions can now be performed, but it is just a friendly gesture!

-UCHUZINE: Aliens have gained Otherworldly Power: regenerate Overdrive meter slowly!

-SHIPPOOH: Aliens have gained Otherworldly Power: regenerate Overdrive meter slowly!

-MAXCYBER: Cyber Drop Kick renamed to Cyber Shadow Kick, added visual blinking effect and projectile resistance 6~999f. Command Heavy Attack now depletes the opponent's Overdrive meter!

-DIMCYBER: Command Heavy Attack now depletes the opponent's Overdrive meter!

Bug Fix

-[2.2c] Corrected leaderboards display issue when own rank is rank #10. Grey text will no longer display behind yellow text

-[2.2c] Corrected sprite in SUTEKISS battle intro

-[2.2c] Corrected GRANDSKY Overdrive Payload to generate only one notation entry, and second projectile does not progress damage scale

-[2.2e] Corrected issue with horizontal movement of SUTEKISS Overdrive Suteki Axel when facing left. It is now consistent to when facing right

-[2.2f] Corrected minor graphical error on large achievement icons for UCHUZINE and HEAVYTEX

System Changes

-[2.2d] In case vsync is force disabled externally, game will now enforce a maximum framerate; it will continue to default to vsync as in previous versions


July 3, 2022 - 2.12

Feature: New Wide Border Options

-Construct your favorite wide border! Choose a pattern, pattern color, and stickers!

Feature: Attract Mode

-Character statistics and demonstrations will now play continuously while the Title Screen displays the "Press Start" message

Bug Fixes -Corrected issue where UCHUZINE Uchu Ball would sometimes not collide with a close opponent when shooting to the left


June 20, 2022 - 2.11

General Changes

-Additional Steam Leaderboards added to the game

-In the Program Menu, Leaderboards are now a separate item from Achievements


March 27, 2022 - 2.1

(Unlisted) New Secret Characters: SHIPPOOH and DIMCYBER

Feature: Collaboration hidden event!

-ROBO OH in collaboration with Uchu Mega Fight introduces a new major event in Story Mode!

Feature: New character colors

-Two additional colors available for every character! Hold Select button while pressing Confirm or Cancel to access third and fourth color

General Changes

-Additional Steam Achievements added to the game

-New wide border image option

-[2.1d] Program menu now defaults to Sharp CRT Filter

-In Story Mode, opponents will now introduce themselves!

-Graphical improvements: Some characters now have improved sprites or animations. Impact bursts are now slightly randomized when drawn over the defender

-Game now defaults to Normal difficulty instead of Easy

-It is now possible to return to Character Select from the Stage Select screen

-Training Mode menu cursor will now wrap vertically

-Credits updated

Fighting Mechanics Changes

-Specials, Super and Dash may now be queued in additional situations within a period of 16 frames or fewer: Performing a standard throw; After receiving hit while airborne but not knocked down; When in hitstun; When in blockstun

-In the corners, hitboxes that extend off the screen will now push the attacker backwards if the attacker remains grounded

CPU Opponents

-Opponents now have a greater chance to block certain overhead attacks

-Opponents now have a greater chance to defend themselves or counter attack after exiting a blockstun or airborne knockback status

Character Changes

-RINGKING: Increased full invincible frames of Overdrive Dashing Uppercut from 1~5 to 1~6

-NEKOGAMI: Increased full invincible frames of Overdrive Rolling Ball from 1~5 to 1~6. Super Neko Shot now fires 4 consecutive mid-range projectiles, together inflicting identical damage to the previous version

-DRAGONOH: Increased full invincible frames of Heavy Dragon Punch from 1~5 to 1~6. Yellow Fireball has evolved to Flame Breath: Light Flame Breath fires 6 close-range projectiles, Heavy Flame Breath fires 4 short-range projectiles, and Overdrive Flame Breath fires 4 mid-range projectiles

-MASAMIOH: Increased full invincible frames of Overdrive Masami Spin from 1~5 to 1~10

-AUTOFIVE: Increased full invincible frames of Overdrive Combiner Dash from 1~5 to 1~6. [2.1d] Input for Combiner Dash changed to Down, Down

-YUMELODY: Increased full invincible frames of Overdrive Chart Topper from 1~5 to 1~11. Reflected projectiles will now travel at least a minimum speed equal to that of Super Dream Shot

-GRANDSKY: Increased full invincible frames of Overdrive Airframe from 1~10 to 1~15

-HEAVYTEX: Increased full invincible frames of Overdrive Tornado from 1~10 to 1~11

-MAXCYBER: Increased full invincible frames of Heavy Cyber Dragon Punch from 1~5 to 1~6. [2.1d] Input for Cyber Combiner Dash changed to Down, Down

-[2.1b] SHIPPOOH: Increased recovery frames of Drill Break by 5

Bug Fixes

-Corrected issue where if the game was reset during a certain period at the end of a round, BGM would not play properly

-Corrected issue where abilities which juggle would not do so after using it to attack an airborne opponent for the first time

-[2.1b] Corrected issue where Super abilities would often not add an entry to damage scale when cancelled from other abilities

-[2.1b] Corrected issue where DRAGONOH Flame Breath did not properly calculate damage and meter gain when blocked

-[2.1c] Corrected issue where properties of certain attacks did not reset when cancelling to a Super attack

-[2.1d] Corrected issue where in some situations multi-hit attacks did not properly update the damage scale

-[2.1e] Corrected issue where player characters could not stand while crouching in a blockstun state


January 30, 2022 - 2.01

General Changes

-Updated developer and publisher logo

Bug Fixes

-Corrected graphical issue in Training Mode where the stage was displayed partially while using the pause menu

January 26, 2022 - 2.0

Feature: New character

-All-new robot SUTEKISS!

General Changes

-Additional Steam Achievements added to the game

-Score gains from attacking is reduced by approximiately 17% due to Overdrive Meter gain change

-Steam Achievement 'Big Damage' has been adjusted due to combo damage change

-Steam Leaderboards for Maniac Story and Maniac Endless reset to recognize major version change

-Random select has been repositioned and duplicated to the left and right sides on the Character Select screen

Fighting Mechanics Changes

-Combo damage will now begin to scale at 3 or more hits, reaching maximum scaling at 10 or more hits

-[2.0b] Hits following the initial hit of target combos or multi hit attacks will not progress the damage scale

-[2.0b] Hyperdrive regresses the damage scale by 1 hit upon activation

-Reduced Overdrive Meter gains from attacking by approximately 17%

-Round clock speed has been slowed slightly, adding approximately 9 true seconds to each round

-Expanded input window to perform Dash by 3 frames

-Characters are now fully invincible for the remainder of a cycle after landing on feet from taking an airborne hit

Character Changes

-RINGKING: Reduced damage of Crouching Heavy Attack from 50 to 30. Extended rear hitbox of Command Heavy Attack by 4 pixels

-MEGASTAR: Extended front hitbox of Crouching Heavy Attack by 3 pixels

-NEKOGAMI: Added forward movement to Command Heavy Attack

-DRAGONOH: Increased damage of Overdrive Dragon Punch from 40/40 to 50/50. Extended front hitbox of Crouching Heavy Attack by 3 pixels. Expanded input window to perform Claw Combo (target combo) significantly

-MASAMIOH: Changed Heavy Attack base hurtbox from standing to crouching. Changed Crouching Heavy Attack base hurtbox from standing to crouching. Extended rear hitbox of Command Heavy Attack by 4 pixels, and increased forward movement

-AUTOFIVE: Increased damage of Heavy Attack from 40/40 to 50/50. Reduced damage of Crouching Heavy Attack from 50 to 40. Reduced damage of projectiles while retracting from -50% to -75%

-[2.0b] AUTOFIVE: Reduced damage of all projectiles by 20

-GRANDSKY: Expanded input window to perform Voyage by 3 frames

-YUMELODY: Reduced damage of Heavy Attack from 70 to 50

-HEAVYTEX: Expanded input window to perform Howdy by 3 frames

-[2.0b] HEAVYTEX: Increased damage of all projectiles by 10

-UCHUZINE: Increased damage of Heavy Uchu Copter from 30/30/30 to 40/40/40. Increased damage of Overdrive Uchu Copter from 40/40/40 to 50/50/50. Increased damage of Command Heavy Attack from 40 to 50, increased forward movement, and extended rear hitbox by 4 pixels. Expanded input window to perform Punch and Kick Combo (target combo) significantly

-MAXCYBER: Increased damage of Overdrive Cyber Dragon Punch from 25/25/25 to 35/35/35. Extended rear hitbox of Command Heavy Attack by 14 pixels, and increased forward movement

Bug Fixes

-Corrected an issue in Training Mode where target combos would not work on an opponent with 0 health

-[2.0c] Corrected issue where upon activation of Hyperdrive during special attacks which experience a hitbox modification, the hitbox data would continue to be used for the next attack

-[2.0c] Corrected build issue where AUTOFIVE retracting projectiles did not reduce damage by the correct percentage


January 4, 2022 - 1.93

General Changes

-Game Manual now indicates HEAVYTEX Howdy is an Overdrive ability

Bug Fixes

-Corrected issue where YUMELODY reflect projectiles from MASAMIOH displayed as only maguro sushi

-Corrected some coloring for MASAMIOH and UCHUZINE victory poses

-Corrected issue where upper grid graphics did not display in Endless Mode while the game is paused

-[1.93b] Corrected issue preventing game from launching properly in Steam offline mode


November 17, 2021 - 1.92

Feature: Steam Leaderboard

-High scores for Story Mode and Endless Mode are recorded to leaderboards when completed on Maniac difficulty!

General Changes

-Stages may now be selected before entering Training Mode

Fighting Mechanics Changes

-[1.92b] Projectiles may now collide with extended hurtboxes

Character Changes

-[1.92b] YUMELODY: Projectiles reflected from AUTOFIVE which have already retracted will no longer change horizontal direction a second time

-[1.92c] NEKOGAMI: Drop Kick, Overdrive meter gain reduced from 14 to 7

-[1.92c] MASAMIOH: Masami Drop, Overdrive meter gain reduced from 14 to 7

-[1.92c] MAXCYBER: Cyber Drop Kick, Overdrive meter gain reduced from 14 to 7

Bug Fixes

-Corrected issue in Story Mode where the screen transitioned prematurely during a high score count

-Corrected build issue causing the Maniac text not to display properly in Story Mode

-[1.92b] Corrected issue where in most cases projectiles that connected at the rear side of the opponent at the first frame of wake up could not be blocked

-[1.92c] Corrected build issue where UCHUZINE was unable to properly queue Special attacks during wake up when controlled by a player

-[1.92d] Corrected build issue where MASAMIOH sprite displayed incorrectly during Throw

-[1.92d] Corrected build issue where NEKOGAMI sprites displayed incorrectly for alternate and Overdrive colors during Jump and some Special attacks

-[1.92e] Corrected issue where damage from Throw type abilities could be added to total combo damage following the end of a combo


November 16, 2021 - 1.91

Fighting Mechanics Changes

-Overdrive meter gained by the target of an attack has been increased from 2 to 4

-Projectiles eligible for Overdrive meter gain that have been active for 25 or more frames will now gain 7 meter points instead of 14

-Frames window which to perform an input for Special and Super attacks has been reduced from 16 to 10

MASAMIOH:

-Heavy Masami Spin hitbox has been extended downwards by 1 pixel

-Heavy Sushi Toss now causes the intended amount of hitstun of 20

-Light Sushi Toss damage and hitstun are now modified based on the type of sushi that is tossed, minimum of 1 hitstun:

Maguro: +10 damage, -10 hitstun

Ebi: -10 damage, +10 hitstun

Tako: +20 damage, -20 hitstun

Tamago: -20 damage,+20 hitstun

The chance to toss all types remains 25%

-[1.91b] Sushi Toss projectiles are now uniquely colored

General Changes

-In Training Mode, improved CPU logic while Block All settings are active

-[1.91c] In Endless Mode, up to 999999 points are now displayed and will no longer proceed to the results screen prematurely while scores are counted


November 12, 2021 - 1.9

Feature: New Endless Mode

-Fight random foes on the selected difficulty until you are defeated!

Feature: New Scoring system

-Points are now earned while fighting!

General Changes

-Additional Steam Achievements added to the game

-Upgrade Points in Story Mode are now based on Score earned in the previous match, making it possible to earn more than 2 points between matches!

-Difficulty setting is now displayed in the upper information area of the fight screen in modes other than Training Mode

-Victory icons are updated to express Perfect victories and reveal the blocking status of the opponent. New Gold stars indicate a Perfect victory, and new Hollow stars of Gold or White indicate that the opponent blocked the last attack or projectile

-Training Mode no longer refills Overdrive meter or energy on refill setting when a combo chain is active for either character

CPU Opponents

-CPU Opponents prefer slightly more to Dash backwards on wake up and slightly less to perform an attack

Character Changes

-DRAGONOH: Light Dragon Punch reduced full invincibility from 5 to 3 frames, added extended upper hurtbox, removed knockdown property and added hitstun value of 20

-MEGASTAR: Light Jet Upper reduced full invincibility from 5 to 3 frames, added extended upper hurtbox, removed knockdown property, added hitstun value of 25, and ability to cancel into Hyperdrive

-GRANDSKY: Light and Heavy Airframe added small extended upper hurtbox

-AUTOFIVE: Light and Heavy Retracting Drive and Retracting Flight added Overdrive meter gain if the projectile connects successfully back to AUTOFIVE; 4 points are gained for Light versions and 8 points for Heavy versions

Bug Fixes

-Corrected issue where if the player queued an attack during wake up frames, and if the opponent switched sides after knockdown, the direction for the wake up attack did not update. The attack should now always be directed at the opponent

-Corrected issue where target combos performed by the CPU resulted in a minor animation and frame error. The CPU should be able to perform them properly again

-Corrected issue where Power and Armor stats in Story Mode did not factor into Throw or Tornado damage

-[1.9b] Corrected issue where extended hurtboxes of cancelled attacks were active for longer than intended

-[1.9b] Corrected build issue that made it possible for Dash, Special, Super to be inputted during some Normal attacks that would normally be ineligible, causing various properties of the Normal attack to be modified

-[1.9c] Corrected issue in Endless Mode where if the game was reset via the Program Menu while a new opponent was loading, the opponent would resume loading if Endless mode was started again. The mode should now initialize properly on reset

-[1.9c] Corrected issue where a single held press could activate Dash on wake up. Dash should now always require two presses, and is queued during wake up in a similar method as a Special or Super attack


General
Controls
Notation
HUD
System
FAQ
Patch Notes
Characters
RINGKING
MEGASTAR
NEKOGAMI
DRAGONOH
MASAMIOH
AUTOFIVE
YUMELODY
SUTEKISS
GRANDSKY
HEAVYTEX
UCHUZINE
SHIPPOOH
MAXCYBER
DIMCYBER