- 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...)
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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
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Back Sway
-
Invulnerability now starts on frame 3 (from frame 1)
- Now automatically follows into Palm Strike on hold.
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Jump Kick
-
Reduced landing lag (15f -> 8f)
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Uppercut (grounded)
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Now is interruptible into all movement options after recovering.
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Uppercut (aerial)
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Now is interruptible into all movement options after recovering.
- First hitbox no longer is block-punishable.
-
Shuriken
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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
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Now sends airborne.
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Quick Draw
-
Increased IASA (11f -> 12f)
-
Upward Swipe
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No longer draw-cancellable.
-
Pistol Whip
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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
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Is now +2 on block (from +1)
- Increased active time
-
Crash
-
Added 4f hitstop when this move gets parried.
-
Landing
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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
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Gives a juke pip once Mutant starts moving and another later on.
-
Dash
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Mutant gains a pip of juke when using 100 dash (does not work for repeated dashes).
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Caustic Barrage
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Decreased first-hit damage (800 -> 500)
-
Caustic Spike
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Initiative startup reduction is now a combo-only bonus and still only happens while airborne.
-
Pounce
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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.
-
Low Swipe
-
Reduced low-profile
- Slightly increased typical passive sadness gain