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Punch Planet - Version 0.8.0

Version 0.8.0 is now released!


[previewyoutube][/previewyoutube]
This major patch brings a full reworking to the menus and interfaces of the game, full reworking to the online and lobby system, a cinematic intro, a new juggle system and other gameplay updates, trial mode, and performance and quality of life improvements!

Read the full detail changelog here


[h2]General[/h2]
The whole game has been completely reworked from the ground up bringing new menus, interfaces, and a much stronger foundation for adding future features.

[h2]Cinematic[/h2]Added the intro cinematic to the actual game.
[previewyoutube][/previewyoutube]
[h2]Engine - Unity[/h2]Updated Unity to a much more modern version, allowing us a lot of development quality of life improvements including better workflow and performance. No longer supports Direct-X 9 (removed by Unity) but now supports Vulkan (if having performance issues please try this).

[h2]Online Lobbies[/h2]Completely reworked how online functions, switching away from the third party matchmaking we used before and using a fully steam integrated approach. Lobbies now support multiple stations (so different groups of people can play each other in the same lobby), training mode while you wait (and all the features it has), multi game matches (ft1, ft2, ft3, etc), and much better privacy and invitation options.


[h2]Trial Mode[/h2]Added trial modes for all characters, each with 20 official trials that should help teach how to play them a bit and give players something to do. Trials range from easy, moderate, hard, and golden (which can require strict timing).


There is also support for custom trials that can be shared with other players, record your own combos on the fly and save them as a trial.

[h2]Menu Update[/h2]All menus in the game have been re-made from the ground up for a much more functional and flexible foundation for adding more options. Should feel much smoother, snappier, and look much better than before.


Controls Menu - Greatly improved controls menu for selecting which controller controls which player, and how to map those controllers.


Move List - Updated move list to use the same art as trials / move display ui.


Character Select - Smoother and sleeker.

[h2]Gameplay UI Update[/h2]Fully reworked the gameplay user interface, inlcuing health bars, meter bars, combo ui, input display, and frame advantage display.




[h2]Juggle System[/h2]Simplified how the juggle system works, no longer requiring a juggle value needed for a hit to land and allowing for more opportunities to end combos with different moves.

Previously, if a move was allowed to land against a juggled opponent, they would need more juggle value than the move required, and if it did hit would remove that amount (or sometimes more for balance reasons). If the opponent was already hit too much, the move would just whiff and no hit would happen, requiring the player to know a lot about what moves work for what combos.

In the new method, we've removed the requirement value and standardized the remove value. Now when a move is used against a juggled opponent, it will always hit and subtract the remove value from them. If that hit reduces their juggle value past zero, it will put them into an unhittable reset juggle until they hit the ground.

With this in mind, many characters' normals have been improved to allow followups when used in a juggle combo, creating a lot of new opportunities for different enders that wouldn't previously be possible.

[h2]Golden Hits[/h2]Increased the hit stun bonus for golden hits from 1 to 2, should allow for even more combos than before.

[h2]Input - HP + HK Macro[/h2]Added input macro for HP + HK.

[h2]DTC[/h2]Now increases juggle value by 1. When using DTC in a juggle combo, will now increase the followup opportunities by giving an additional juggle point.

[h2]JTC[/h2]Regular version no longer gives a juggle point. Dash version now gives 1 juggle point instead of 2 (most combos that need the +2 are unaffected since DTC now gives +1).

[h2]Dash Forward[/h2]Increased momentum distance, moves further and improves followup combos.

[h2]Movement[/h2]Can no longer cross under opponents in the corner, should make it easier to do corner combos without worrying about going under in some cases. Also makes it easier on defense because it removes the corner mixup.

[h2]Collision Boxes[/h2]Slightly increased the widths of all collision boxes, characters should feel a little bit more wide.

[h2[Push Back Frames[/h2]Slightly adjusted the amount of frames characters are pushed back when hit, takes a little bit longer to come to a stop.

[h2]Battle Camera[/h2]Camera got changed a bit, I forget how.

[h2]Damage[/h2]Adjusted combo damage scaling, falls off slightly sooner but clamps at a higher amount (10% -> 15%).

[h2]Meter[/h2]Adjusted combo meter scaling, stops at 60% instead of 50%.


[h2]Roy[/h2]
  • Juggle values: [3, 3, 4]
  • Dash.Forward: Increased recovery frames
  • Throw.Forward: Decreased corner pushback
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Decreased pushback, always resets
  • Cr.LK: Always resets
  • Jp.LK: Now juggles
  • Fw.MP: Juggle value 2, decreased corner pushback
  • St.MK: Increased pushback, decreased hit stun / adv, decreased block stun / adv
  • Cr.MK: Always resets
  • Jp.MK: Now juggles
  • St.HP: Now juggles
  • Cr.HP: Decreased corner pushback
  • Jp.HP: Now juggles
  • St.HK: Decreased corner pushback
  • St.HK.Charged: Decreased wall launch velocity
  • Headbutt.All: Decreased corner pushback
  • Headbutt.EX: Decreased wall launch velocity
  • Gunshot.All: Never causes a reset
  • Gunshot.L/M: Decreased corner pushback, increased hit stun / adv
  • Gunshot.H: Increased corner pushback
  • Gunshot.EX: Decreased corner pushback
  • Gunshot.Super: Decreased corner pushback
  • KnuckleSandwich.Super: Decreased corner pushback

[h2]Cid[/h2]
  • Juggle values: [3, 3, 4], [2,3] for charged [medium, heavy]
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Always resets, extended hit box range
  • Cr.LK: Always resets
  • Jp.LK: Now juggles
  • St.MP.Fast: Now juggles, decreased pushback, decreased hit stun / adv
  • St.MP.Charged: Decreased juggle corner pushback, adjusted juggle physics, decreased pushback, increased hit stun / adv
  • Cr.MP.Fast: Always resets
  • Cr.MP.Charged: Increased juggle corner pushback
  • St.HP.Fast: Now juggles
  • St.HP.Charged: Decreased juggle corner pushback, adjusted juggle physics
  • Cr.HP.Both: Forces stand against crouching, decreased juggle corner pushback, decreased juggle y velocity against airborne opponents
  • Cr.HP.Fast: Now juggles
  • Cr.HP.Charged: Adjusted juggle against grounded opponenets
  • Jp.HP.Fast: Now juggles
  • St.HK: Now juggles
  • KnifeRush.L/M/H: Decreased juggle corner pushback, decreased juggle x velocity, never causes a reset
  • KnifeRush.EX: Decreased juggle corner pushback, decreased wall launch x velocity
  • Grenade.All: Never causes a reset
  • Grenade.L: Decreased speed
  • Grenade.M: Decreased speed
  • MoveOut.Super: Decreased final hit corner pushback

[h2]Tyara[/h2]
  • Juggle values: [3, 3, 4]
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Always resets
  • Cr.LK: Always resets
  • Jp.LK: Now juggles
  • Jp.MK: Now juggles
  • Cr.HP.Fast: Decreased juggle corner pushback
  • Cr.HP.Charged: Decreased juggle corner pushback, decreased wall launch speed, adjusted wall bounce physics
  • St.HK: Decreased juggle corner pushback
  • Cr.HK: Never causes a reset
  • Jp.Splash: Now juggles
  • ShieldCharge.L/M/H: Never causes a reset, decreased juggle corner pushback
  • ShieldCharge.EX: Decreased juggle x velocity, decreased wall bounce corner pushback

[h2]Dog[/h2]
  • Juggle values: grounded: [2, 2, 3], airborne: [1, 1, 2]
  • Jumps: Decreased active frames, adjusted jump arc
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • St.LK: Now juggles
  • Cr.LK: Always resets
  • St.MP: Now juggles
  • Cr.MP: Always resets
  • St.HP: Decreased juggle knockdown frames
  • Cr.HP: Now juggles
  • Jp.HP: Always resets
  • St.HK: Adjusted juggle physics
  • Run.All: Increased momentum frames, increased cancel window, decreased startup frames, increased active frames, decreased initial speed
  • Run->Stop.Both: Decreased recovery frames
  • Run->Slide.Both: Decreased juggle y velocity, will never reset
  • Run->MidStrike.Regular: Adjusted juggle physics, decreased juggle corner pushback, increased followthrough frames, decreased block adv
  • Run->MidStrike.EX: Adjusted juggle physics
  • Run->LeapStrike.Both: Decreased knockdown frames
  • Run->LeapStrike.Regular: Decreased recovery frames
  • PinWheel.All: Decreased active frames, adjusted cancel window into dive, adjusted airborne movement
  • PinWheel.L: Decreased x velocity
  • PinWheel.H: Increased x velocity
  • PinWheel.EX: Never causes a reset, adjusted juggle physics
  • PinWheel->Dive.Both: Retracted hit box range, retracted hit box bottom, retracted hurt box range, retracted hurt box bottom, increased juggle corner pushback, no longer an overhead
  • PinWheel->Dive.Regular: Increased dive speed, decreased hit stun, decreased block stun, decreased knockdown frames

[h2]Agent G[/h2]
  • Juggle values: [3, 3, 3]
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Always resets
  • Cr.LK: Always resets, extended hit box height
  • Jp.LK: Now juggles
  • St.MP: Now juggles
  • Cr.MP: Now juggles
  • Jp.MP: Now juggles
  • St.MK: Now juggles
  • Cr.MK: Always resets
  • Fw.MK: Juggle value 2
  • Fw.MK->HK: Juggle value 2, decreased juggle corner pushback, now super cancellable, never causes a reset
  • Jp.MK: Now juggles
  • St.HP: Decreased juggle corner pushback
  • Fw.HK: Juggle value 2, decreased juggle corner pushback
  • LunarDisc.Regular: Now juggles
  • LunarDisc.EX: Never causes a reset, extended second hit hit box vertical
  • CrescentKicks.All: Never causes a reset, adjusted juggle physics, adjusted hit boxes
  • CrescentKicks.L/M/H: Increased startup frames, retracted initial hit box range
  • CrescentSplits.EX: Never causes a reset
  • LunarGeyser.Super: Decreased final hit corner pushback, decreased final hit juggle y velocity

[h2]Maxx[/h2]
  • Juggle values: [4, 4, 4]
  • Walk.Backward: Decreased move speed
  • Dash.Forward: Increased total frames
  • Jump.Backward: Decreased distance
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Now juggles
  • St.LK: Now juggles
  • Cr.LK: Always resets
  • Jp.LK: Now juggles
  • St.MP: Now juggles
  • Cr.MP: Now juggles, later hit boxes no longer cancellable, extended hit box range
  • Fw.MP.Fast: Now juggles
  • Fw.MP.Charged: Juggle value 1
  • Jp.MP: Now juggles
  • St.MK: Always resets, now hits low, decreased pushback, retracted hit box range, retracted hurt box range, decreased active frames, increased hit stun / adv
  • Cr.MK: Always resets, retracted hit box range
  • Jp.MK: Resets against airborne opponents (non juggled)
  • St.HP: Decreased juggle corner pushback
  • Cr.HP: Extended hit box height, extended hit box range, extended hurt box range, decreased pushback
  • Fw.HP.Both: Forces crouching on hit
  • Fw.HP.Charged: Juggle value 3, adjusted ground bounce physics
  • Cr.HK: Later hit boxes no longer cancellable, adjusted juggle physics
  • HookSwing.L/M/H: Never causes a reset, decreased move distance, decreased pushback on block, increased juggle corner pushback, adjusted juggle physics
  • HookSwing.L: Adjusted initial hit box frames, increased recovery frames, decreased hit / block adv
  • HookSwing.M: Decreased pushback on hit, decreased active frames, increased followthrough / recovery frames, decreased hit / block adv
  • HookSwing.H: Adjusted initial hit box frames, decreased active frames, increased followthrough / recovery frames, decreased block adv
  • HookSwing.EX: Decreased startup frames, hit 1 will never cause a reset, adjusted hit 1 juggle physics, adjusted hit 2 juggle physics
  • HornyToad.All: Increased followthrough / recovery frames, increased block stun / adv, decreased horizontal movement, adjusted juggle physics, decreased juggle corner pushback
  • LastCall.Super.Normal: Decreased wall launch corner pushback
  • LastCall.Super.Buffed: Decreased wall launch corner pushback, increased wall bounce height

[h2]ARN-01D[/h2]
  • Juggle values: [3, 3, 4]
  • Throws.Both: Increased followup startup frames
  • St.LP: Now juggles
  • Cr.LP: Always resets
  • Jp.LP: Now juggles
  • St.LK: Now juggles
  • Cr.LK: Always resets
  • SquatKicks.Both: Always resets
  • St.MP: Now juggles
  • Bk.MP: Now juggles
  • Cr.MP: Always resets
  • Cr.Bk.MP: Now juggles
  • Jp.MP: Now resets against airborne (non juggled)
  • St.MK: Now juggles
  • Cr.MK: Always resets
  • Jp.MK: Now juggles
  • DiveBomber: Increased hit stun
  • Cr.HP: Now juggles, now moves backwards slightly on use, adjusted cancel window into itself, no longer reorients when cancelling into itself, increased hit stun / adv
  • Bk.HP: Adjusted juggle physics, decreased juggle corner pushback
  • St.HK: Now juggles
  • Jp.HK: Now juggles
  • BatteryDischarge.All: Decreased juggle corner pushback, adjusted wall launch physics, increased wall bounce height
  • BatteryDischarge.H: Decreased startup frames
  • RapidTaser.All: Never causes a reset
  • RapidTaser.M/H: Decreased startup frames
  • EnergyTurret.All: Never causes a reset, increased juggle height
  • OrbitalStrike.EX: Never causes a reset
  • Drive.Super.Both: Increased wall bounce height, decreased corner pushback

[h2]Gat[/h2]
  • Juggle values: grounded: [2, 2, 3], airborne: [1, 1, 2]
  • Jumps.Cancelled: Adjusted jump physics, decreased forward jump distance
  • St.LP: Now juggles
  • Cr.LP: Now juggles
  • Jp.LP: Decreased hit stun
  • St.LK: Now juggles
  • Cr.LK: Always resets
  • Jp.LK: Decreased hit stun
  • Cr.MP: Always resets
  • Jp.MP: Decreased hit stun
  • Cr.MK: Always resets
  • Jp.MK: Decreased hit stun, added additional lower hit box
  • St.HK: Now resets against airborne (non juggled)
  • PrismCell.All: Decreased health gained
  • PrismCell.L: Now causes same juggle as other versions, decreased damage
  • PrismCell.H: Decreased damage;
  • Gem.EX: Adjusted wall launch physics, adjusted wall bounce physics
  • Levitate->AirReaper.Both: Never causes a reset
  • Levitate->AirReaper.EX: No longer adds juggle value, decreased damage
  • Levitate->AirStake.Regular: Decreased startup frames
  • Levitate->AirStake.EX: Decreased damage
  • GemLancer.Super: Can no longer cancel last hit into regular Levitate (EX only), adjusted cancel frames into EX.Levitate, decreased juggle corner pushback
  • DiamondMaiden.Super: Increased damage
Read the full detail changelog here.

[h2]What's Next[/h2]There's still a lot left to do before full release and we will continue to march towards that goal. The next things we are focusing on in no particular order:
  • More characters: finishing Reno and Meme
  • Online improvements: matchmaking, lobby improvements (still rough currently)
  • Single-player modes: arcade, survival
  • Replays: save and watch your matches
  • Gameplay updates: always improving
Thank you so much everyone for your patience getting this release out, I know it's been a long time coming but it has really been a substantial undertaking. Appreciate everyone who helped beta test the new hotness branch. Future updates should be more common, thanks again for your support.

Punch Planet - Version 0.7.7

Version 0.7.7 is now released!


[previewyoutube][/previewyoutube]
This patch brings animation system improvements, visual fx updates, and new universal mechanics!

Read the full detail changelog here


[h2]Animation System Improvements[/h2]Added sub-frame animation interpolation during hit stop for the attacker and defender. When characters are in hit stop ("frozen"), they will now slowly animate towards their next key frame of animation. This visual-only change should help interactions (hits) look and feel much more smooth.

[h2]VFX System Improvements[/h2]Greatly improved how visual fx are managed and used by the engine, will help us iterate much easier and have more re-use of assets.

Also improved (fixed) the timing calculation for animations that have dynamic speed usage, things like stuns, juggles, and other animations that can have variable timing will now look correct.

[h2]Optimizations[/h2]Game performance should be improved.


[h2]Golden Hits[/h2]Added notion of perfect "Golden" hits. During a combo, moves that are input on the precise frame will show an additional hit spark and provide a benefit if they hit the opponent. On impact, the attacker receives:
  • Increased damage (10%)
  • Increased meter gain (10%)
  • Increased hit stun (+1f)
  • Decreased juggle remove (-1)
  • Small amount of T-meter
This mechanic should serve as both a bonus for players who have precise execution and as positive reinforcement for players who don't. When a Golden Hit is landed, the attacker will have new opportunities to continue the combo with better attacks. The risk and reward that this adds should greatly improve the amount of possibilities for all characters, and make the game much less cut and dry as a whole.

In training mode, Golden Hits can be set to "auto" in the Dummy Settings menu to have all possible perfect hits happen automatically. This should allow players to easily explore the insane things that are possible with "perfect" execution but hopefully the timing barrier keeps things reasonable.

[h2]White Health[/h2]Added notion of white (blue) health, a separate bar behind the main health that drains slowly down instead of instantly when taking damage. See HTC section for how it is used.

[h2]T-Meter[/h2]Increased each round initial T-meter by 1 bar, rounds 1, 2, 3 will now start with 1, 2, 3 bars.

[h2]ATC[/h2]Updated all ATC animations and how they work in-game. When a successful parry happens, the defender will now briefly animate into position before applying the hit stop, instead of instantly.

Increased post-ATC leniency frames so that it's easier to execute a followup attack.

Updated visual FX, should look more distinct and impactful when successfully parrying.

Now has a low version (visual only). When parrying low attacks, the defender will go into a crouched version of the ATC animation.

Now has a "Golden" version. If parry is input on the exact frame as the hit, now shows an additional visual spark and provides a small benefit to the defender:
  • Gains a small amount of extra T-meter
  • Applies 2 extra frames of freeze to the attacker
This should allow the defender to punish things that were not previously punishable if they have perfect timing.

[h2]DTC[/h2]Updated visual FX, should look more distinct when used.

Slightly increased momentum gained when using DTC, should give followup attacks a better chance to hit and continue combos or pressure.

Decreased minimum amount of frames before a DTC is possible from 12 to 6 frames. This was causing issues with the new Golden Hits system and 6 frames should still be generous for players trying to "double tap" their regular inputs.

Now has a "Golden" version. Shows an extra FX and returns 10% of a T-bar, hopefully not something to be relied on too much but should give some more opportunities for players to continue combos or save more meter.

[h2]HTC[/h2]Added new universal move HTC (Health Time Cancel). Usable with 3 T-bars and input with Down + HP + HK, players can now spend their fully accumulated T-meter to recover their white health.

[h2]JTC[/h2]Updated visual fx,

[h2]Throw Breaks[/h2]Updated visual fx.

Now has a "Golden" version. When a defending player breaks a throw with precise timing, an extra visual FX will show and they will recover two frames faster than the opponent. Should give the defender a slight bit of frame advantage for what they choose next after the neutral break.

[h2]EX Specials[/h2]Updated visual fx, should be more obvious when characters are spending their E-meter on EX attacks.

[h2]Hit Sparks[/h2]Updated various hitspark FX animations, spawn locations and sizes. This should make hits look much more impactful and give a crisper feel when landing attacks.

[h2]Hit Shake[/h2]Increased character hit shake overall and added it to light attacks, which should help make hits feel a bit beefier.

[h2]Damage Scaling[/h2]Adjusted combo damage scaling logic to allow better control of how and when the scaling happens, and used this to add a falloff after 30 hits to 10% damage.

[h2]Taunts[/h2]Now requires no direction (neutral) being held, should help reduce accidental usage.

Can no longer be DTC'd, wasn't really much use but may return for certain taunts in the future.


[h2]Roy[/h2]
  • Asset: Gun FX now uses transparency
  • Jump.Backward: Decreased horizontal distance
  • Throw.Forward: Updated fx
  • St.HK.Charged: Decreased block stun and advantage
  • Gunshot.H: Can no longer hit cross up
  • Gunshot.Super: Decreased active frames, opponent now renders in front when being hit

[h2]Cid[/h2]
  • Jump.Backward: Decreased horizontal distance
  • Throw.Backward: Updated fx
  • St.MK: Increased startup frames, increased recovery frames, increased hit stun, decreased block advantage
  • Cr.HP.Charged: Increased jump cancel horizontal distance
  • Jp.HP.Charged: Decreased active frames, decreased hit stun, decreased block stun
  • Cr.HK: Increased startup frames, adjusted followthrough / recovery frames
  • Grenade.EX: Decreased damage
  • KnifeRush.L/M/H: Decreased damage
  • KnifeWheel.All: Decreased damage

[h2]Tyara[/h2]
  • Jump.Backward: Decreased horizontal distance
  • Throw.Backward: Updated fx
  • Cr.MP: Now super cancellable
  • St.HP: Updated animation
  • Jp.HP: No longer restands on KO
  • HeadLopper.All: Adjusted FX
  • BreakYourBones.All: Decrease damage scaling
  • Shield.L/M/H: Retracted hit box bottom

[h2]Dog[/h2]
  • Asset: FX and smears now use transparency
  • Jump.Backward: Decreased horizontal distance
  • Throw.Backward: Updated fx
  • Jp.LK: Adjusted cancel window into mediums
  • PinWheel->Dive.All: Updated animation
  • PinWheel->Slide.All: Now requires input timing instead of being able to hold any kick
  • PinWheel.EX->ComboAirGrab: Can no longer DTC

[h2]Agent G[/h2]
  • Jump.Backward: Decreased horizontal distance
  • Throw.Forward: Updated fx
  • Throw.Backward: Updated fx
  • St.LP: Increased startup frames
  • Cr.LP: Decreased startup frames
  • St.MP: Decreased hit stun / advantage, increased block stun / advantage
  • Cr.MP: Increased hit box range, increased DTC advantage, decreased block stun / advantage
  • Cr.HK: Decreased startup frames
  • LunarGeyser.Super: Opponent now renders in front of beam when being hit

[h2]Maxx[/h2]
  • Jump.Backward: Decreased horizontal distance
  • Dash.Forward: Decreased total frames
  • Fw.MP.Charged: Now causes a knockdown against juggled opponents, increased juggle value
  • St.HP: Now causes a knockdown against juggled opponents, increased juggle value
  • Fw.HP.Charged: Decreased corner push back
  • HookSwing.L: Increased recovery frames, increased block stun
  • HookSwing.EX: Increased second hit juggle horizontal distance
  • LastCall.Super.Buffed: Opponent now renders in front of bike when being hit

[h2]ARN-01D[/h2]
  • Asset: Fx now uses transparency
  • Projectiles: Fx now uses transparency
  • Walk.Forward: Increased move speed
  • Walk.Backward: Increased move speed
  • Throw.Forward: Updated fx
  • Throw.Backward: Updated fx
  • St.HP: First hit box now hits standing opponents
  • Cr.HP: Now shocks
  • EnergyTurret.All: Now extends hurt box during startup

[h2]Gat[/h2]
  • Asset: Fx and smears now use transparency
  • General: Decreased health from 1000 to 900
  • Taunt: Now makes Gat's next projectile "Exquisite" at the cost of some of his own health, updated animation, decreased recovery frames
  • Throw.Backward: Updated fx
  • St.MK: Now causes a knockdown against juggled opponents, increased juggle value, increased final hit box height
  • CoffinKicks: Increased third-hit hit stun and block stun
  • Cr.HP: Decreased juggle value
  • St.HK: Increased juggle value
  • Fw.HK: Increased horizontal distance
  • Cr.HK: Decreased startup frames, decreased juggle value
  • Gem.Exquisite.Move: Does not check for active projectiles
  • Gem.Exquisite.Projectile: Added exquisite version, active for twice as long, larger hit box, does not get destroyed when Gat takes damage, does not count as an active projectile
  • PrismCell.All: Now return 50 HP to Gat
  • PrismCell.L: No longer drains opponents' T-meter
  • PrismCell.M: No longer drains opponents' E-meter
  • PrismCell.H: Increased HP return
  • PrismCell.EX: Increased recovery frames
  • Pillars.Super: Can now cancel into airborne specials if last hit lands and not as reversal
Read the full detail changelog here.

Punch Planet - Version 0.7.6

Version 0.7.6 is now released!


[previewyoutube][/previewyoutube]

This patch brings gameplay features, balance adjustments, and animation improvements.

Read the full detail changelog here


[h2]Momentum[/h2]Added concept of momentum to the game. Works same way as the push back calculation where you can supply distance, frames, and speed factor to have the character slide to a stop. All characters will now slide forward slightly when ending a dash, or performing a DTC, and additionally Dog when he stops from a run. Momentum can carry passed an attack that gets used, allowing moves to hit farther than before and the possibility of combos that were not possible from a stand-still.

[h2]Hit Sparks[/h2]Adjusted various hit spark positions.

[h2]Jumping Normal Attacks[/h2] Many jumping normal attacks have had their animations, active frames, frame advantage, hit/hurt boxes adjusted. Should make the air game a bit more nuanced.

[h2]Hit Sequences - Spin[/h2]Added "Spin" hit animation and updated many attacks to use it.

[h2]Hit Sequences - Knockdowns[/h2]Adjusted all knockdown animations and how their physics get applied.

[h2]Taunts[/h2]Some taunts now have a small non-cancellable hit box that does 1 damage.

[h2]DTC[/h2]Movement now uses momentum instead of engine physics, moves slightly farther than before and allows better followups after the post-DTC attack.

[h2]Dashes - Forward[/h2]Now appliers a small amount of momentum at the end of recovery, moves slightly farther than before and allows better followups after the post-dash attack.

[h2]Throws[/h2]Updated various throw-tech animations.

[h2]Attacks - Move Boxes[/h2]Some moves have had their movement boxes extended during startup, this will help them push the defender out more and improve the visual look.


[h2]Roy[/h2]
  • Idle: Updated animation
  • Dash.Forward: Decreased distance
  • Dash.Backward: Updated animation
  • Throw.Forward: Increased juggle x velocity
  • Taunt: Added hit box
  • Jp.LP: Decreased hit stun, decreased block stun
  • Jp.LK: Increased block stun
  • St.MP: Decreased recovery frames, decreased hit stun, decreased block stun
  • Cr.MP: Updated animation, decreased recovery frames, decreased hit stun, decreased block stun
  • Jp.MP: Decreased block stun
  • Cr.MK: Extended hit box range
  • Jp.MK: Increased block stun
  • Cr.HP: Extended move box range
  • Jp.HP: Decreased active frames, decreased hit stun, raised bottom of hit / hurt boxes
  • St.HK.Fast: Decreased juggle x velocity
  • St.HK.Both: Updated animation, moves slightly farther
  • Jp.HK: Decreased active frames
  • Headbutt.All: Extended move box range, adjusted juggle physics / knockdown frames (net same)

[h2]Cid[/h2]
  • Walks: Updated animation
  • Dash.Forward: Decreased distance
  • Taunt: Updated animation
  • St.LP: Extended hurt box bottom
  • Jp.LP: Decreased hit stun, increased block stun
  • Jp.LK: Increased block stun
  • St.MP.Fast: Adjusted animation, decreased followthrough / recovery frames, decreased decreased hit stun, decreased block stun
  • Cr.MP.Charged: Decreased juggle x velocity
  • Jp.MP.Fast: Decreased hit stun, decreased block stun
  • Jp.MP.Charged: Decreased hit stun, decreased block stun
  • Jp.HP.Fast: Decreased hit stun, decreased block stun
  • Cr.HK: Decreased pushback on hit
  • Jp.HK: Decreased active frames, decreased hit stun, increased block stun
  • KnifeRush.All: Extended move box range, retracted hit box range, updated animation
  • KnifeRush.EX: Adjusted knockdown
  • KnifeWheel.All: Decreased juggle spike x velocity
  • Grenade.LMH: Decreased active frames
  • Super.Ball: Extended move box range

[h2]Tyara[/h2]
  • Dash.Forward: Decreased distance
  • JTC: Updated animation
  • ATC: Updated animation
  • Throw.Backward: Increased animation horizontal distance
  • Death: Updated animation
  • Jp.LP: Retracted hit box range, retracted hit box bottom, updated animation
  • Jp.LK: Decreased active frames, retracted hit box range, increased block stun
  • Cr.MP: Decreased juggle x velocity
  • Jp.MP: Retracted hurt box range
  • Jp.MK: Updated animation, decreased active frames
  • St.HP: Adjusted knockdown, extended move box range
  • Jp.HP: Increased active frames, retracted hit box range
  • Jp.Splash: Increased active frames
  • Jp.HK: Decreased block stun
  • Shield.All: Extended move box range
  • Shield.L/M/H: Updated animation, moves slightly farther
  • Shield.EX: Adjusted reversal knockdown
  • HeadLopper.M/H: Removed OTG
  • BreakYourBones.L/M/H: Updated animation

[h2]Dog[/h2]
  • Collision Boxes: Extended standing / crouching hurt box width
  • Dash.Forward: Decreased distance
  • Death: Updated animation
  • Jumps.All: Updated animation
  • St.LP: Decreased hit stop
  • Cr.LP: Decreased hit stop
  • Jp.LP: Decreased active frames, decreased block stun
  • St.LK: Decreased hit stop
  • Cr.LK: Decreased hit stop
  • Jp.LK: Hit box now moves downwards
  • St.MP: Decreased hit stop, increased push back
  • Cr.MP: Decreased hit stop
  • Jp.MP: Decreased active frames, extended hit box range, updated animation
  • St.MK: Decreased first hit-1 hit stop, increased hit-1 block stun / adv, increased followthrough frames, increased hit-2 block stun / adv
  • St.HP: Now special cancellable, increased push back, adjusted hit box, decreased followthrough / recovery frames, decreased hit stun, decreased block stun
  • Cr.HP: Increased push back
  • Jp.HP: Decreased active frames, decreased hit stun
  • St.HK: Adjusted juggle physics
  • Jp.HK: Decreased hit stun, updated animation
  • Run->Slide.Both: Decreased juggle x velocity
  • Run->Slide.EX: Extended armor from run into slide startup, decreased block stun / adv
  • Run->MidStrike.Regular: Now causes a knockdown, adjusted juggle physics, increased startup frames, increased followthrough / recovery frames, increased animation horizontal distance, adjusted hit box positioning, decreased block advantage, decreased push back on block
  • Run->MidStrike.EX: Increased reversal knockdown frames, extended move box range
  • Run->LeapStrike.Regular: Now causes a hard knockdown on hit, increased juggle value
  • Run->LeapStrike.EX: Now causes a hard knockdown on hit, decreased juggle value, extended run armor through startup
  • Run->Stop.Both: Now uses momentum instead of engine movement (EX farther than Regular)
  • Super.Run: Increased horizontal distance

[h2]Agent G[/h2]
  • Jumps.All: Updated animation
  • Dash.Forward: Decreased distance
  • Throw.Backward: No longer causes wall bounce
  • Taunt: Added hit box
  • Jp.LP: Decreased hit stun, Decreased block stun
  • Jp.LK: Increased active frames, Increased block stun
  • St.MP: Decreased followthrough frames, decreased hit stun, decreased block stun
  • Cr.MP: Updated animation, retracted hit box range, retracted hurt box range
  • Jp.MK: Updated animation
  • Cr.HP: Updated animation, retracted hit box range
  • Jp.HP: Decreased hit stun, retracted hit box range
  • St.HK: Extended move and hurt box range
  • Fwd.HK: Added recovery
  • Jp.HK: Decreased active frames, hit box now moves downwards
  • LunarDisc.All: Updated animation

[h2]Maxx[/h2]
  • Dash.Forward: Decreased distance
  • St.LP: Updated animation, decreased hit stun / adv
  • Cr.LP: Updated animation, decreased hit stun / adv
  • Jp.LP: Decreased active frames, retracted first frame hit box range, hit box now travels downwards
  • St.LK: Now chains into St.MK, increased push back
  • Jp.LK: Decreased active frames
  • Cr.MP: Retracted hit box range, updated animation
  • Fw.MP.Fast: No longer chainable into St.HP (only charged version)
  • Jp.MP: Updated animation
  • St.MK: Updated animation, increased push back, increased followthrough / recovery frames, decreased hit stun / adv, decreased block stun / adv
  • Jp.MK: Retracted hit box bottom, added additional hit box
  • St.HP: Updated animation, extended move box range, increased push back, increased followthrough frames, increased hit stun / adv, increased block stun / adv
  • Fw.HP.Both: Extended move box range
  • Jp.HP: Decreased actrive frames, extended first hit box range, hit box now travels downwards, decreased juggle
  • St.HK: Decreased startup frames, decreased followthrough / recovery frames, decreased hit / block stun, increased hit / block adv, decreased juggle value
  • Cr.HK: Decreased juggle value, extended move box range, adjusted initial hit box, retracted initial hurt box
  • Jp.HK: Decreased active frames, decreased hit stun
  • HookSwing.All: Extended move box range, decreased startup frames
  • HookSwing.L: Decreased push back on hit, decreased damage, decreased dtc adv
  • HookSwing.H: Decreased followthrough frames, increased damage, increased block adv, decreased juggle value, increased knockdown frames
  • HookSwing.EX: hit-2 no longer cancellable into jump, adjusted hit-2 juggle physics
  • Buff-U.Regular: Can now cancel recovery into Supers and EX.Buff-U
  • Buff-U.Regular.Buffed: Now deactivates Buff-U during startup
  • Buff-U.EX: Can now cancel recovery into Supers
  • Super.LastCall.Normal: Extended move box range
  • Super.LastCall.Buffed: Updated animation

[h2]ARN-01D[/h2]
  • Jump.Forward: Increased distance
  • Dash.Forward: Decreased distance
  • Throw.Backward: Decreased juggle distance
  • Taunt: Added hit box
  • Jp.LP: Increased block stun
  • Cr.LK: Adjusted cancel window into SquatKicks
  • SquatKicks: Decreased followthrough frames, decreased hit stun, decreased block stun
  • Cr.HP: Can now hold to repeat attacks, decreased active frames, increased followthrough frames, adjusted hit box positioning, decreased push back, decreased hit stun / adv, decreased block stun / adv
  • Jp.HK: Decreased active frames
  • RapidTaser.All: Increased damage, extended move box range, adjusted knockdown physics, increased horizontal distance,
  • RapidTaser.H: Now causes hard knockdown
  • OrbitalStrike.EX: Increased followthrough frames

[h2]Gat[/h2]
  • Idle: Updated animation
  • Walks.All: Updated animation
  • Dash.Forward: Updated animation, decreased distance
  • Jumps.Landing: Updated animation
  • Jumps.Normal.Backward: Decreased distance
  • Jumps.Cancelled: Added separate jumps when cancelled from a normal attack
  • Throw.Backward: No longer causes a wall bounce
  • Death: Updated animation
  • JTC: Updated animation
  • Normals.Airborne.All: Adjusted juggle physics
  • St.LP: Decreased hit stop, updated animation
  • Cr.LP: Decreased hit stop, updated animation
  • St.LK: Updated animation
  • St.MP: Decreased hit stop, updated animation, hit box now travels outwards
  • Cr.MP: Decreased hit stop, updated animation, hit box now travels outwards
  • Jp.MP: Retracted hit box bottom
  • St.MK: Decreased hit stop
  • Cr.MK: Updated animation, increased startup frames, extended cancel window into heavy normals, hit box now travels outwards but starts reduced, increased hit stun / adv, increased block stun / adv
  • Jp.MK: Updated animation, no longer crosses up, retracted hit box range
  • St.HP: Updated animation, increased recovery frames, extended move box range, hit box now travels downwards and outwards, increased hit stun, decreased hit adv, decreased block stun / adv
  • Cr.HP: Hit box now travels upwards and outwards
  • Fwd.HP: New Command Normal
  • Jp.HP: Updated animation, decreased hit stun, extended first frame hit box range, added additional hit boxes that travel downwards
  • St.HK: Adjusted upper hit box positioning, upper hit box now travels outwards, decreased block stun / adv
  • Fw.HK: Removed startup hit invul, retracted airborne startup state hurt box bottom
  • Levitate.Regular->Kick: Updated animation
  • PrismCell.All: Extended move box range, increased juggle distance
  • PrismCell.L/M/H: Attacker and defender now briefly glow a color when ejected to signify T-Meter/E-Meter/H-Meter being gained
  • PrismCell.EX: Now super cancellable
  • Gem.EX: Decreased reversal juggle distance
Read the full detail changelog here.

The Future - New Hotness
Just wanted to say a few words about where we are in regards to our substantial "new hotness" update that is in the works. Right now most of the big tech hurdles are out of the way but there are still some loose ends to finish up and features that need to be re-implemented, and it is still very much in a "programmer UI" state. A brief run down of what you can expect to see in this update:
  • New and improved netcode: Fully rebuilt lobby system with more player and multi-station support, more features, and better connectivity.
  • Upgraded version of Unity: Gain a lot of workflow, performance, a feature improvements that have been added to Unity over the years, will however lose DX9 support and gain DX11/Vulkan support. Performance is generally a little worse raw fps wise, but much smoother.
  • New and improved menu system: Fully rebuilt UI for navigating the menus in the game and getting into a match. Much snappier, much easier to use, hopefully much improved overall.
  • New and improved in-game UI: Much more animated and intuitive in-game UI (health, meter, etc)
This update will serve as a big foundational upgrade for the game and allow future improvements to be made much easier. Once we've made a polish pass and have it closer to release I plan having a public test through our discord, so please keep an eye on it in the coming months.

Thank you for your continued patience and support - Willpower

Punch Planet - Version 0.7.5



Version 0.7.5 is now released!


[previewyoutube][/previewyoutube]
This patch brings balance adjustments, animation improvements, new game features and more.

Read the full detail changelog here


[h2]Training Mode[/h2]Can now specify reversal actions separately for hit and block stun, will give more control over testing specific situations.

Can now specify reversal actions for air resets, allowing support for testing this game situation more easily. Had to make some changes to how the resets worked but they should functionally work the same.

Added new block setting "First_Random", which will block the first hit and then have a random chance to block any followups. Not super useful but it should allow players to work on their hit confirms after a block.

When set to auto block, training dummies will now block correctly after an air reset (similar to stun / wakeup). Previously they would never block.

Added new display option for "Frame Advantage" and decoupled it from the "Attack Info" display, players can now show the frame advantage flyup without needing the attack info display visible.

[h2]UI[/h2]Added "PUNISH" flyout when characters are hit during their recovery frames, should help players identify when they have landed uncontestable hits or when they could have blocked.

[h2]Graphics[/h2]Switched game rendering to a three-camera setup (foreground/midground/background) from of two-camera (foreground+midground/background) and improved how it handles with layer overlap.

Added support for specifying which layer the depth of field applies to, some stages that are considered "in-door" (Black Market, Training) will have smoother DOF blending between the foreground and background, while "out-door" stages will stick with background-only blurring.

Added support for additional bloom channels on the midground and background cameras on a per-stage basis when depth of field is enabled. DOF kind of drowns out the bloom the more it blurs, wanted to add a way to bring it out more.

Added subtle film grain and vignette post processing effects.

[h2]Rewired (Input Middleware)[/h2]Updated to latest version and adjusted mappings, should work the same support-wise and fix the scrolling down issue that could sometimes happen.

[h2]Optimizations[/h2]Game is faster.


[h2]Animation Updates[/h2]All characters have had their grounded hit, grounded block, ATC, taunt and match (select / win) animations updated, should look smoother and more visually distinct than before.

[h2]Audio[/h2]Updated audio SFX for all characters' forward and backward dashes, updated wall bounce SFX, updated some characters' taunt / select / win VO.

[h2]ATC[/h2]Stardardized all attacks to cause the same amount of hit freeze when performing a successful ATC (parry). Previously, attacks would freeze for different amounts of frames based on the strength (light, med, heavy, etc), now freezes for a standard 14 frames regardless of the strength. This should make the parry situation more pronounced and consistent timing wise, and give the defender more time to visually confirm than before (most attacks freeze for longer than before).

Updated ATC visuals:
  • Characters' animations on use and on whiff have been updated
  • On hit, clone now plays the correct hit animation (previously used a static hit animation regardless of the attack)
  • Updated hit spark FX
  • Defender now renders in front
  • Camera now zooms in slightly
Against airborne attacks, defending character will now recover 6 frames faster than against grounded attacks. This should allow ATC to be more effective against jump in attacks.

[h2]JTC[/h2]Dash version no longer requires neutral input.

[h2]Supers[/h2]Adjusted camera zooms, reduced letterbox size.

[h2]Normal Throws[/h2]Added camera zooms.

[h2]Push Back[/h2]Added support for specifying push back frames (duration) on a per-move basis, should allow more control over slower attacks and how they apply their push back. Previously set to 10 frames for all attacks, now ranges from 12 frames for light attacks to 16 frames for heavy attacks. Along with the animation updates this will help improve grounded hits a lot.

Added support for scaling counter push back that gets applied to the attacking character in the corner. Attacks can now adjust how much they themselves get pushed back when they land against an opponent in the corner.

Counter push back in the corner is now only applied to the attacker if they are in the same airborne / grounded state as the attack they hit with. For instance, if an attacker jumps in on an opponent in the corner, the counter push will only apply while they are still airborne, once they hit the ground they will stop moving backwards. This should improve positioning after landing attacks in the corner and allow better followups without having to walk forward.

[h2]Variable DTC Advantage[/h2]Added support for adjusting DTC frame advantage on a per-move basis, allows attacks to offset their advantage when DTC'd on hit, counter-hit, and block. When adjusting DTC advantage it would always require adjusting another aspect of the move (generally stun value or recovery frames) which isn't always ideal or possible. In this case, we can now slightly adjust the DTC value specifically (1 or 2 frames max) without having to change other aspects of the move. Nothing currently uses it but we have the powa.

[h2]Hit Stop[/h2]Added "Beefy" hit stop values for heavy and airborne attacks (previously had a Special_Beefy only), went through all characters' attacks and applied it to necessary ones.

Decreased hit stop across the board, generally by one frame (special beefy went up):
  • Light decreased from 6 to 5
  • Medium decreased from 7 to 6
  • Heavy decreased from 8 to 7
  • Heavy_Beefy added at 8
  • Airborne decreased from 8 to 7
  • Airborne_Beefy added at 8
  • Special decreased from 10 to 9
  • Special_Beefy increased from 10 to 11
  • Projectile decreased from 10 to 9
  • Super decreased from 16 to 14
Note: projectile hit stop decrease will affect combos for characters that have them

[h2]Hit Shake[/h2]Adjusted the shake that gets applied to characters when they are hit.

[h2]Input[/h2][h3]Leniency[/h3]Increased Parry -> Neutral leniency from 6 to 14, with the increased parry timing needed more time to catch button presses.

[h3]Sequences[/h3]
DP (623)
  • Now sorts ahead of QCF moves on the same button. No characters are affected by this (no overlaps) but if a character had a DP+P and QCF+P, and input 6236+P they would now get a DP instead of QCF.
  • Sequence is now nullified if ending in Any_Up or Any_Backward
  • Decreased frames allowed between Forward and Down from 9 to 8
  • Decreased frames allowed between Down and Down-Forward from 9 to 8

QCBx2 Super (214214)
  • Fixed input issue that could cause this move to come out accidentally

QCF / QCB Air
  • Added air versions of QCF and QCB
  • Has more leniency on the end of the sequence to allow easier instant-air specials

[h3]Charge Frames[/h3]Decreased frames required for charge moves from 40 to 38


[h2]Roy[/h2]
  • Cr.LP: Decreased hit stun and advantage
  • St.MP: Increased active frames, increased recovery frames, increased hit stun / advantage, decreased block stun / advantage, adjusted St.HP cancel window (no longer true-block string)
  • Cr.MP: Now forces stand on block, now considered standing during followthrough and recovery frames
  • Cr.HP: Added additional hurt box on front leg, increased block stun / advantage
  • Gunshot.M: Decreased startup frames, decreased corner push back scale, decreased hit stun / advantage
  • Gunshot.EX: Decreased corner push back scale
  • Headbutt.M: Increased startup frames

[h2]Cid[/h2]
  • St.LK: Increased hit stun / advantage, now chains into St.MP on regular hit
  • St.MP.Fast: Updated animation, increased followthrough frames, increased hit stun / advantage, decreased block stun / advantage
  • St.MP.Charged: Increased hit stun / advantage

[h2]Tyara[/h2]
  • BYB.All: Adjusted camera zoom
  • BYB.EX: Extended hit box range
  • Shield.Hold: Updated animation
  • FlyingGoddess.All: Added camera zoom
  • WarDance.Super: Added camera zoom
  • MeteorGoddess.Super: Adjusted camera zoom

[h2]Dog[/h2]
  • JTC: Updated animation
  • Jp.LP: Updated animation
  • Jp.MP: Updated animation
  • Jp.HP: Updated animation
  • Jp.HK: Updated animation
  • PinWheel->Grab: Added camera zoom
  • PinWheel.EX->ComboGrab: Added camera zoom

[h2]Agent G[/h2]
  • Cr.HK: Now super cancellable, decreased push back on hit

[h2]Maxx[/h2]
  • Fwd.HP.Charged: Increased juggle remove value
  • Buff-U.All: Adjusted DTC timing
  • GAP.All: Adjusted camera zoom
  • HornyToad.All: Decreased knockdown frames

[h2]ARN-01D[/h2]
  • Cr.LK: Extended hit box range
  • SquatKicks.All: Extended hit box range
  • Jp.HP: Adjusted falling physics, increased landing frames

[h2]Gat[/h2]
  • Jump-Cancels: Can now jump-cancel into neutral and backwards jumps
  • Airborne-Normals: Now move slightly forward on use, decreased corner push back on juggle
  • Jp.LP: Now chainable into Coffin Kicks
  • Jp.LK: Now chainable into Coffin Kicks
  • Cr.MK: Updated animation
  • Levitate.All: Now uses QCF_Air input
  • Levitate.EX: Increased cancel window into another EX.Levitate
  • PrismCell.All: Adjusted camera zoom, added shake on hit
Read the full detail changelog here.

Punch Planet - Version 0.7.4



Version 0.7.4 is now released! Balance Changes, Bug Fixes, Legacy Update Method, Support for non-16:9 monitor resolutions!


[previewyoutube][/previewyoutube]
This patch brings balance changes, bug fixes, option to use the old update method, and support for non-16:9 monitor resolutions

Read the full detail changelog here


[h2]Legacy Update Type[/h2]Added graphics option to select the old method for running the game loop. Some players observed reduced performance with the new method, this should allow them to select the old method if that was more performant for them, shouldn't affect online performance.

[h2]Non-16:9 Monitor Resolutions[/h2]Added support for selecting non-16:9 monitor resolutions. Players can now select 4:3, 16:10, and other resolutions and allow the game to work on any aspect ratio. Playing the game at a different aspect ratio will have black bars around the border.


[h2]ATC[/h2]Adjusted ATC a bit to avoid the cross-under situation introduced with making it move forward. Using ATC against an opponent jumping over them should have a reduced change of crossing under and changing the orientation of both players.

Also adjusted all ATC animations to remove the cancellable recovery state and standardized the move states / movement for all characters, should look more consistent.

[h2]JTC[/h2]Adjusted JTC so that the Hop version (neutral + MP + MK) and Dash version (Forward Dash -> MP + MK) are no longer functionally the same:
  • Neutral JTC: No longer costs T-meter or produces clone FX, now grants +1 Juggle value instead of +2
  • Dash JTC: Still costs half a T-bar and grants +2 Juggle value
This will now produce different combo routes using JTC depending on if the neutral or dash version is used. Using the dash version will give better followups but now has a higher T-meter cost compared to the neutral version. Most characters have been adjusted with this in mind.

[h2]T-Meter[/h2]Changed how much T-meter players start with each round. Players now start with [0, 1, 2] bars of T-meter for Rounds [1, 2, 3] respectively, matches will be more volatile as they go to the later rounds.

[h2]Character Scale[/h2]Most characters have had their scale slightly increased. In general this does not affect collision box sizes, but any moves that have animation-driven movement will see a slight boost in distance. Some moves' collision boxes have also been increased to compensate but it is mostly a cosmetic change to increase the size ratio between the small and large characters.

[h2]Proximity Ranges[/h2]All characters have had the proximity range on their attacks re-adjusted, generally decreased across the board. This should make it slightly harder for characters to be "locked down" by proximity block and improve footsies.

[h2]Airborne Normals[/h2]Airborne normals have also had their proximity re-enabled but at a reduced distance, jump ins should feel better at close range but still allow the defender to walk out at long range.

They've also had their push back decreased across the board, should make it easier to transition into close-range followups with less micro walking required to reach point-blank.

[h2]Walk Ramp[/h2]Removed walk-ramp and reduced all characters' move speed to compensate, movement should feel much snappier and consistent.

[h2]Input[/h2]Many of the complex input sequences have been adjusted for slightly more ease of use:

[h3]Super - 720[/h3]
  • Reduced required directions from 720 to 540
[h3]Super - QCF / QCB x2[/h3]
  • Adjusted required directions to only need one true-forward
  • Old: 23626
  • New: 23623 or 23236
[h3]Super - Charge Backward -> Forward[/h3]
  • Adjusted required directions to only need one true-forward
  • Old: [4]->646
  • New: [4]->646 or [4]->643 or [4]->346

[h2]Late Hit-Cancels[/h2]Added functionality for adding additional cancel frames beyond the hit stop when a move connects. Set to four frames and only applied to normals -> specials / super / DTC, should make it easier to cancel into things, especially very fast moves. Also adds the possibility for combos to drop or things to become non-true-blockstrings if they are cancelled too late (depending on the move / cancel), which adds a bit of execution grey-area to the game.

[h2]Push Back[/h2]Adjusted push back to happen over fewer frames, should resolve faster and look better, and especially help in the corner (jump ins should leave you closer).

[h2]Hit Sparks[/h2]Adjusted the default horizontal positioning logic for hit sparks, most attacks will now have their hit spark appear in the same position regardless of how far or close they are to the opponent. Should look better and have more consistency. Also added support for moves to use the old method (some things need it like Arnold noodles).


[h2]Roy[/h2]
  • General: Slightly increased scale, decreased proximity ranges
  • Walk.Forward: Decreased speed
  • Walk.Backward: Decreased speed
  • Dash.Backward: Decreased distance
  • Gunshot.L: Increased recovery, increased hit adv, decreased block adv
  • Gunshot.H: No longer has invul against airborne attacks
  • Gunshot.EX: Decreased followthrough move distance, decreased corner pushback
  • Headbutt.EX: Increased wall bounce y velocity
  • Super.Punch: Decreased damage

[h2]Cid[/h2]
  • General: Decreased health, decreased proximity ranges, slightly decreased normal damage
  • Walk.Forward: Decreased speed
  • Walk.Backward: Decreased speed
  • Jp.MP.Charged: Increased juggle remove
  • Cr.HP.Both: Slightly decreased juggle value, decreased juggle distance, decreased juggle corner pushback
  • Jp.HP.Fast: Decreased juggle value
  • Jp.HP.Charged: Decreased hold frames
  • Cr.HK: Increased juggle value
  • KnifeRush.All: Extended move box top
  • KnifeRush.H: Decreased juggle value
  • KnifeRush.EX: Increased juggle value
  • Grenades.All: Increased damage

[h2]Tyara[/h2]
  • General: Increased scale, increased health, decreased proximity ranges
  • Walk.Forward: Slightly decreased speed
  • St.MP: Extended hit box range
  • Cr.MP: Now juggles against airborne opponents in a combo, increased juggle remove
  • St.HK: Extended hit box range, decreased corner push back
  • Cr.HP: Decreased juggle x velocity
  • Shield.L/M: Decreased grounded and juggle x velocity
  • Shield.H: Decreased knockdown frames
  • Shield.EX: Increased wall bounce y velocity
  • HeadLopper.L: Increased block stun / adv
  • HeadLopper.H: Decreased block stun / adv
  • HeadLopper.L/M/H: Decreased knockdown frames, can now otg
  • HeadLopper.EX: Decreeased startup, decreased block stun / adv
  • FlyingGoddess.L/M/H: Decreased landing recovery
  • FlyingGoddess.All: Retracted hit box range, retracted hit box top

[h2]Dog[/h2]
  • Walk.Forward: Decreased speed
  • Walk.Backward: Decreased speed
  • St.LP: Decreased block stun / adv
  • Cr.LP: Decreased hit stun / adv, decreased block stun / adv
  • Cr.MP: Decreased pushback
  • St.MK: Decreased startup, adjusted juggle physics, decreased juggle value
  • Cr.MK: Decreased startup, retracted first-hit hit box range, extended second-hit hit box range, decreased pushback
  • St.HK: Adjusted juggle physics
  • Cr.Bk.HK: Decreased startup, now moves slightly forward, adjusted hurt boxes, decreased juggle value, increased hit stun / adv, decreased block stun / adv
  • Run.All: Can now cancel into regular JTC
  • Run.M/H/EX: Decreased speed
  • Run.EX: No longer cancellable into dash JTC
  • Run->Slide.All: No longer low profiles early in the startup, decreased knockdown frames,
  • Run->Slide.Regular: Decreased recovery, increased block adv
  • Run->MidStrike.Regular: Decreased recovery, increased block adv
  • Run->LeapStrike.All: Adjusted airborne hurt boxes
  • Run->LeapStrike.EX: Increased hit stun / adv
  • PinWheel->Dive.All: Decreased spike corner pushback
  • PinWheel->Dive.Regular: No longer causes a ground bounce

[h2]Agent G[/h2]
  • General: Slightly increased scale
  • Walk.Forward: Decreased speed
  • Walk.Backward: Decreased speed
  • CrescentKicks.All: Decreased initial hit box range

[h2]Maxx[/h2]
  • General: Increased scale, increased health
  • Walk.Forward: Decreased speed
  • Walk.Backward: Decreased speed
  • Walk.Forward(Buffed): Decreased speed
  • Dash.Forward: Increased distance
  • Dash.Backward: Decreased distance
  • Cr.LP: Extended hit box range, decreased followthrough and recovery, decreased hit stun, increased hit adv, no longer parry punishable
  • St.MP: Extended hit box range
  • Fwd.MP.Both: Extended hit box range
  • Cr.MP: Extended hit box range
  • St.MK: Extended hit box range
  • Cr.MK: Extended hit box range
  • St.HP: Decreased pushback, extended hit box range
  • Fwd.HP.Both: Extended hit box range
  • Cr.HP: Extended hit box range
  • Cr.HK: Decreased juggle corner pushback
  • Buff.U.All: Decreased recovery
  • HookSwing.All: Extended move box top

[h2]ARN-01D[/h2]
  • General: Increased scale
  • Walk.Forward: Decreased speed
  • Jp.LK: Extended hit box right, increased hit stun
  • Jp.HP: Increased block stun, can now cancel into EX.BackBoost on hit
  • St.HK: Extended hit box range
  • BatteryDischarge.All: Decreased corner juggle pushback
  • BatteryDischarge.L: Decreased startup
  • EnergyTurret.EX: Fixed second hit not landing point-blank in the corner

[h2]Gat[/h2]
  • General: Increased scale
  • Walk.Forward: Decreased speed
  • Walk.Backward: Decreased speed,
  • Dash.Forward: Decreased distance, decreased total frames
  • Cr.MP: Extended hit box range
  • St.MK: Increased movement distance
  • Cr.MK: Extended hit box range
  • St.HP: Decreased juggle value, extended hit box range
  • Cr.HP: Decreased juggle corner pushback
  • St.HK: Decreased juggle corner pushback, decreased juggle x velocity
  • PrismCell.M/H/EX: Decreased juggle corner pushback, decreased juggle x velocity
  • PrismCell.H: Increased damage
  • PrismCell.EX: Decreased damage
  • Levitate->AirReaper.Regular: Decreased juggle remove value
  • Levitate->AirState.Regular: Decreased startup
  • Gem.All: Increased FX size
  • Gem.EX: Decreased juggle corner pushback, increased wall bounce x velocity
Read the full detail changelog here.