EA Update v0.6.3 - Input Eating Bug Fix + Fishbunjin Spinning Piledriver!
Highlights
Fixed a transient bug that could cause inputs to be eaten
Gameplay Options
CommanderVideo
Fixed a transient bug that could cause inputs to be eaten
- This issue resulted from a mismatch between the button press history for the device and what the history was for our subframe buffering code. The buffering behavior has been modified so that it can force the device to recognize that a button needs to be pressed even when the device may have thought the button was held. This allows button press events to surface that may have been ignored previously.
- Pressing the Clutch button while using Fishbunjin’s Down Throw will now result in an alternate animation! This is only an aesthetic difference unless you count the mental damage you’re dealing to the player by flexing on them so ruthlessly.
- Fixed bug that prevented characters from grabbing others during actionable frames of ledge roll.
- Fixed bug that prevented stand turn from being canceled into a parry or another stand turn.
- Holding an input during crash bounce now buffers the appropriate crash action to play as soon as you go into crash loop and are actionable.
- Fixed bug that caused the console being opened to silence key press/release events.
Gameplay Options
- Added an option to toggle the parry background darkening effect.
CommanderVideo
- Side Special
- New startup and endlag animations added.
- Up Special Air
- Updated animation with new aerial version.
- General
- Hurtboxes tightened on jabs, down tilt, forward tilt, back air, grab, ledge attack, spot dodge, tech, tech roll, crash bounce, crash loop, crash get up, crash roll, crash attack and airdash land.
- Double Jump and Down Air Projectiles
- Raised ECB foot position to be higher than the bottom of the hitbox.
- General
- Hurtboxes tightened on walk, skid, dumbbell throw, ledge climb, ledge jump and ledge attack.
- Air Strong
- Removed a stray pixel.
- Adjusted regional pricing according to Steam's recommendations.