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Punch Planet - Version 0.7.3.b



Version 0.7.3.b is now released! Balance adjusts, fixes, and Vsync!


[previewyoutube][/previewyoutube]
This patch brings balance changes, bug fixes, and support for in-game vsync.

Read the full detail changelog here.


[h2]V-Sync[/h2]Added new functionality for supporting in-game vsync. With Vsync enabled, this method now correctly limits the framerate to 60 fps instead of allowing the game to run at whatever your monitor's refresh rate is set to (not ideal). Players should now be able to use Vsync problem-free and produce a silky smooth PP.


[h2]Tyara[/h2]
  • Jumps: +fixed cancel window to make empty jump into landing moves easier (oversight from active frames reduced)

[h2]Agent G[/h2]
  • Fw.MK: +slighly adjusted juggle physics so that followup hits more consistent

[h2]Maxx[/h2]
  • Fw.HP.Charged: +decreased juggle value, +adjusted juggle physics
  • Cr.HK: -increased juggle value
  • HookSwing.EX: -decreased damage, +decreased juggle value, -adjusted juggle physics
  • HornyToad.All: +increased projectile invul
  • GAP.L: +decreased juggle value

[h2]ARN-01D[/h2]
  • St.HP: -Now considered a projectile
  • Jp.HP: -Now considered a projectile
  • DiveBomber: -Fixed being special cancellable
  • RapidTaser.All: -adjusted final hit juggle physics

[h2]Gat[/h2]
  • Cr.MK: -lowered hit box top, -reduced hit box range
Read the full detail changelog here.

Punch Planet - Version 0.7.3



Version 0.7.3 is now released! Animation and Gameplay updates!


[previewyoutube][/previewyoutube]
This patch brings updated animations for a number of characters and substantial gameplay balances.

Read the full detail changelog here.


[h2]Character Animations[/h2]Roy and many character animations in the game have been improved.

[h2]Turn Animations[/h2]Characters now turn when they are crossed up.


[h2]Start Distance[/h2]Decreased the distance that players start from each other, still generally out of strike range.

[h2]Push Back[/h2]Decreased push back speed factor, characters will push back slightly slower (same total distance, spread out over more frames).

[h2]Damage[/h2]Adjusted damage scaling:
  • Old: [1.0, 0.8, 0.6, 0.5, 0.4, 0.3]
  • New: [1.0, 0.85, 0.7, 0.55, 0.4, 0.3, 0.2]
Falls off slightly slower but has a greater max reduction.

[h2]Camera[/h2]Adjusted battle camera movement for less vertical movement (when characters are airborne) but while also tilting up a bit more, should be an improvement and look more smooth.

[h2]Meter[/h2]T-meter is no longer gained by a constant amount. First bar comes faster than before, second bar slightly faster, third bar slower.

[h2]Attack Translation Scale[/h2]Increased the attack translation scale value from equal push, to favoring the attacker. This is a value that determines how far to push both characters when they come in physical contact while one is in an attack. Previously set to 0.5 so that both characters are pushed the same (effectively disabled, same as normal behaviour). Set to 1.0, the non-attacking character will be pushed for the full amount and the attacker will be pushed none. Will look substantially improved using moves that have a lot of movement point-blank.

[h2]Throw Stun Invul[/h2]Increased throw stun invul from 3 to 4 frames. Characters coming out of hit / block stun, air resets, or getting up from a knockdown will have an additional frame of not being able to be thrown. Because of this, using a 4f move while being pressured should always allow the defender to defeat a throw instead of losing to it.



[h2]Resets[/h2]
  • Decreased juggle value to zero - resets will always hit
  • Decreased corner push back - easier to stay in / cross under in the corner
  • Adjusted reset arc - slightly more frames higher up but harder to cross under low

[h2]ATC[/h2]
  • Now moves slightly forward on use during active / followthrough, has no net movement change if fully recovers
  • Increased meter gain on success

[h2]DTC[/h2]Now moves slightly forward on use.

[h2]JTC[/h2]
  • Restricted input to only MP + MK, can no longer hold a direction
  • Adjusted movement for both hop / dash versions
  • Adjusted active frame hit boxes and duration
  • Adjusted hit boxes
  • Adjusted advantage

[h2]Air Normals[/h2]Disabled lower-body hurt box during startup state of all airborne normals.

[h2]Ground Normals[/h2]Rebalanced frame advantage for many normals (DTC included) in order to significantly reduce the amount of -4, -1, +1, and +4 situations. These moments are a bit of a grey area at the moment where the advantaged player is forced to choose their fastest attack (4f attack) in order to get the punish, interrupt, frame trap, or combo. Most of these situations have been adjusted into -5, -2, +2, +5 so that 5f moves can be used more effectively and not trade as often.

[h2]Sweeps[/h2]Adjusted all sweep frame data so that when blocked, cannot have their extended followthrough frames punished by 4f moves.

[h2]Throws[/h2]
  • Decreased throw range
  • Standardized leniency for DTC input on most throws

[h2]Jumps[/h2]All characters have had their jump frames reduced by one and jump arcs slightly lowered (Tyara lost 3).


[h2]Roy[/h2]
  • Throw.Forward: -kd frames
  • Throw.Backward: +kd frames
  • St.LK: +pushback
  • St.MP: -pushback
  • Cr.MP: +block adv
  • Fw.MP: -pushback
  • St.MK: -hit box range, -pushback
  • Cr.MK: +startup frames
  • St.HP: +pushback
  • St.HK.Both: +super cancellable
  • St.HK.Fast: -pushback, -followthrough frames, +hit adv
  • St.HK.Charged: -recovery frames, ++block adv
  • Gunshot.All: +unique fake animations
  • Super.Gunshot: Adjusted recovery movement
  • Super.Punch: -hit box range

[h2]Cid[/h2]
  • Dash.Forward: -total frames
  • Walk.Backward: -speed
  • Throw.Forward: -kd frames
  • Throw.Backward: -kd frames
  • St.LP: -hit adv, +block adv
  • St.LK: +startup frames
  • St.MP.Both: -pushback
  • St.MP.Fast: -block adv
  • St.MP.Charged: +followthrough frames, -hit adv, +block adv
  • Cr.MP.Fast: -pushback, -hit adv, -block adv
  • Cr.MP.Charged: +pushback, -hit adv
  • St.MK: -hit box range, -hit adv
  • Cr.MK: -pushback, +hit adv, -block adv
  • St.HP.Both: -pushback, -hit box height, -hit box range
  • St.HP.Fast: +hit adv
  • St.HP.Charged: +block adv, -hold frames
  • Cr.HP.Fast: -recovery frames, -hit adv, +/-block adv
  • St.HK: +hit adv, -block adv
  • KnifeRush.L: +hit adv
  • KnifeRush.M: -hit adv
  • KnifeWheel.L/M/H: -hit adv
  • KnifeWheel.EX: +hit adv

[h2]Tyara[/h2]
  • Jumps: --total frames
  • St.LP: +chain->cr.lk no longer true block string
  • Cr.MP: +block adv
  • Jp.MP: -soft kd
  • St.MK: -pushback
  • St.MK.EarlyHit: +doesn't hit crouching, +hit adv, +block adv
  • St.MK.LateHit: +hit adv, +block adv
  • St.HP: -pushback, hit box broke into two
  • St.HP.EarlyHit: +doesn't hit crouching, -hit adv, -block adv
  • St.HP.LateHit: +hit adv, -block adv
  • Cr.HP.Charged: +block adv
  • Jp.HP: +animation, - hit box bottom, +knocks back
  • St.HK: -juggle value
  • HeadLopper.All: -pushback, +block adv
  • BreakYourBones.All: +active frames
  • Super.MeteorGoddess: +active frames

[h2]Dog[/h2]
  • General: +abc normal chaining, -health, -damage
  • Dash.Forward: -total frames
  • Throw.Forward: -kd frames, -kd distance
  • Throw.Backward: -kd frames, -kd distance
  • Throw.Air: +kd distance
  • St.LP: --hit adv, -block adv
  • Cr.LP: -hit adv, -block adv
  • Jp.LP: +juggles
  • St.LK: -hit adv, -block adv, -hit box range
  • Cr.LK: -block adv, -hit box range
  • Jp.LK: +juggles, +/-hit box adjust
  • St.MP: -pushback, -hit adv, -block adv
  • Cr.MP: -pushback, -hit adv, -block adv
  • Jp.MP: +juggles, +/- hit box adjust
  • St.MK.FirstHit: -pushback, +hitstun, -blockstun
  • St.MK.SecondHit: -pushback, -startup frames, +hit adv, +block adv
  • Cr.MK: +move distance, +frames between hits
  • Cr.MK.FirstHit: +pushback, +hitstun, -hit box range
  • Cr.MK.SecondHit: +pushback ob, -hit box range
  • Jp.MK: -juggle value, +frames between hits
  • St.HP: +hit adv, -block adv
  • Cr.HP: --pushback, +move distance, +additional hit box, +hit adv, -block adv
  • St.HK: -juggle remove value, -corner pushback
  • Cr.HK: -startup frames, -recovery frames, +block adv
  • Jp.HK: -juggle value, +hit box top
  • PinWheel->Dive: +juggle value, +hit adv, +block adv
  • PinWheel.EX->ComboGrab: +hit box range
  • Run.EX->MidStrike: -corner pushback

[h2]Agent G[/h2]
  • Dash.Forward: -total frames
  • Dash.Backward: -distance
  • Throw.Forward: -corner pushback
  • St.LP: -hit box range
  • Cr.LP: +startup frames, +hit adv
  • St.LK: -pushback, +airborne hurt boxes, +distance
  • Cr.LK: +pushback
  • St.MP: +startup frames, -pushback
  • Cr.MP: -pushback, +hit box range, -ch adv, -block adv
  • Fw.MK: -pushback, -distance, +adjust followthrough / recovery frames, -hit adv, +block adv, +hit box moves, +adjust cancel into followup
  • Fw.MK->Followup: -startup frames, -recovery frames, -hit adv, +ch adv, -block adv
  • Cr.MK: -hit adv, +block adv
  • St.HP: -pushback, -hit adv, -block adv, +hit box range
  • Cr.HP: -pushback, -hit adv, +block adv
  • St.HK: +pushback, +block adv, -hit box range, -juggle range
  • CrescentKicks.All.FirstHit: -hit box behind, -juggle height
  • CrescentKicks.All.LastHit: -juggle height
  • CrescentKicks.All: -juggle value
  • CrescentSplits.All: -pushback ob
  • CrescentSplits.H: -airborne startup frames
  • CrescentSplits.EX: --block adv
  • LunarDisc.L/M/H: -followthrough frames, -hit adv
  • LunarDisc.EX: +block adv
  • Super.Geyser: -pushback ob, -corner pushback

[h2]Maxx[/h2]
  • Throw.Forward: -corner pushback, -kd distance, -recovery frames
  • Throw.Backward: +kd frames, -recovery frames, -move distance
  • St.LP: -hit box range
  • Cr.LP: -hit adv
  • St.LK: -startup frames
  • St.MP: +forces stand, +pushback, -hit adv, -block adv, -hit box range
  • Cr.MP: +followthrough frames, -hit adv, -block adv
  • Fw.MP.Hold: -frames
  • Fw.MP.Fast: +hit adv, +block adv
  • Fw.MP.Charged: +hit adv, +block adv
  • Jp.MP: +hit adv
  • St.MK: +startup frames, -pushback, -recovery frames, -hit adv, +block adv
  • Cr.MK: -pushback oh, -hit adv
  • Jp.MK: -juggle value, -juggle velocity, +changes jump arc
  • St.HP: -pushback, +recovery frames, +/-hit adv, +block adv
  • Fw.HP.Fast: +hit adv, -block adv
  • Fw.HP.Charged: -juggle velocity, +block adv
  • Jp.HP: +causes ground bounce, +juggle value, +juggle remove
  • St.HK: -pushback, +hit adv, +block adv, -juggle velocity, +juggle value
  • Cr.HK: -juggle velocity, -hit box range
  • HookSwing.All: +movebox top
  • HookSwing.L/M/H: -pushback, -hit box top, +hit box range, +followthrough movement, +juggle value, +late hitbox that extends, +hit adv, -block adv
  • HookSwing.EX: -juggle velocity
  • GAP.L/M/H: +active frames
  • HornyToad.All: -juggle velocity, -corner pushback

[h2]ARN-01D[/h2]
  • Dash.Forward: +total frames
  • Dash.Backward: -distance
  • SquatKicks: -pushback ob, +hit adv, -block adv
  • St.LP: +chain into Cr.LK, -hit adv, -block adv
  • Cr.LP: +chain into Cr.LK, +hit adv, -block adv
  • Cr.LK: +chain from St.LP / Cr.LP, +hit adv
  • St.MP: -pushback, -hit adv, -block adv
  • Bw.MP: +hit adv, +block adv
  • Cr.MP: -pushback, +hit adv, -block adv
  • Cr.Bw.MP: -startup frames, -hit box range, -hit adv, -block adv
  • St.MK: +frames between hits
  • Cr.MK: -hit adv, +block adv
  • DiveBomber: +height requirement, +movement adjust, +hit adv, +block adv, +crossup, -hit box adjust
  • St.HP: -pushback, +hit adv, +block adv
  • Jp.HP: +startup frames, -active frames, -pushback, -backwards distance, -hit box range, -hit adv, -block adv
  • St.HK: +super cancellable
  • EnergyTurret.Projectile.All: -hit box behind
  • EnergyTurret.Projectile.L/M/H: +hit adv
  • EnergyTurret.Projectile.EX: +damage, -block adv
  • BatteryDischarge.All: -pushback
  • BatteryDischarge.L: ++startup frames
  • BatteryDischarge.L/M/H: +extended invul frames
  • JetPack.All: -startup frames
  • RapidTaser.All: -no dtc on block, +pushback, -hit box range, +damage
  • RapidTaser.EX: +ex armor priority
  • Super.Drive.All: +damage

[h2]Gat[/h2]
  • General: -standard juggle velocity
  • Dash.Forward: -distance
  • Cr.LK: +pushback, +hit box range
  • Jp.LK: +hit adv
  • St.MP: -juggle value
  • Cr.MP: +hit adv, +block adv
  • Cr.MK: +special cancellable
  • Jp.MK: +crossup, +hit box adjust
  • St.HP: -startup frames, +hit adv, +block adv
  • Jp.HP: +juggle value
  • St.HK: -startup frames
  • Fw.HK: +new move, +airborne, +overhead, +startup cancellable into fly, +some grounded strike invul during startup
  • Cr.HK: -recovery frames -block adv
  • Jp.HK: +hit box top
  • Levitate->Punch: +hit box top / bottom, +active frames, +movebox top, -juggle velocity
  • Levitate.EX->Punch: -juggle value (-1 => adds juggle), +hit box bottom
  • Levitate->Kick: +hit box range
  • Super.Pillars: +damage
Read the full detail changelog here.

Punch Planet - Version 0.7.2



Version 0.7.2 is now released! Costumes, a trip to the groomer, and gameplay updates!


[previewyoutube][/previewyoutube]
This patch brings new costumes for our two latest characters ARN-01D and Gat, a full art / animation update for Dog, and new gameplay balance adjustments.

Read the full detail changelog here.


[h2]Costumes[/h2]Added new costumes for ARN-01D and Gat


[h2]ARN-01D - K-0 Wars[/h2]Before they were reprogrammed as civil peace keepers, the ARN Units were created for the frontline of the K-0 Wars. Following the withdrawal of the Galactic Agency from Punch Planet, any surviving ARN Units were repurposed.


[h2]Gat - Vizier[/h2]Before Gat became the custodian of Punch Planet, it's believed he appeared throughout history to reap from times of chaos. There is much debate as to whether he is truly immortal or using some form of space wizardry to keep himself alive.


[h2]Dog - Art / Animation Update[/h2]Dog has been taken to the groomer and given a full overhaul on his model and animations, please enjoy a smoother boy. Here are a few of his updated animations in action:




[h2]ATC[/h2]
  • Reverted hit stop adjustments to parries

[h2]Throws[/h2]
  • Decreased hit stop on regular throws
  • Adjusted grab trade logic to take attack strength into account, makes it so command grabs will beat regular grabs when landing on the same frame.

[h2]Meter[/h2]
  • No longer start rounds with 1 bar of T-Meter

[h2]Juggles[/h2]
  • Juggle count now caps at 7

[h2]Roy[/h2]
  • Cr.MK: Raised extended hurt box top
  • St.HK: Adjusted followthrough / recovery frames, hurt box now moves downwards
  • St.HK.Charged: Increased hit stop

[h2]Cid[/h2]
  • Throw.Backwards: Updated animation
  • St.LP: Retracted hit box range
  • Cr.LP: Retracted hit box range
  • St.MP.Charged: Increased hit stop
  • Cr.MP.Charged: Increased hit stop
  • St.HP: Adjusted followthrough / recovery frames
  • St.HP.Charged: Increased hit stop
  • St.HK: Adjusted followthrough / recovery frames
  • Cr.HK: Adjusted followthrough / recovery frames, retracted hit box top, retracted hit box range

[h2]Tyara[/h2]
  • St.LP: Now super cancellable, retracted hit box range
  • Cr.LP: Now super cancellable, retracted hit box range
  • Cr.LK: Updated animation, retracted hit box top, retracted active-state hurt box range, extended followthrough-state hurt box range, adjusted followthrough / recovery frames
  • Cr.MK: Updated animation, retracted hit box top, adjusted followthrough / recovery frames
  • St.MP: Updated animation, broke hit box into three parts and adjusted ranges (moves downwards), adjusted hurt box
  • Jp.MP: Increased active frames, extended hit box range, retracted hit box bottom
  • Cr.HP.Charged: Increased hit stop
  • St.HK: Retracted hit box top, retracted hurt box right
  • Cr.HK: Adjusted followthrough / recovery frames, retracted followthrough-state hurt box top
  • Shield.L/M/H: Can now be dash cancelled after banging shield
  • Shield.M.Fast: Increased block stun / advantage
  • Shield.H.Fast: Increased block stun / advantage
  • Break.Your.Bones.All: Now interacts with grab boxes instead of hurt boxes, extended hit box range
  • Break.Your.Bones.L/M/H: Decreased corner push back
  • War.Dance.Super: Increased startup frames
  • Meteor.Goddess.Super: Extended hit box range

[h2]Dog[/h2]
  • Asset: Added smear system
  • Animations: Updated all animations
  • Terminate.Costume: Updated costume
  • Throw.Air: Now has a minimum height requirement on the way down from a jump, retracted hit box range, increased active frames

[h2]Agent-G[/h2]
  • Throw.Forward: Decreased knockdown frames, decreased knockback distance
  • St.MP: Adjusted followthrough / recovery frames
  • Cr.MK: Adjusted followthrough / recovery frames
  • Cr.HK: Retracted hit box top
  • Crescent.Splits.All: Reduced movement distance and range

[h2]Maxx[/h2]
  • Cr.LP: Added missing followthrough state hurt box
  • Cr.MK: Extended hit box range
  • Fw.MP.Charged: Increased hit stop
  • Fw.HP.Charged: Increased hit stop
  • Ground.And.Pound.L/M/H: Increased projectile invulnerability

[h2]ARN-01D[/h2]
  • Costumes: Added K0-Wars costume
  • Squat.Kicks: Now special cancellable, extended hurt box top
  • Cr.LK: Extended hurt box top
  • Jp.LK: Now reorients on use
  • St.HK: Retracted hit box range
  • Energy.Turret.Projectile: Updated animation
  • Super.Drive.Both: Increased damage
  • Super.Drive.Grounded: Now uses standing move boxes (should help juggles)

[h2]Gat[/h2]
  • Costumes: Added Vizier costume
  • Normals.Ground: Light attacks no longer chain into Heavy attacks
  • Normals.Air: Light attacks no longer chain into Heavy attacks, decreased juggle distance, decreased juggle height, decreased corner push back
  • Walk.Forward: Increased move speed
  • Dash.Backward: Decreased distance
  • Throw.Backward: Decreased juggle value
  • St.LK: Increased block stun / advantage
  • St.MP: Increased block stun / advantage
  • Cr.MP: Increased move distance
  • Jp.MP: Extended hit box bottom
  • St.MK: Adjusted movement / hit boxes, hit box now moves farther forward / up during active, increased block stun / advantage
  • Cr.MK: Increased damage, increased move distance, extended hit box range
  • Coffin.Kicks: Extended hit box top, all hits now cancellable into Levitate on hit and block, adjusted cancel window into Levitate, adjusted juggle corner push back
  • St.HP: Adjusted hit box (now moves downwards during active), extended hurt box bottom, increased recovery frames, increased hit stun (decreased advantage), increased block stun / advantage
  • Jp.HP: Decreased juggle value, fixed late frames being cancellable into Levitate
  • St.HK: Increased move distance, extended hurt box top, extended hurt box right, increased recovery frames, increased hit stun / advantage, increased block stun / advantage
  • Cr.HK: Now super cancellable, decreased recovery frames, increased block advantage
  • Prism.Cell.All: Retracted hit box range, increased corner push back, decreased push back on block
  • Prism.Cell.M/H/EX: Increased juggle distance, increased knockdown frames
  • Prism.Cell.L/M/EX: Increased move distance
  • Gem.EX: Decreased corner push back
  • Gem.Projectile: Increased hit stop, now destroys if Gat takes damage, decreased startup frames, increased active frames
  • Levitate.M/H: Increased horizontal move speed
  • Levitate->Air.Reaper.Regular: Increased juggle distance
  • Levitate->Air.Stake.Both: Now deals damage on block (chip)
  • Levitate->Air.State.Regular: Increased hit stun / advantage, increased block stun / advantage, can now cross-up, extended initial hit box left (back)
  • Gem.Lancer.Super: Decreased corner push back, reduced second and third projectile spawn position
  • Diamond.Maiden.Super: Now hits against knocked down opponents, decreased damage
You can read the full detailed notes here

Punch Planet - Version 0.7.1.A - GAT



Version 0.7.1 is now released, Gat joins the fight!
Read the full detail changelog here.
[previewyoutube][/previewyoutube]


[h2]INFO[/h2]
Little is known about the origins of Gat, but it's believed he has appeared throughout history to reap from times of chaos. He has returned once more and as the new custodian of Punch Planet.

There is much debate as to whether he is truly immortal or using some form of space wizardry to keep himself alive.

Name : Gat
Age : Unknown
Origin : Unknown
Occupation : Space Wizard
[h2]Health[/h2]
  • 1000
[h2]Unique Moves[/h2]
  • Coffin Kicks: Down + MK (in air, up to 3x)
[h2]Special Moves[/h2]
  • Gem: QCF + Punch
  • Prism Cell: QCB + Punch
  • Levitate: QCF + Kick (in air)
  • Levitate Followups:
    -> Air Reaper: Punch
    -> Air Stake: Kick
    -> Levitate (EX): QCF + 2x Kick
[h2]Super Moves[/h2]
  • Gem Lancer: QCFx2 + Punch (Costs 2 Bars)
  • Diamond Maiden: QCFx2 + Kick (Costs 4 Bars)
[h2]Notes[/h2]
  • Normals can be chained into higher priority normals (Light -> Medium / Heavy, Medium -> Heavy), grounded and airborne
  • Airborne normals are cancellable into Levitate (Jp.HP exception)
  • St.MP, Cr.HP, and St.HK are jump cancellable on hit




[h2]Stages[/h2]Added Crystal Desert Stage

[h2]Music[/h2]Added Gat and Crystal Desert Stage.

When selecting stage music, can now choose music from other stages.

[h2]Performance Optimizations[/h2]Made substantial optimizations to systems that manage many instances of objects, greatly improving how these objects are cached and used. Collision Box, Projectile, Sound, and Game Effect systems should all have a much smaller per-frame performance footprint, which should improve both normal performance and roll-back performance.



[h2]Priority Trades[/h2]Added priority trade logic to the game. When two attacks collide at the same time, instead of always trading (both hits are applied), the strength of both attacks will be taken into consideration. If one attack has a higher attack strength value (Light -> Medium / Projectile -> Heavy -> Special), that move will win the trade and their attack will land as a counter-hit.

[h2]Hit Stop[/h2]Lowered hit stop across the board, should speed up the game flow quite a bit.
  • Light: Remains 6/10
  • Medium: Decreased from 8/12 to 7/11
  • Heavy: Decreased from 10/14 to 8/12
  • Special: Decreased from 12/16 to 10/14
  • JTC: Decreased from 12/16 to 10/14
  • Throw: Increased from 10 to 12

[h2]Input[/h2]Some adjustments to leniency to make links a little easier and cancels a little more strict (still easy). Also a slight adjust to make DP input slightly more strict.

[h3]Leniency[/h3]
  • HitCancel_Normal: Decreased from 8 to 6
  • HitCancel_Super: Decreased from 20 to 6
  • Link_Normal: Increased from 3 to 4
  • Link_Special: Increased from 3 to 8
  • Stun: Increased from 3 to 4
  • Wakeup: Increased from 3 to 4
  • Dash: Increased from 4 to 6
[h3]Sequences[/h3]
  • DP_Forward: Decreased buffer frames after last direction input from 8 to 6

[h2]Push Back[/h2]Some slight adjusts to make push back happen a bit faster
  • Increased push back scale from 2.75 to 3.0 (moves more each frame)
  • Decreased push calculation frames from 16 to 14 (happens over less frames)

[h2]Positioning[/h2]Increased maximum distance between characters from 23 to 24, this will allow characters to be farther apart than before.

[h2]Character Hit Shake[/h2]Re-enabled and adjusted the character shake that happens when hit collisions occur. Should look better than it did previously and provide some more umfph to attacks, also now applies to the attacker when an attack is parried.




[h2]ATC[/h2]Special moves that are cancelled out of a successful parry will now orient towards the opponent, should help when parrying moves that are hitting right as they cross up.

Also slightly adjusted the freeze / animation ratio when parrying hits, should animate slightly more than before (no functional change).

[h2]JTC[/h2]Quite a few buffs that should help the effectiveness of JTC.

Decreased juggle x-velocity and corner push back, should allow for more followups to land based on positioning.

Improved dash version by increasing distance travelled and cancel window by 2 frames.

[h2]Collision Boxes[/h2]For all body types, extended empty airborne hurt box bottom down from 4.0 to 3.75. Should make it slightly easier to hit airborne opponents before they've pressed an attack.

For Dog body type, slightly extended the width of his standing and crouching hurt boxes by 0.15. Should make him slightly easier to hit on the ground.

[h2]Walks[/h2]Slightly adjusted how the walk ramp works, increased ramp frames from 4 to 10 and adjusted range from [0.25, 1.0] to [0.5, 1.0]. This means it will ramp over more frames total, but it will start at a faster speed (longer ramp from 50% -> 100%, instead of a shorter ramp from 25% -> 100%).

[h2]Throws[/h2]Increased throw tech frames from 7 to 6, a little harder to tech.

Decreased recovery frames on whiff from 23 to 21, a little harder to punish on whiff.

Throw breaks now use the push back system for breaking the two characters apart. This will standardize how throw break movement is applied to all characters, instead of relying on their throw break animation. Also, this allows throw breaks that happen in the corner to apply extra push back and maintain the same break distance regardless of stage position.

Also improved leniency coming out of a throw break to use Special leniency instead of Normal.

[h2]Supers[/h2]Adjusted camera zoom for all Super activations, should look cooler.

[h2]Damage[/h2]Standardized damage systems and removed Global / Character scaling functionality and adjusted new values accordingly. Damage is now strictly calculated by BaseDamage * ComboScaling.

[h2]Meter[/h2]Standardized meter gain on use for all special moves to 100 (some were at 150). Also standardized meter use frame for all EX / Super moves from frame 1 to 2 to avoid extra usage when kara-cancelling.

[h2]Sweeps[/h2]Sweeps have had their block stun reduced across the board and are slightly worse when cancelling into DTC.

[h2]EX Reversals[/h2]Extended hit box bottom on all reversals so that they are not so easily low-profiled, they should hit more often against low opponents.


[h2]Roy[/h2]
  • Fw.MP: Damage slightly decreased
  • Cr.MK: Early frames no longer low-profile, reduced hit box range
  • Cr.HP: Damage slightly increased
  • St.HK.Charged: Damage slightly decreased
  • Cr.HK: Decreased block stun and advantage
  • Headbutt.EX: Extended hit box bottom, increased grab invincible frames
  • Gunshot: Damage slightly decreased

[h2]Cid[/h2]
  • St.MP: Damage slightly decreased
  • Cr.MP.Pre-Hold: Early frames no longer low-profile
  • Cr.MP: Damage increased
  • Cr.MK: Damage slightly decreased
  • St.HP.Charged: Decreased damage
  • Cr.HP: Increased damage
  • Cr.HK: Decreased block stun and advantage
  • KnifeRush.L/M/H: Decreased meter gain on use
  • KnifeRush.EX: Increased grab invincible frames
  • Grenade.L/M/H: Decreased meter gain on use
  • Grenade.Projectile: Extended hit box top, increased push back
  • Grenade.Projectile.EX: Now slides after first hit

[h2]Tyara[/h2]
  • Cr.MK: Decreased block stun and advantage, decreased knockdown frames on normal hit, increased knockdown frames on counter-hit
  • St.HP: Increased armor startup frame
  • Jp.Splash: Increased block stun
  • Jp.HP: Updated animation, decreased block stun
  • Shield.L/M/H: Increased meter gain, adjusted armor properties, release changed from airborne to standing
  • Shield.L/M: Increased block stun and advantage
  • Shield.EX: Decreased movement distance, increased grab invincible frames
  • BreakYourBones.L/M/H: Decreased meter gain on use, increased spike x velocity, increased corner push back
  • HeadLopper.All: Now beats projectiles instead of trading
  • FlyingGoddess.L/M/H: Decreased meter gain on use
  • Super.WarDance: Decreased corner pushback against airborne opponents, decreased knockdown frames
  • Super.MeteorGoddess: Decreased knockdown frames

[h2]Dog[/h2]
  • Added FX to special moves
  • Dash.Forward: Decreased distance
  • Throw.Air: Added Air Throw
  • Throw.Forward: Fixed not having leniency going back to neutral
  • Cr.MK: Decreased block stun and advantage
  • St.HP: Increased knockdown frames, decreased juggle value
  • Cr.HP: Decreased push back, increased block stun and advantage
  • St.HK: Increased juggle value
  • Dw.HK.Slide: Increased recovery frames, decreased block stun and advantage
  • Run->LeapStrike.Regular: No longer causes hard knockdown, increased damage, increased block stun and advantage
  • Run->LeapStrike.EX: Increased recovery frames, decreased block stun and advantage
  • PinWheel: Extended move box bottom
  • PinWheel.EX: Decreased corner push back
  • PinWheel->Dive.All: Now an overhead, adjusted animation
  • PinWheel->Dive.Regular: Decreased hit stun and block stun
  • PinWheel->Dive.EX: Decreased hit stun
  • PinWheel->Grab: Added PinWheel -> Grab followup, hits against standing opponents only (not crouching or airborne)
  • PinWheel->Slide.EX: No longer super cancellable
  • PinWheel.EX->ComboGrab: Added grab followup that hits against airborne and only usable if the EX.PinWheel hits on the way up

[h2]Agent-G[/h2]
  • Dash.Forward: Decreased distance
  • Dash.Backward: Increased distance
  • Throw.Forward: Decreased knockdown frames
  • St.LK: Decreased damage
  • Cr.LK: Extended hit box range
  • Fw.MK: Increased startup frames, increased followthrough frames, increased hit stun, decreased hit / block advantage
  • Fw.MK->HK: Decreased startup frames, increased damage, extended hit box top
  • Fw.HK: Extended hit box range
  • St.HP: Retracted hit box range, extended hurt box range, now beats projectiles instead of trading
  • Cr.HK: Decreased block stun and advantage
  • LunarDisk.All: Increased projectile spawn y position (slightly higher)
  • LunarDisk.Projectile.EX: First hit now juggles against grounded opponents, decreased juggle x velocity
  • CrescentKicks.All: Extended hit box bottom, decreased first hit corner push back against grounded opponents, retracted first hit hit box left position (does not extend as far back)
  • Super.LegendaryAgent: Decreased invincibility frames

[h2]Maxx[/h2]
  • Added FX to moves that are buffed and granting armor
  • Jumps: Slightly increased jump height
  • Fw.MP: Now has a charged version
  • Fw.MP.Fast: Decreased movement distance, increased followthrough frames, decreased hit stun, decreased hit and block advantage
  • Fw.MP.Charged: Requires 7 frames of holding, grants better advantage and moves farther
  • Cr.MK: Decreased hit box range, decreased hurt box range, damage increased
  • Fw.HP: Now has a charged version
  • Fw.HP.Fast: Now causes a soft knockdown against airborne opponents, decreased followthrough frames, decreased recovery frames, decreased hit and block advantage
  • Fw.HP.Charged: Requires 8 frames of holding, grants ground bounce against airborne, farther range, and better advantage
  • Cr.HP: Increased startup frames, decreased hit box range, decreased block stun and advantage
  • Cr.HK: Increased juggle remove value
  • GroundAndPound.L/M/H: Decreased meter gain on use
  • GroundAndPound.L: Now causes a hard knockdown, increased juggle remove value, decreased damage
  • GroundAndPound.H: Increased damage
  • HornyToad.L/M/H: Decreased meter gain on use
  • HornyToad.All: Extended initial hit box bottom
  • HookSwing.L/M/H: Decreased meter gain on use
  • HookSwing.EX: Increased second hit juggle y velocity
  • Buff-U.Projectile: No longer has proximity box
  • Super.LastCall.Buffed: Decreased damage

[h2]ARN-01D[/h2]
  • General: Decreased health from 1100 to 1050
  • Dash.Forward: Increased distance
  • Throw.Backward: Fixed juggle animation on KO
  • Jp.LK: Extended hit box range, extended hurt box range
  • St.MP: Increased followthrough frames, decreased recovery frames (no total change)
  • Cr.MP: Increased followthrough frames, decreased recovery frames (no total change)
  • Dw.Bk.MP: Decreased startup frames
  • Jp.MP: Increased active frames, decreased followthrough frames
  • St.MK: Increased followthrough frames, decreased recovery frames, extended second hit hit box range, extended hurt box range
  • Cr.HP: Decreased startup frames, upper hit box no longer hits against crouching oponents, decreased upper hit hit box range, decreased lower hit hit box range, retracted hurt box range, now beats projectiles instead of trading
  • Jp.HP: Decreased hit stun, decreased block stun
  • St.HK: Decreased damage
  • Cr.HK: Adjusted proximity box range, decreased block stun and advantage
  • Jp.HK: Increased active frames, increased hit stun, increased block stun, extended hit box range
  • BatteryDischarge.L/M/H: Decreased meter gain on use
  • BatteryDischarge.All: Juggle now always launches away
  • EnergyTurret.L/M/H: Decreased followthrough frames, decreased meter gain on use
  • EnergyTurret.Projectile.All: Extended hit box bottom
  • EnergyTurret.Projectile.L/M/H: Increased hit stun, increased block stun, now juggles against airborne opponents in a combo (still resets against jumping)
  • EnergyTurret.Projectile.EX: Increased projectile hit value (no longer loses to gunshot)
  • RapidTaser.All: Extended hit box range, extended hit box bottom
  • RapidTaser.L/M/H: Decreased meter gain on use
  • RapidTaser.M: Increased distance, retracted final hit hit box range
  • RapidTaser.H: Increased distance
  • RapidTaser.EX: Increased distance, now has armor frames later in startup, increased grab invincible frames
  • OrbitalStrike.L/M/H: Decreased meter gain on use
  • JetPack.L/M/H: Increased hold speed
  • BackBoost: Can now cancel into regular JetPack
  • Super.MaximumThrusters: Increased damage on block
  • Super.AccessDenied: Decreased meter lost per frame



You can read the full detailed notes here



Version 0.6.1.e

- Improves netcode timesyncing, should help reduce the stutter when one player needs to wait for the others' machine to catch up