Lobbies now wait for characters to load, this should fix the “mod mismatch” issue
Adjusted sound effect for all level-1 supers (think of them like EX moves…)
Added some global freeze frames on hit/block. Shouldn’t affect gameplay at all. The goal is to make full-speed replays a little more watchable and satisfying.
You can turn it off in the options if you want, for now.
Might break some modded character cutscenes?
Character Changes
All Characters
Moves that don’t scale combos should no longer be resetting proration on the 2nd hit. probably introduces new bugs
Dash Grab
Forward momentum is delayed to the 2nd frame.
Whiff Cancel / Instant Cancel
Changed FX
Ninja
Boost
Decreased parry penalty to 10f (from 20f)
Updated SFX
Back Sway
Invulnerability now starts on frame 3 (from frame 1)
Now automatically follows into Palm Strike on hold.
Jump Kick
Reduced landing lag (15f -> 8f)
Uppercut (grounded)
Now is interruptible into all movement options after recovering.
Uppercut (aerial)
Now is interruptible into all movement options after recovering.
First hitbox no longer is block-punishable.
Shuriken
Powered-up shuriken is no longer affected by Gust and Zephyr.
Chuk Heavy
IASA reduced (19f -> 16f)
Added 4f extra hitstop on parry
Kick (aerial)
Fixed no-impact land hitcancel having fewer options
Dive Kick
Upward versions hitcancel on block.
Wizard
Orb
Fixed pushblocking Orb Dart not unlocking the orb.
Cowboy
Can no longer use Rift, Shift, Drift, or Sight toggles when blocking.
Draw Cancel IASA has been increased by 1f across the board.
Time Splitter
Reduced startup (11f -> 6f)
Lightning Slice
Now sends airborne.
Quick Draw
Increased IASA (11f -> 12f)
Upward Swipe
No longer draw-cancellable.
Pistol Whip
Is now draw cancellable.
Can no longer be free-cancelled (or draw-cancelled) from Quick Draw.
Robot
Launch
Now uses 1/4 fuel (from 1/2)
LOIC
Is now +2 on block (from +1)
Increased active time
Crash
Added 4f hitstop when this move gets parried.
Landing
Shockwave is now unparriable for the first 6 frames.
Shockwave is no longer affected by Gust or Zephyr.
Remote Bomb
Di nudge disabled when armed (prevents double-SDI issue)
Explosion changes
Increased explosion hitstop (8f -> 10f)
Explosion no longer incurs hitstop on the explosion hitbox itself (lol)
Reduced knockback on explosion (10 -> 0.9)
Ping
Drive cancel happens 3 frames earlier
Drive
Fixed this move being punishable on block. Oops!!!!!!!!!!
Mutant
Mutant has some stalling issues so most of these changes are made to address that.
Slightly increased typical passive sadness gain
Flavor: Mutant has a bloodlust that makes him more sad than typical characters when he’s not fighting.
Jump
Increased sadness penalty on jumping backward.
Dash Back
Increased sadness penalty.
Super Dash
Gives a juke pip once Mutant starts moving and another later on.
Dash
Mutant gains a pip of juke when using 100 dash (does not work for repeated dashes).
Caustic Barrage
Decreased first-hit damage (800 -> 500)
Caustic Spike
Initiative startup reduction is now a combo-only bonus and still only happens while airborne.
Pounce
Is now +2 on block (from +1)
If you miss with this move, Mutant becomes vulnerable. :fefe:
Envenom
Adjusted damage proration (+0 -> +3)
Leap Slash
Adjusted hurtbox.
Added some limb hurtboxes.
Can’t clash anymore.
Shred
Grounded version now has projectile invulnerability once Mutant leaves the ground.
Increased hitbox size.
Landing hitbox doesn’t trigger until the aerial hitbox comes out.