Posted December 13, 2022 by ivysly
version 0.5.0
- Added taunts. If they're out for long enough you get a bar of meter 🙂
- Burst Cancel buffs
- Does not increment combo count
- if your combo proration is above 0, it is reset to 0
- resets combo pushback
- IASA reduced (25f -> 15f)
- Game settings changes
- Added option to turn off the "chess timer" for a more traditional refreshing turn timer. for now i am setting it to be off by default so i can get more feedback on this change (and if it's preferable to the original).
- You can now easily save and load match settings
- New fluff system: emotes
- type < /em text > in multiplayer (or /em & /em2 in singleplayer) to make your character say something cool and badass
- chat is enabled in sp for this purpose (press enter)
- Is saved in replay files
- FOOL! YOU HAVE FALLEN RIGHT INTO MY TRAP! I WILL NOW ACTIVATE MY ULTIMATE TECHNIQUE!
- reduced max knockdown time (30f -> 20f)
- capped knockback speed to 30
- Superjump can no longer be angled backward
- Block state length caps at 30 frames if the opponent starts getting comboed during it (prevents 1000cuts infinite on certain DIs and god knows what else)
- increased grounded DI strength (3 -> 3.5)
- attacks that keep the opponent grounded no longer apply knockback when they are hit against the wall. This should help prevent wall infinites by making the effect of DI more useful.
- fixed reversion allowing you to flip block
- Throw tech is now invulnerable
- Whiff Cancel now only uses 3/4 burst meter
- Fixed a bunch of projectiles having way-too-big hurtboxes
- fixed modloader i think
- Player 1 can no longer side-switch with flip
## Cowboy
- Cowboy is pretty brutal in the previous stable patch and his archetype is broken. Infinite unburstable combos are no fun. Temporal bullet is extremely oppressive for little cost. Teleport breaks the combo system. Many of his moves have far too much combo potential for their minimal level of commitment. Cowboy should now have to rely more on resets, a bit of a better neutral game with Dash, and more honest gameplay overall.
- New Move: Downward Cleave
- Aerial attack
- Does what it says on the tin
- New move: Dash
- Morrigan style ground-to-air dash
- Initiative bonus: some invulnerability on startup
- Maybe this is unnecessary but it's fun and i like it
- Teleport
- Split into two moves
- Meterless teleport behaves as it did prior during neutral - its frame data is variable depending on the distance and direction. It is a bit slower during combos than it is in neutral (IASA +4f).
- Spend 1 meter to "instant teleport" which has better frame data than either version did before (IASA 9f -> 7f).
- Upward momentum reduced by 1/3
- Now throw invulnerable on startup
- Izuna Drop
- This is meant to be a combo ender. Now I think it will reliably end combos.
- Increased landing recovery (20f -> 30f)
- Decresed knockback (20 -> 13)
- Decreased hitstun (40 -> 30) (now it resets to neutral with the opponent in the air)
- Increased upward knockback angle
- Increased minimum damage (80 -> 90)
- Walk forward
- Is a tiny bit faster
- Horiz. Slash (Grounded)
- Hitbox vertical size reduced
- Is a "high" move now (only changes enemy hurt animation)
- I've been meaning to do this for a while. a couple low attacks will be able to duck this move now.
- Damage increased (80 -> 100)
- Vert. Slash (Grounded)
- Damage increased (90 -> 115)
- Stinger
- No longer cancellable into teleport
- Temporal Round
- Increased startup (2f -> 4f)
- Goes away if Cowboy is hit
- No longer cancellable into itself
- fixed it spawning behind Cowboy when facing left
- hitstun reduced (25f -> 18f)
- Shoot
- hitstun reduced (25f -> 20f)
- 3 Combo
- 3rd hit minimum damage increased (0 -> 70)
- Back Slash
- No longer cancellable into teleport
- Upward Swipe
- DI nudge modifier increased (1.0 -> 1.2)
- Horiz. Slash (Aerial)
- increased IASA (15f -> 18f)
- Does not reset momentum until frame 5 (when the force is applied)
- Momentum is now halved instead of reset
- Hitstun reduced (22f -> 17f)
- No longer land-cancels until frame 7, thus can sometimes be hit-cancelled into grounded moves
- DI nudge modifier increased (1.0 -> 1.2)
- Vert. Slash (Aerial)
- Hitstun reduced (20f -> 14f)
- DI nudge modifier increased (1.0 -> 1.2)
- Damage reduced (70 -> 50)
- Impale
- Minimum damage decreased (150 -> 90)
- 1000 Cuts
- Increased DI nudge modifier (0.4 -> 0.6)
## Wizard
- Fixed bug preventing their attacks from having IASA frames
- New move: Sandstorm
- its kinda like zephyr but backwards 🙂
- Confusing Touch
- Far hitbox startup reduced (6f -> 5f)
- No longer hit-cancellable
- Close hitbox size increased
- Usable in the air
- Triggers orb
- Magic Dart
- Initial velocity increased (5 -> 7)
- Acceleration increased (0.15 -> 0.25)
- Turn speed increased (0.25 -> 0.35)
- Hitstun increased (10f -> 14f)
- Hitlag increased (4f -> 7f)
- Vile Clutch
- First hit is OTG
- Missile Form
- Landing recovery increased when going backwards (4f -> 12f)
## Ninja
- Drop Kick
- Hurtbox adjusted
- Sticky Bomb
- Throw damage increased (20f -> 40f)
- Grab hitbox does not increment combo count anymore (oops)
- Punch (grounded)
- Now has some initial forward momentum
- Kick (grounded)
- Now has some initial forward momentum
- Shuriken
- Hitstun increased (4 -> 6)